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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#406 | ||
Navy Seal
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The Tutorial and Journal options come from TDWs UI mod (sorry I should have said this). If you are not using an UI mod, I would try it. There are others you can try also- Ui-Boat and CPS Magui Quote:
![]() I remember someone else having this issue - im sure it was JSGME not installed correcty ![]() |
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#407 |
Bosun
![]() Join Date: Oct 2011
Location: Budapest, Hungary
Posts: 61
Downloads: 76
Uploads: 0
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Hi!
I was use till now the OH2 with the last patch. I'm now in 1940. february 11. at the first campaign. If I upgrade to version 1.5, any problem for me will not be from him? I try already, and I see at the first time working good. But I was already completed the Scapa Flow mission, and possible any thing too. I'm now the bunker, if the will be not good, I easy able to change back to 1.4 version now. I now begin to use the real navigation, and I try with the tutorial mission (I know CTD at Kiel...) but I saw a another thing. The first standing ship was ok, but after the 3 moving ship not arrived never if I use the TDW realnav mod. (and realistic 100%) If I use realistic with only "high", and not use the realnav, I found the ships. This is may be my mistake (I'm beginner in realnav), but I try many times, and computing the place of meeting. (But is not important.) But the yes, that I use the Obelix IO_StartegicMap mod, and after the 1.5 version I unable to read the message of mission in the map. I maked a picture: https://picasaweb.google.com/Zs4zet/...83188897154626 What can I do with this? With the version 1.4 was readable. And last my think: At the 1.5 version release notes I saw: "Added cerberus wonderful ship mod - Thanks Cerberus" I don't knew was added the all Cerberus' ship mod, or not the all. I compare the OH2 mod folder (data\Sea) and Cerberus' folders I had good eyesight, that only Cerberus' Additional Mercant Ships (Part1 & 2) mods was added to OH2 1.5? (and the warships changes from the Historical Ship Equipment mod not?) Update: I remembered him yet: I try to use (only now at this version) the AirTorpedoes mod. At the Museum, country = England, and I entry the AirTopedoes section(?) I get CTD. The AirTorpedoes mod is old mod, and is it not allowed to use it with OH2? Best Regards! |
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#408 | |||||
Navy Seal
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![]() The ship updates will take effect straight away. The campaign updates will work when you progress to HappyTimes ![]() Quote:
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#409 | |||
Bosun
![]() Join Date: Oct 2011
Location: Budapest, Hungary
Posts: 61
Downloads: 76
Uploads: 0
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Big thanks for your help! ![]() |
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#410 |
Loader
![]() Join Date: Jan 2009
Posts: 85
Downloads: 37
Uploads: 0
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It turns out, that it's a combination of JSGME being 'wrong', and me being stupid
![]() Working now, have to say - it looks GORGEOUS!!! Haven't had much time to play yet, looking forward to time off this winter to spend with SH5. So, UI mods? What do they do? Willing to try anything now that JSGME is working! |
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#411 | |
Ace of the deep .
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UI mod by tdw http://www.subsim.com/radioroom/showthread.php?t=166093 IRAI mod by tdw http://www.subsim.com/radioroom/showthread.php?t=171973 dynamic environment mod by stoianm http://www.subsim.com/radioroom/show...ic+environment and OH2 of course . Looks for the folders inside . IE dont enable the first folder you extract . Last edited by THE_MASK; 11-20-11 at 10:25 PM. |
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#412 |
The Old Man
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Is it a Warship or Merchant
CAMPAIGN: Coastal Waters
MISSION: North Western Approaches DEADLINE: Apr 01, 1940 OBJECTIVE: Sink 50,000 tons on the British Western Coast ISSUE: Sinking "Rawalpindi Armed Merchant" does not count toward Mission Objective. Sinking "Patroclus Armed Merchant" does not count toward Mission Objective. These two ships are Merchants by name but the Roster CFG files set these ships to UnitType=13 Auxiliary Cruiser. Are these ships Merchants, War Ships or both? ![]() I sank 3 of these ships before I realized my Mission Objective was not being credited. ![]() This becomes a big issue for me because Resupply is not available and it takes several days to RTB for refit and return back to designated Patrol area. ![]() IMO, either the Ship Name or UnitType should be adjusted to better reflect the ships function. ![]() Regards! ![]() TheBeast |
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#413 |
Navy Seal
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Hi theBeast and thanks for your report
![]() The AMCRawalpindi etc was not used for cargo and thus should not be classed as a cargo/merchant. The extra info within the SOAN (if you use TDWs UI) gives its uses. It is listed under TroopTransport In CoastalWaters where the objectives allow kills for war ships - I will add this one to those as counting to objectives. This will be added in v1.6 ![]() |
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#414 |
Ace of the deep .
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What i would really like is floating mines spotable . Submerged mines not spotable and not hydro . My crew can spot the surface mines but no way of knowing about submerged ones . Sub nets not spotable or hydro . Make this a seperate hardcore mod for OH2 .
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#415 | |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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![]() But the crew can hear the submerged mines when mooving underwater. The sound appears when the mine or a wire it is anchored with starts scrapping the U-boat hull ![]() ![]() May be there are some reasons to merge into the mod such a special sound in purpose the player should know that his career finished because of mine explosion ![]() ![]() |
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#416 | |
The Old Man
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You would need a Nibelung (Advanced Short Range Navigational Sonar) to detect submerged mines and nets and I believe that device was not available until late 1945. |
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#417 |
XO
![]() Join Date: Mar 2008
Posts: 424
Downloads: 341
Uploads: 0
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Hi...
This is my list of mods: SH5.exe updated (Hex editor). Silent Hunter V to v. 1.2 - updated too. Generic Mod Enabler - v2.6.0.157 [D:\Games\Silent Hunter 5\SHV MODS] (at TDW.py file - SH4 activated) No Logo Intro Menu_Animation v. 01.00 by AvM No Damn Bubbles, No Damn Halo Mod A Fistful of Emblems v1.51 A Fistful of Emblems v1.51 (Weathered) Accurate German Flags FX_Update_0_0_19_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_Aircraft_Spotting_At_Depth NewUIs_TDC_6_8_0_ByTheDarkWraith NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 Trevally Tutorial - All v0.2(for OHIIv1.3) stoianm pitch&roll for SH5 V1 (normal) MightyFine Crew Mod 1.2.1 Alt faces MCCD_1.04 MCCD_1.04_MFCM_1.2.1_compatible MightyFine Less Annoying Footsteps 1.0 Dynamic Environment SH5 Basemod (realistic version) V2.1 OPEN HORIZONS II_full v1.5 OHII v1.5 Patch1 Critical hits 1.1 Torpedos Critical hits v 1.2 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.1 Patch sobers green crew training V3 SH5 sobers best ever fog V2 SH5 Equipment_Upgrades_Fix_v1_4_byTheBeast I tried to start Tutorial to remind how to shoot to the target. So, everything was fine until I touched the bottom bar. Game suddenly skip to the windows (Win XP SP3). Btw. Can`t see the crews icons. This shot is taken from PQ 17 historical mission. And this happen again ![]() ![]() Any suggestions? Kurtz ![]() |
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#418 |
Navy Seal
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IIRC there was a glitch with the SH4 version of the mod ![]() Quick fix = dont click that button ![]() |
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#419 | |
XO
![]() Join Date: Mar 2008
Posts: 424
Downloads: 341
Uploads: 0
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![]() ![]() Love your sense of humor - knew it, I knew... "Can`t touch this!" I remember this bug from half year ago? And I remember TDWs version of this... SH4 and SH3 is not compatible with any historical missions - tutorials I mean ![]() ![]() Ok, I`ll try post with this to TDW. Best regards and for a quick answer Trevally Kurtz ![]() |
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#420 | |
Loader
![]() Join Date: Jan 2009
Posts: 85
Downloads: 37
Uploads: 0
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