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12-15-11, 01:22 AM | #166 | |
Seasoned Skipper
Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
Uploads: 2
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Hi Akula!
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If you mean it can not keep the set depth, it is an annoying behavior. Try this out: http://www.subsim.com/radioroom/show...92&postcount=1 It´s just like a new boot.
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http://www.subsim.com/radioroom/album.php?albumid=473 |
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12-15-11, 02:26 AM | #167 | |
Convicted Ship Killer
Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
Uploads: 1
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Akula4745 "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
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12-15-11, 02:38 AM | #168 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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@ Akula & Trevally
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Just curious - You say '... when I removed the MineField Map for IO_StrategicMap_for_CSPMagui mod the mission selection issue was resolved.' Were you running the 'CSPMagui' at the time you experienced this? Just asking because I see in your list that you're now running the UI-boat mod. I don't know if I'm wiser than you but I have some suggestions for the load order, one alternative mod plus a few questions for Trevally. Trevally please see my questions below marked with * Grossdeutscher Rundfunk Cerberus62 Additional Merchant Ships 1.1 (Part 1) Cerberus62 Additional Merchant Ships 1.1 (Part 2) Cerberus62 Historical Ship Equipment 1.3 * When you're running the 'OPEN HORIZONS II_full v1.5' mod the 'OPEN HORIZONS II_New_Ships v1.5' is included. I think you shouldn't run the Cerberus62 mods as well. Might these ones cause conflicts? Trevally, can you confirm this? nVidia missing lights A Fistful of Emblems v1.51 FX_Update_0_0_19_ByTheDarkWraith Ui-Boat V4.14 Real Environment - Revision_3 - I suggest you replace this one with the Dynamic Environment SH5 Radio_Messages_1_2_0_UI_Boat_v4_14 Environment Sounds Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM sobers no footstep sound mod U-Boat Watch Crew Routine SFX German U-Boat Internal Routine SFX OPEN HORIZONS II_full v1.5 OHII v1.5 Full Patch3b stoianm EnvWeather V1 SH5 * OH II Campaign Radio Messages v4 - Do you know if this one conflicts with the 'Radio_Messages_1_2_0_UI_Boat_v4_14' above? IO_StrategicMap_4_3_for_Ui-Boat V4.14 No Damn Bubbles, No Damn Halo Mod TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5) * Enhanced FunelSmoke1.2_by HanSolo78 - This feature is included in 'Open Horizons' sobers NO water drops V1 SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1 Accurate German Flags SubFlags__0_0_8_byTheDarkWraith <<< add this one Small_trees_SH5_V1 Church's Compass Dials Mod v2.2 - Option Three 1000_Meter_Bearing_Plotter_byTheBeasts1.0 No Logo Intro Menu_Animation v. 01.00 by AvM Please note - as you can see I've rearranged all sound mods because I've seen somewhere here in this thread that it's recommended not to enable any sound mods after the 'Open Horizons II' * Except for the 'OH II Campaign Radio Messages v4' ? Trevally can you please confirm my questions? Regards Last edited by Silent Steel; 12-15-11 at 07:54 AM. |
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12-15-11, 07:26 AM | #169 |
The Old Man
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@ Silent Steel
Please do not post link to SubFlags 0 0 9 by TheDarkWraith. TheDarkWraith has not approved the changes I made to his Flag MOD yet. I PM'd him a couple weeks ago about those changes but I think he is very busy with his GR2 Exporter MOD that he has been developing. Also, I have a more up to date version of the Flag MOD that adds the Missing Splash FX for the Type-VIIC Conning Tower 2. I think that the Type-VIIB Conning Tower 2 and 3 are also missing these FX as well. I will be checking on this soon. |
12-15-11, 08:00 AM | #170 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Aye Sir, Sorry about that, thanks Replaced it with 0.0.8 What you tell about a more up to date version of the Flag mod sounds interesting. Do you mean you're working on it or is it released? |
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12-15-11, 09:00 AM | #171 | |
The Old Man
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I originally started working on these files because I was trying to get cfg#snk node for Snorkel mount and these files appeared to be best (easiest) files to add these nodes but I found out that the game engine loads these files after it attempt to load the snorkel so it didnt work for that purpose. During the that process I decided to update the Flag 3D Models and Mesh Animations by Privateer/Ducimus for much better looking Sub flag animations. This is done. Regards! TheBeast |
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12-15-11, 10:03 AM | #172 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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BTW - last night I loaded the CSPMagui by dr Jones and was surprised - the snorkel works. Cheers |
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12-15-11, 10:34 AM | #173 | ||||
Convicted Ship Killer
Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
Uploads: 1
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Also a big shout out to The Beast! I removed the \data\Submarine\NSS_Uboat* SIM files from the Real Environment Revision 3 as The Beast had suggested... and my buoyancy has returned! From initial testing (late last night) the bouncing depth issue "appears" to be resolved. Many thanks, Beast!! As always I continue to be impressed with the helpfulness and willing attitude in this forum. I can honestly NOT remember a game forum which had this strong a helpful atmosphere and crew! My thanks and kudos to all!
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Akula4745 "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
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12-15-11, 10:38 AM | #174 | |
The Old Man
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I have updated that Model adding Dmg/Col model to Snorkel with Plumbing Pipe and Brace attached to Conning Tower. I will be releasing Equipment Upgrade fixes v1.4 Patch 1 soon. Hope Trevally. doesn't mind us hijacking his thread. Please place any further comment about this to the Equipment Upgrade fixes thread. Thanks! TheBeast |
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12-15-11, 02:50 PM | #175 | ||||
Navy Seal
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Yes - Cerberus62 Additional Merchant Ships 1.1 (Part 1) Cerberus62 Additional Merchant Ships 1.1 (Part 2) These mods are within OHII so you do not need them. Cerberus62 Historical Ship Equipment 1.3 This one is not - so you can install if you wish Quote:
This is ok to overwrite. It will only share some folders and not overwrite anyfiles Quote:
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The sound controlling file within OHII is from:- Stormfly's DBSM (all of them) - you can check Stormfly's thread to see what other sounds mods may be included. Rongels - lifeboat mod uses OHII sound file so it will be installed after OHII Hijack away - I don't mind Last edited by Trevally.; 12-15-11 at 05:47 PM. |
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12-15-11, 04:36 PM | #176 |
Navy Dude
Join Date: Oct 2011
Location: AM98 - Rounding Hartland Point and sneaking up the Bristol Channel
Posts: 173
Downloads: 137
Uploads: 0
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12-15-11, 05:53 PM | #177 | |
Navy Seal
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Yes - MTNS will work with OHII but only if you use the fix by uekel mtns - OHII&HarbourAdditon_Fix_1_5b |
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12-16-11, 01:42 AM | #178 | |
Seasoned Skipper
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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Played the BB test, no CTD. I crash there in campaign though.
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12-16-11, 01:52 AM | #179 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Thanks for your help Trevally |
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12-16-11, 02:21 AM | #180 |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Hi Mobucks
I'm not quite sure if this is the answer to your question but I've read somewhere that these can conflict in such a way that they can cause CTDs. * Capthelms Audio Mod * Stormys DBSM SH5 v1.3 Basemod * Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz |
Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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