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Old 04-29-13, 02:57 PM   #3106
Choum
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Yes I use tdw
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Old 04-29-13, 02:59 PM   #3107
Trevally.
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Yes I use tdw
Ok thanks
If you used the sea bed fix - that may stop ships falling through the sea floor, but it may also stop these.
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Old 04-29-13, 03:01 PM   #3108
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Old 04-29-13, 03:50 PM   #3109
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Ok thanks
If you used the sea bed fix - that may stop ships falling through the sea floor, but it may also stop these.
I'm now near the Scapa, wanted to test the new TDW's patch in the campaign mode.. at the same time I could look at the subnets..
All reports (new patch and subnets) tomorrow..
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Old 04-29-13, 05:11 PM   #3110
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Hi
Just finished scapa with tdw patch all looked ok to me
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Old 04-29-13, 05:17 PM   #3111
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Yes - But only by making a "request mission" and using the recon option. This would allow me to use that actual "take photo" as a trigger to spawn anything.

What is your idea
Really nothing special; as many testers have reported that they couldn't find targets because Lutwaffe and Kriegsmarine battleships had been faster that them, I thought that you could make some (not all) of the scripted raids already featured in BO to be triggered by our reports. Our main role should be to sneak into Polish ports, or into areas where Polish operations are expected, and to provide intelligency for the following (semi-historical) raids.

Detecting and reporting minefields could be another of our tasks. As for my idea on "dynamic" mine laying by Polish units, you could set different triggers so to mimic the fact that each Polish minelayer/minesweeper could have layed x mines every y hours, once they reached their operation area (Bay of Danzig entrance). The more of them and the earlier they are destroyed, the lesser mines are deployed; the later they will reach the mine laying point, the later minefields should start being spawned. The larger the minelaying unit, the more mines it can deploy in one unit of time. Possible?

P.S: I am making good progress with my Polish units research task. Tomorrow I will post an update on it

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I can fix the issue of planes at night - but the fog must be down to Gap
Blame it on Luftwaffe availing itself of poor weather reporting services
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Old 04-29-13, 06:31 PM   #3112
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So was the IIA-IID naming the reason for the TypeII layer crashes? I haven't tested this one yet.
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Old 04-29-13, 08:19 PM   #3113
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So was the IIA-IID naming the reason for the TypeII layer crashes? I haven't tested this one yet.
No, I just got annoyed by the IID being called a IIA.
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Old 04-29-13, 08:31 PM   #3114
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Ok, going to try new version 2.1, and restart career

- Guess i don't need WA mission fix anymore?
- Just have to activate OHII Type II patch by Cybermat47 on top of it?
- Still need OHII minefield map for NewUIs?
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Old 04-30-13, 02:34 AM   #3115
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fix MTNS for OH II v2.1

Hello! Could somebody from developers of MTNS or OH II make a fix of mtns to use this mod with OH II latest version 2.1. It's very important for us, fans of this greatest mods. Thanks and we will be waiting!
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Old 04-30-13, 06:10 AM   #3116
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Quote:
Quote:
Harbour_Addition_Environment_Enhancement_update_fo r_OHIIv2.1a_By_Trevally
Remove this one as it will stop my fix working - you can add it later when we cet things sorted with OHII
Then start new career
This of course is just my opinion!
But I would like to see the ports are not driving cars, trains and harbor cranes and more ships of other countries (though it is an international port) and more people and nurses (for the sake of these women sailors returns an home)!
But of course it all depends on the features of the game, and from Trevally!
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Old 04-30-13, 09:36 AM   #3117
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I'm now near the Scapa, wanted to test the new TDW's patch in the campaign mode.. at the same time I could look at the subnets..
All reports (new patch and subnets) tomorrow..
Some shots -

the patch AI units falling through the sea floor is enabled

.

the patch is disabled

.

The patch should be disabled far from the border of the world's spawn area (40 km), I mean about 60-65 km from the subnets..

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Old 04-30-13, 04:41 PM   #3118
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(google translation)

Hi all.

These questions are for trevally. (and for all)

I recently did a mod that changes the RPM by the hydrophone for all merchants. (included in the full OHII).

My mod changes values ​​of maximum speeds and RPM. Changing within the file. (. sim) value of each vessel "MAX_SPEED" and "eng_rpm".

With OHII mod v2 full no compatibility problem with my mod. Although the game's campaign cimmaron class one tanker does not exceed 12 knots, with my mod reaches 18 and does not affect the campaign.

The main problem is in the full OHII v.2.1. If I install my mod and entered the bunker new campaign or instantly there is a CTD.
Even without installing my mod, I modify the value of any ship not overwritten the OHII v.2.1, and entered the campaign, another CTD. (not normal since for example if I change the value NKMCS_C1B.sim eng_rpm the original, which is not affected by any MOD, then CTD., but if it is not installed the v.2.1 OHII then no problem.


What is the difference between v.2.0 and v2.1 for there to CTD if touched eng_rpm value?
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Old 05-01-13, 05:41 AM   #3119
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I agree that OH mission goals have to be adjusted to the new SH5.exe changes.
Just lok at what is still incoming

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Your happiness is going to be short lived. Once I release the overhaul to the torpedoes you are going to hate historical accuracy/modeling Gyro problems (course deviations) and depth keeping problems now work correctly I've also added a little randomization to the torpedo speed (+- up to 5% of speed selected) and a little randomization to the max range at speed (+- up to 5% of max range at speed). Being an Engineer I know everything has a tolerance. I hate that everything in the game is so 'perfect'. Torpedoes do not travel at a constant speed through the water. Their speed increases/decreases due to current/waves/etc. No two torpedoes are exactly alike in real life but to this game they are. I'm slowly changing this. I've removed all the 'kiddy factors' from the game so there's no dumbing down any of the failure chances. I've also added patches that allow you to disable many of the special abilities related to torpedoes (increase max range and increase speed for some). Still working on it though
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Old 05-01-13, 06:17 PM   #3120
Cybermat47
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I agree that OH mission goals have to be adjusted to the new SH5.exe changes.
Just lok at what is still incoming
I'm working on a mod for that, don't you worry...
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