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#541 | |
Sailor man
![]() Join Date: Sep 2008
Posts: 46
Downloads: 22
Uploads: 0
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The problem was, was that I had the v1.1 patch. Once I installed the v1.2 patch the ships found the textures ![]() |
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#542 | |
Seasoned Skipper
![]() Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
Uploads: 2
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Really good news! ![]() The problem was, that everyone assumed your game is patched to 1.2, because until recently it update automatically. It is also good to know, if once again someone has this issue. ![]()
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http://www.subsim.com/radioroom/album.php?albumid=473 |
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#543 |
Seasoned Skipper
![]() Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
Uploads: 2
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Hi Trevally!
...if I nerve with it, so let me know please! ![]() Example for an extended tutorial, all based on the stock-tutorial on the way back to Kiel. (Only conception): Map zone: ![]() Mission can be, for example sink 3...5 polish ships or tonnage, (maybe outbound to england). Taken from the regular traffic, already in the game. And the point given for this, not for the "target-ships" in the stock tutorial. The missions not MUST requested - no problem. And after sinking the third target ship, we have full control over the UI - also no problem. Here I see a chance for a small mission in the Baltic Sea! ![]()
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http://www.subsim.com/radioroom/album.php?albumid=473 Last edited by uekel; 02-05-12 at 03:32 AM. |
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#544 | ||
Navy Seal
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#545 | |
Navy Seal
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After sinking the 3rd ship - full Ui is restored (even TDWs Ui ![]() So yes the long return trip to Kiel is wasted and no skipper should return to port with a healthy boat full of torps ![]() The last message you get is to return and dock at kiel - how do you think this Baltic mission should be triggered. ![]() The text for return to Kiel could be edited to say attack any ships on route or we could add a map trigger to send a new message. I will check the traffic for this time to ensure there are ships to attack rather than set spawned ones. |
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#546 | ||
Seasoned Skipper
![]() Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
Uploads: 2
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#547 |
Ace of the deep .
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Here is to enable the full TDW UI interface from the start of the tutorial .
http://www.gamefront.com/files/21299...al_mission.rar 3.5kb Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany If using TDW UI then you have to have the TAI enabled and not using real navigation . Can someone fix the scripting up so we have full control of the navmap from the start . This File sucks . Last edited by THE_MASK; 02-05-12 at 07:50 AM. |
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#548 |
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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Problems with sound
Hey all,
I have been having problems with sound portion of this mod (forgot the name of the mod with OH). Seems to happen when I encounter thunder storms. None of my crew will talk, and I loose the ability to do depth to keel (both the nav reporting the depth and the message in the message box telling me the depth). Any ideas? |
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#549 |
Navy Seal
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I have had a great beakthrough today
![]() ![]() ![]() ![]() ![]() ![]() Im so happy ![]() I have finally been able to make wolfpack attacks for the campaign without having to follow one about the map for weeks at a time. This new method lets me set the partol areas for the Wolfpack Campaign - Black Pit. I have hidden trigger zones that will now cause wolfpacks and convoys to spawn. You will get radio messages to inform you that a pack is forming and that a convoy is being tailed. You then meet up with the wolf pack and attack the convoy. I will post a set of screen shots to show how it all pans out soon. It was great victory for the wolfpack - 10 ships lost for 1 U-boat. Anyway - I need help. Can anyone tell me how the wolpack worked - messages, approach attack formation etc |
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#550 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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Great Trevally, waiting for the next update of OHII.
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#551 | |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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#552 | |
Gunner
![]() Join Date: Jan 2006
Location: Frankfurt, Germany
Posts: 97
Downloads: 43
Uploads: 0
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Great job Trevally ! ![]() What i've read in many books is, that the first sub detecting the convoy never attacked at first contact. It sent a message to the BdU and kept in touch ("Fühlung halten") with the convoy, sending further reports every day. The BdU ordered alls subs in range to move to the convoy. Once enough boats were on target, they got the "go" by the BdU. Then every Kaleun attacked on his own. Afaik there was no communication between the boats or any special formation. I've just finished an excellent book about Kretschmer who is said to have developed "the surfaced at night attack". He went straight into the convoy columns and looked out for the tankers. We all know he was very successfull, even many other denied this strategy as way too risky. The majority of boats usually attacked in sending a "Fächer" of torpedoes.
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_________________________________________ Mods: The Wolves of Steel 2.0.0 - 2.0.9d Update |
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#553 | |
Navy Seal
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![]() As you will see in the Screen shots I will post soon - I have this all wrong. The setup I have is to join the wolfpack last and it is then given the go ahead from BdU to attack. Our nice formation soon turns to every boat for itself (so I guess this is ok and can stay in). U-boat run hard on surface until the are close enough to shoot or if they are spotted and fired upon - they dive to scope. Attack are Fächer (fan) from each boat as they can. They then dive deep to reload before comming around to fire again. So if I change it to the following:- Arrive at hidden map zone. Spawn convoy at limit of sight. Inform player to shadow convoy and send reports every 2 hrs After set distance (unknown to player) another mapzone will trigger This trigger will inform player the Boats are forming and continue to shadow and report. Player hits next trigger map area. This trigger spawns the wolfpack and informs wolfpack to attack. How does this sound ![]() How long should player shadow before I set the next action - how real do we want this. Will player follow this contact sending reporst for days? Or would a few hours be ok? Any suggestions would be good. What about the end of the attack - just sneak away or should there be any messages here? |
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#554 |
Navy Seal
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If player is shadowing the convoy at say 10,000m ?? - it is going to be hard to catch up with the attack when it starts.
Perhaps there should be a message just before the order to attack - with an order to prepare for attack? |
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#555 |
Navy Seal
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Anyway - here is the first attempt
Selecting Campaign The Black Pit - using OHIIv1.7 ![]() Selecting Objective Wolfpack ![]() Setting off from Brest ![]() ![]() I just can't help taking screen shots in this game ![]() |
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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