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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1231 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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as the stock file is in stereo and have no 3D effect, i recommend adding a mono version to the campaign package.
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Stormy...... |
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#1232 | |
Stowaway
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![]() Say I complete a patrol and end in the Bunker. I start the next patrol from the Bunker then right? Again, I have not had the system to play SH5 until today. And for the most part I only mod things. Today the first of the Open Bunker Mods goes to a special tester. If he feels it's worth releaseing for further testing? I'll ask for a few more testers. ![]() |
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#1233 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#1234 | |
Stowaway
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I now have the information to actually disable the Bunker for ports that had none. ![]() I'm sure We can make it so your on a dock now instead of inside a bunker when need be. ![]() |
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#1235 |
中国水兵
![]() Join Date: Aug 2009
Location: Dayton OH
Posts: 271
Downloads: 130
Uploads: 0
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#1236 |
Bilge Rat
![]() Join Date: Jul 2007
Posts: 1
Downloads: 24
Uploads: 0
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Wow a very great mod for SH5.
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#1237 |
Silent Hunter
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#1238 |
Watch
![]() Join Date: Feb 2005
Posts: 29
Downloads: 90
Uploads: 0
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I also have no internal engine sound. How do you fix it ?
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#1239 |
Navy Seal
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Thanks to Stormfly who send me this fix
![]() OHII fixed sound v1.3 Install if you are missing the engine sounds |
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#1240 |
Electrician's Mate
![]() Join Date: Aug 2010
Posts: 131
Downloads: 107
Uploads: 0
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Fairly minor thing, but I thought I'd mention it:
There's a mis-match between ship types between the full version of OH II (v 1.3) and TDW's multiple UI mod (v 6.7.0). Firstly it seems that most of the new ships don't trigger the creation of destroyed marks on the map (TDW UI feature). Secondly, some of the new ships are mis matched with ship types in TDW's mod. For example, last night I sank a SV' ATOD Large Passenger Ship (8843 tons). In TDW's logbook it was recorded as an SV Fishing Vessel (81 tons). It was however correctly recorded (both type and tonnage) in the default captain's log. |
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#1241 | |
Watch
![]() Join Date: Feb 2005
Posts: 29
Downloads: 90
Uploads: 0
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#1242 |
Navy Seal
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I have removed the link for OH II light
This was part of the mod when the test version was out and where the test mod was causing fps issues for low spec systems. The light version helped this. With the updates etc within OH II base v1.3 - the fps issues have been reduced and everyone should be able to run it ok. ![]() |
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#1243 | |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
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Now the next question...is it this mod, TDW UI mod, stonaim's ptich and roll mod, causing my subs CRASHDIVE to take so long (or is it stock SH5). I order a crashdive and it takes 20+ seconds just for my LI to say "Extreme speed ahead (I hate that), CRASH DIVE"... cripes by the time we actually start the crash dive I would be dead. |
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#1244 | |
Navy Seal
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He added a 20sec delay to simulate how long it would take to clear the bridge for the auto teleport command. If you, like me - always leave bridge before ordering crash dive - you can change this in the options py file ![]() |
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#1245 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
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Thanks Trevally.
Back to the mismatch Nav Map and "real" world (game world that is). I was exiting Keil canal (Keil was fine) and even though I had my route maped to the center canal (see TAI in screenshot).. I almost ran aground to the far right of all the canals (locks?). (sorry for screenshot size.. didnt have time to reinstall my editor program). ![]() Last edited by Faamecanic; 09-10-11 at 10:35 PM. |
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