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Old 01-02-12, 11:33 PM   #301
kiwi_2005
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Wasn't it that the Uboats that were sent to the Med never left the Med.

I finished my last campaign sinking ships off the American coast, actually failed the campaign 7 out 10 score, I never completed the tanker mission before the due date, anyway was able to pick Distant Waters campaign next. My objective is to sink shipping in the carribbean waters (Carribbean Oil mission) But my home base is Toulon in the Med So I will have to get through the Gibraltar each time! Is this right or should my home base be at some other port.

Edit: nvm, while heading back from the Caribbean I received a message saying new base is now La Pallice.

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Old 01-03-12, 03:37 AM   #302
charognard
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And you haven t problems using sort of type IX mod with TDW newUIs ?? I have read the 2 mods can t run together
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Old 01-03-12, 06:46 AM   #303
kiwi_2005
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Quote:
Originally Posted by charognard View Post
And you haven t problems using sort of type IX mod with TDW newUIs ?? I have read the 2 mods can t run together
No problem with IX mod & TDW UI that I know of.
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Old 01-03-12, 07:28 AM   #304
fromhell
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Quote:
Originally Posted by kiwi_2005 View Post
Wasn't it that the Uboats that were sent to the Med never left the Med.

I finished my last campaign sinking ships off the American coast, actually failed the campaign 7 out 10 score, I never completed the tanker mission before the due date, anyway was able to pick Distant Waters campaign next. My objective is to sink shipping in the carribbean waters (Carribbean Oil mission) But my home base is Toulon in the Med So I will have to get through the Gibraltar each time! Is this right or should my home base be at some other port.

Edit: nvm, while heading back from the Caribbean I received a message saying new base is now La Pallice.

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kiwi see post 285-286, it deals with your problem i think
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Old 01-04-12, 01:10 AM   #305
THE_MASK
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Would it be better to get rid of waypoints alltogether and just use the node system for all shipping (PortDefence , PlayerBases layer) etc .
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Old 01-04-12, 04:00 AM   #306
Trevally.
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Quote:
Originally Posted by sober View Post
Would it be better to get rid of waypoints alltogether and just use the node system for all shipping (PortDefence , PlayerBases layer) etc .
This would require the ships to spawn using the gens - also the nodes are just the same as waypoints other than you can set them to have a rdius rather than a point. Units would also want to delete or just stop

I think the waypoints give more precise plotting. Im sure these can be adjusted to force the ship to stay in water deep enough.

Now this is ok for home ports etc but when players are raiding harbours a new problem happens. If we can get the port defence to work without sticking - if the player is in shallow water and the DD follows - it will get stuck (i have seen this is scapa). So perhaps DDs for deep channels and PT boats for harbours.

Or Sober if you have several months to spare - we could make all the harbours deeper with terrain editor
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Old 01-04-12, 04:30 AM   #307
THE_MASK
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Months
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Old 01-04-12, 08:35 AM   #308
lesec74
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hello,

SH5 life boats 2.1 is included in OH 1.6?
many thanks for answers
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Old 01-04-12, 09:04 AM   #309
Rocko
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Default Coordinates for 'Squares' in Radio Messages

Hi All,

I've been searching for this answer and can not find it.

How can coordinates for 'squares' in Radio Messages can be determined inside the game without having to look them up in the internet?

Regards.
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Old 01-04-12, 09:22 AM   #310
Trevally.
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Quote:
Originally Posted by lesec74 View Post
hello,

SH5 life boats 2.1 is included in OH 1.6?
many thanks for answers
Hi lesec74

No - it is not in OHII
Install it after OHII in your mod list

Quote:
Originally Posted by Rocko View Post
Hi All,

I've been searching for this answer and can not find it.

How can coordinates for 'squares' in Radio Messages can be determined inside the game without having to look them up in the internet?

Regards.
Hi Rocko

See here - MARINEQUADRATKARTE - for the thread by Illyustrator
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Old 01-04-12, 12:41 PM   #311
Hartmann
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One simple question , OHII change the tonnage requeriments for campaigns ??
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Old 01-04-12, 01:30 PM   #312
vlad29
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Quote:
Originally Posted by Hartmann View Post
One simple question , OHII change the tonnage requeriments for campaigns ??
Yes, it should do this. For those who like to achieve the unrealistic goals there's also an addon mod included in OHII package (installed separately by wish)
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Old 01-06-12, 03:41 PM   #313
Sartoris
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Occasionally, when leaving any port during any of the campaigns, I find something like this happening in the harbor, ships inside other ships, or ships rammed into a pier.

I am of course using the latest version of the mod, and my mod soup is below.




Generic Mod Enabler - v2.6.0.157
[D:\SilentHun5\MODS]

RemoveLogoIntroTheDarkWraith
nVidia missing lights
No magic skills v1.5
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Shadow Improvement Mod
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
Manos Scopes-patch for 8x5
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
Critical hits 1.1 Torpedos
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
OPEN HORIZONS II_full v1.6
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix

Last edited by Sartoris; 01-06-12 at 03:51 PM.
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Old 01-07-12, 07:30 AM   #314
navyseal
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Nice job thank you
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Old 01-07-12, 07:31 AM   #315
Salzgurke
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great work!
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