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Old 07-31-11, 03:59 PM   #196
Hoth
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Quote:
Originally Posted by Trevally. View Post
Hi Hoth,
Not sure what could cause the problem you are having - can you try a saved game before this happened and post you mod list?
Generic Mod Enabler - v2.6.0.157
[H:\Ubisoft\Silent Hunter 5\MODS]
008_BBC_1939_to_1945
Magnum_Opus_v0_0_1
d3d_antilag101
nVidia missing lights
Original map colors
Shadow Improvement ModLR
NewUIs_TDC_6_6_0_ByTheDarkWraith
NewUIs_TDC_6_6_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_6_0_jimimadrids_map_tools
NewUIs_TDC_6_6_0_New_radio_messages_German
NewUIs_TDC_6_6_0_WWIIInterface_by_naights
021_FX_Update_0_0_16_ByTheDarkWraith
021_FX_Update_0_0_16_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
IO_StrategicMap_4_4_for_TDWv660&MO
Enhanced FunelSmoke_by HanSolo78
003A_SH5Lifeboats_2.0
003B_SH5Lifeboat_sound
Periscope_and_antenna_extended_fix-1.0.2
Real Fog
SubFlags_0_0_6_byTheDarkWraith
001A_No Damn Bubbles, No Damn Halo Mod
001B_NDB,NDH OM#1 - No Dialog Indicator
sobers 3D deck spray mod V7
sobers base wave mechanics V17 SH5
sobers chimney smoke V2
sobers real trees
sobers smaller water drops
stoianm EnvWeather V1 SH5
stoianm pitch&roll for SH5
stoianm upgrade available mod stock file
NewUIs_TDC_6_6_0_Real_Navigation
Uniform_Pascal
MightyFine Crew Mod 1.2.1 Alt faces
OPEN HORIZONS II
harbour fix for all campaigns from OH II full
50% reduced port ships from OH II full - Copy
OH2_Textures
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Old 07-31-11, 04:24 PM   #197
Trevally.
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Hi Hoth,

The issue you are reporting has me puzzled.
I can think of nothing that could cause it.

But - there is something about the date that has me thinking.
01/01/1940 is the default date for all layers in the capaign.
This is also the start date for all timings in the campaign (timed triggers are all set from this date. i.e. event trigget time 0000010 means trigger that event 10 seconds after 01/01/40 00:00)

So this date is a very important date for the campaign

I will have a look through the missions/obejtives and see if I can spot anything.
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Old 07-31-11, 04:36 PM   #198
Trevally.
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Quote:
Originally Posted by mobucks View Post
is there perhaps a recommended mod list for striclty testing OHII?

I think it would be helpful to add this info, so as a baseline, for bug reporting.

Im going to try TDWUIs, FXupdate, and OHII plus patch to start. Is that good enough? Ill save the sound mods/ENV mods for after I see things working or not.
Hi Mobucks,

Yes - those should work well. I have been using those + Stormfly's sounds throughout.

Or follow a mod list like Sober's - that would be good
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Old 08-01-11, 10:22 AM   #199
mobucks
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I will be stress testing this full version on my setup now for possible CTDs caused by over demand of my system. Can I drive straight to Scapa Flow from the first campaign? I recall someone saying the "prien" mission is possible before X date but afterwards the Scapa will be in full defence. If so, what area can you recommend I go to for stress testing? Perhaps I will just use Silentotto to be sure, by starting a new campaign later in the war. Will report my experience.
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Old 08-01-11, 11:29 AM   #200
Zedi
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Scapa mission is all about being Prien. A legendary mission but with a major bug. The final release will solve the problem.

I planned that in the second when you hit the main target a major taskforce will join the scene and investigate the area. Of course, the trigger and events script is not working in SH5 :| Hail Ubi.
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Old 08-01-11, 12:03 PM   #201
crepitis
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Quote:
Originally Posted by Zedi View Post
Scapa mission is all about being Prien. A legendary mission but with a major bug. The final release will solve the problem.

I planned that in the second when you hit the main target a major taskforce will join the scene and investigate the area. Of course, the trigger and events script is not working in SH5 :| Hail Ubi.
I am using OHII light version and during my first campaign on the Eastern British Coast assignment I was offered a new assignment "breaking the Fortress" , I take it this is the Scapa mission you are reffering to ?

I sneaked in , late evening with cover of fog and literaly stumbled across a large warship which I could just make out through the fog.

I hit her with 3 torpedoes and high tailed it out again.
I was credited with sinking a Queen Elizabeth class Battleship of, I think, 31000 tons. I recieved a message from BDU congratulating me...followed immediately by another telling me to "be more aggressive"
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Old 08-01-11, 12:24 PM   #202
Trevally.
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Quote:
Originally Posted by crepitis View Post
I was credited with sinking a Queen Elizabeth class Battleship of, I think, 31000 tons. I recieved a message from BDU congratulating me...followed immediately by another telling me to "be more aggressive"


There was 2 BBs there.

Be more aggressive
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Old 08-01-11, 12:35 PM   #203
crepitis
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Quote:
Originally Posted by Trevally. View Post


There was 2 BBs there.

Be more aggressive
D'oh ! , curse that fog !
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Old 08-01-11, 04:31 PM   #204
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Quote:
Originally Posted by Trevally. View Post


There was 2 BBs there.

Be more aggressive
2 BBs to be sank in one mission-isn't it realistic and historically prooved?
OHII is full of realism I quess Lets add USS Nimitz + a couple of "Mistral"-type HC to Scapa also
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Old 08-01-11, 06:35 PM   #205
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These new toop transports named after members of the subsim community were floating/driving in their convoy with the stern completely submerged. I will say this only happened when i re-loaded a save game about 11km from these ships.
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Old 08-02-11, 03:32 AM   #206
Zedi
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Zones.cfg used in this mod is wrong, just figured this out. If you guys know how to do it, use the zones.cfg from FW or BARF. The final release of OH2 will not have this file.

Sorry vlad29 that I cant laugh with you, Im missing your point.
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Old 08-02-11, 08:47 AM   #207
mobucks
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If you use FX, you must use that Zones.cfg, otherwise all the cool new features of FX will not show in your game.
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Old 08-02-11, 09:06 AM   #208
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Quote:
Originally Posted by Zedi View Post
Zones.cfg used in this mod is wrong, just figured this out. If you guys know how to do it, use the zones.cfg from FW or BARF. The final release of OH2 will not have this file.

Sorry vlad29 that I cant laugh with you, Im missing your point.
Erk! How do we do that? EDIT: No worries, mobucks says how in this thread:
http://www.subsim.com/radioroom/showthread.php?t=186253

Copy the zones.cfg from the FXUpdate mod, create a new folder for it with the rest of your mods and enable with JSGME. I called mine 'FX Update Zones OHII Fix' so I remember to remove it when the final version is released

I think Vlad is questioning whether sinking two battleships at Scapa is historically realistic/accurate, and if the rest of the campaign is of a similar realism. Hope that helps
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Old 08-02-11, 10:32 AM   #209
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Quote:
Originally Posted by 0rpheus View Post
Erk! How do we do that? EDIT: No worries, mobucks says how in this thread:
http://www.subsim.com/radioroom/showthread.php?t=186253

Copy the zones.cfg from the FXUpdate mod, create a new folder for it with the rest of your mods and enable with JSGME. I called mine 'FX Update Zones OHII Fix' so I remember to remove it when the final version is released
Thats correct!

Quote:
Originally Posted by 0rpheus View Post
I think Vlad is questioning whether sinking two battleships at Scapa is historically realistic/accurate, and if the rest of the campaign is of a similar realism. Hope that helps
Then he need to read more about what Prien did at Scapa and how. There is a whole website about this incident where you can read about every second of his historical raid. Also, booth BB's location in this mission is historical accurate. After october 39 Scapa gets sealed.
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Old 08-02-11, 12:26 PM   #210
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NEAT, i will look up this website, Uboat.net perhaps?
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