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Old 02-01-12, 02:21 PM   #1
uekel
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Quote:
Originally Posted by pedrobas View Post
...it so boring to see always the same grey ships out there ...
Thatīs true!
Quote:
I solved it removing the \data\Library\cameras.cam from the mnts mod and now it works.
Itīs ok, because "cameras.cam" was not important for mtns. I only increased the outside viewīs "MaxZoom" from 10 to 400. It had bothered me that for example ships from very near proximity, still appear relatively small.
Quote:
SOAN doesnīt recognice a lot of ships and got an error from TDW python scripts saying "bla, bla...error"
Maybe a reason:

Config for stock-ships:
Quote:
[Unit]
ClassName=AGCC2Appalachian
3DModelFileName=data/Sea/NAGC_C2Appalachian/NAGC_C2Appalachian
UnitType=109
MaxSpeed=12
Length=142.11
Width=20.99
Mast=37.54
Draft=7.30
Displacement=7600
DisplacementVariation=5
RenownAwarded=230
CrewComplement=30
SurvivalRate=80
SurvivalPercentage=60
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=1

;********* THE END **********
The red entrys I havenīt fill in for mtns-units. Theyīre needed for the shipīs filter. The "stock "-SOAN (mean without Reaper7īs addon) had it not needed, but the shipīs filter of course not work. I would like very pleased if that finds someone to fill out this lines.

Also other help would be very welcome!

Last edited by uekel; 02-01-12 at 02:36 PM.
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Old 02-01-12, 03:06 PM   #2
TheDarkWraith
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IIRC the red entries are not needed (I coded it so they can be used if found). They are nice to have but will not prevent SOAN from displaying the ships. There's another problem somewhere in the files...
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Old 02-01-12, 03:22 PM   #3
uekel
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Hi TDW!
Quote:
Originally Posted by TheDarkWraith View Post
IIRC the red entries are not needed (I coded it so they can be used if found). They are nice to have but will not prevent SOAN from displaying the ships. There's another problem somewhere in the files...
I think it only occur with reaper7īs addon, because without it (SOAN-pure) I never noticed it.

Another reason can be:

Example for an "early" cfg-file:
Quote:
[Unit]
ClassName=LTgBoat
UnitType=104
MaxSpeed=15
Length=63
Width=12
Mast=21.5
Draft=4.50
Displacement=1100
RenownAwarded=30
RecManualCategory=Other

[2DCompartments]
UnitPos=130,10,253,18
NbOfComp=1
Name1=Keel
Area1=194,6,125,11
Here the red lines are "old stuff". I suggest, I clean up there, fill in a END line and we would see.
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Old 02-01-12, 03:42 PM   #4
Maki4444
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Hey people, some more input from me. The game is working fine, BUT now I have tried to refit in Brest, no way I can enter Brest it's all because of the time compression, even at 32 the game crashes "SH5 is not fuctioning" I have unloaded so many mods, installed the light version......nothing helps. Tried to enter Lorient, same crash....

Edit - managed to get into Lorient on the bridge with 16x time compression, can't get close to Brest

for this new thread

Last edited by Maki4444; 02-01-12 at 04:08 PM.
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Old 02-01-12, 04:11 PM   #5
Trevally.
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Quote:
Originally Posted by Maki4444 View Post
Hey people, some more input from me. The game is working fine, BUT now I have tried to refit in Brest, no way I can enter Brest it's all because of the time compression, even at 32 the game crashes "SH5 is not fuctioning" I have unloaded so many mods, installed the light version......nothing helps. Tried to enter Lorient, same crash....

for this new thread
Hi Maki,

This could be just bad timming.
If these harbours have just spawned a large convey (spawn gens are right in beside the port) - then this may overload your PC (a lot of things in a high mem usage area i.e piers and buildings)

Try loading a save game and waiting out side the ahrbour (30km) for a day or two and see if a large convoy exits.
Then try a enter port.


If this is the case - it may be possible to move all the port spawn gens to outside the memory hungry area of the harbours.

This would futher help to reduce mem usage
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Old 02-01-12, 04:14 PM   #6
Maki4444
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Quote:
Originally Posted by Trevally. View Post
Hi Maki,

This could be just bad timming.
If these harbours have just spawned a large convey (spawn gens are right in beside the port) - then this may overload your PC (a lot of things in a high mem usage area i.e piers and buildings)

Try loading a save game and waiting out side the ahrbour (30km) for a day or two and see if a large convoy exits.
Then try a enter port.


If this is the case - it may be possible to move all the port spawn gens to outside the memory hungry area of the harbours.

This would futher help to reduce mem usage

It could be I'll try one more time. Although I am havin gdoubts because now I entered Lorient tip-toeing and there was no convoy, so i moved back to brest and well maybe 50km or so from the harbour the game freezes.

Although convoy related when I am nearing a sound contact well, when a sound contact spawns it sort of freezes the game for just a second and then well I keep my fingers crossed weather it will crash or just continue.

EDIT - nothing I have tried completly disabeling the antialiasing, I was on the bridge at 16x time compression it still crashed about 20 km from Brest......uhhh I don't know perhaps I just need to stick to Lorient and wait for the next version of the mod

Last edited by Maki4444; 02-01-12 at 04:36 PM.
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Old 02-01-12, 04:40 PM   #7
uekel
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Hi Maki!

And better you donīt change in between (with a savegame) to the light-version. The reason is, that savegames stored all unitīs (itīs a huge file). If you change without carreer start to the light, some units which the game expect, now not defined. Must not lead to CTD, but can. In this case the units from Harbour-Enhancement-Mod.

@pedrobas
Quote:
As i also use "NewUIs_TDC_6_9_0_ERM_Reaper7_NightVision_Blac k_Sk in" i have to use "mtns - Fix for Reaper7 UI - recognition manual". The problem here is that the SOAN doesnīt recognice a lot of ships and got an error from TDW python scripts saying "bla, bla...error". Not big issue here since just hitting Enter key it continues without CTD. This is the point where iīm stuck now because i would like the SOAN to work properly with "Identifying" ships.
Can you try this: http://www.mediafire.com/?4aatv72x57a5qb2

activate it at last (I know, evryone who publish a mod say it , but itīs only for testing). In this I have cleanup the cfg-files, maybe it helps.
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Old 02-01-12, 04:52 PM   #8
uekel
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Hi Trevally!
Quote:
Originally Posted by Trevally. View Post
If this is the case - it may be possible to move all the port spawn gens to outside the memory hungry area of the harbours.

This would futher help to reduce mem usage
Sometimes I also have thought about it. But on the other side it must be very far from the harbour.
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Old 02-01-12, 05:04 PM   #9
Trevally.
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Quote:
Originally Posted by uekel View Post
Hi Trevally!Sometimes I also have thought about it. But on the other side it must be very far from the harbour.
Yes - im sure it would cut down on the work a PC has to do in a port.

It would look odd with convoys forming out at sea - also convoys at the end of their path would delete there
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Old 02-20-12, 11:58 PM   #10
Morlock
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Thanks, it was confusing as you have included it as an option in your OP, listed as installed after the 1.7a fix.

Quote:
Originally Posted by pedrobas View Post
Enable in following order (please just use these versions):

-Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
-Open horizons II full v1.7
-Open horizons v1.7 Patch and OHII Higher Tonnage Objectives for v1.6
-more traffic, nations and ships v1.8d
-mtns - OHII&HarbourAdditon_Fix v1.7a
(- mtns - OHII & HarbourAdditon_Fix - restore minefields(optional - activate at last))
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Old 02-21-12, 12:19 AM   #11
pedrobas
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Youīre right iīll update that info, right now.
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