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Old 12-24-13, 02:23 PM   #4381
gap
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Originally Posted by Trevally. View Post
Welcome to Kiel
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Old 12-25-13, 03:18 AM   #4382
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Originally Posted by Trevally. View Post
I have not tested this so perhaps you can let us know.
Where I have removed things from campaign (i.e old balloons) I have left the unit in to stop ctds if users update and use an old save (career)
So it might work ok - the full upgrade will only happen when you progress to next stage.

Please let us know how you get on if you do update
I have a feeling that it will work (using the old save), I'll let you know when i'm done testing it.


And merry christmas guys!
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Old 12-25-13, 09:59 AM   #4383
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Quote:
Originally Posted by Trevally. View Post
I have not tested this so perhaps you can let us know.
Where I have removed things from campaign (i.e old balloons) I have left the unit in to stop ctds if users update and use an old save (career)
So it might work ok - the full upgrade will only happen when you progress to next stage.

Please let us know how you get on if you do update
It works Like a charm!
I could load my old save (mid-campaign) with OHII v2.3 just fine.
Now i'm continuing my Atlantic air gap mission with the v2.3! (So far, there are no issues or ctds)

List :
Quote:
Generic Mod Enabler - v2.6.0.157
[D:\Program Files\Ubisoft\Silent Hunter 5\MODS]

NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_New_radio_messages_German
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_4_2_WWIIInterface_by_naights
NewUIs_TDC_7_4_2_Das_Boot_Crew_Mod_by_Illyustrator
FX_Update_0_0_22_ByTheDarkWraith
OPEN HORIZONS II_full v2.2
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally
OPEN HORIZONS II v2.3
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Real Environment - Revision_3
Other mods...
By the way, this list are working too with the old save :
Quote:
Generic Mod Enabler - v2.6.0.157
[D:\Program Files\Ubisoft\Silent Hunter 5\MODS]

NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_ERM_Reaper7_NightVision
NewUIs_TDC_7_4_2_jimimadrids_map_tools
NewUIs_TDC_7_4_2_New_radio_messages_German
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_4_2_WWIIInterface_by_naights
NewUIs_TDC_7_4_2_Das_Boot_Crew_Mod_by_Illyustrator
FX_Update_0_0_22_ByTheDarkWraith
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally (I'm sure this one isn't needed.)
OPEN HORIZONS II v2.3
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Real Environment - Revision_3
Other mods...
But, the thing is.. This..
Quote:
Originally Posted by Trevally
the full upgrade will only happen when you progress to next stage.
Well i think i'm okay with that.
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Old 12-25-13, 10:08 AM   #4384
vdr1981
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Anyone else experiencing CTD with campaigns starting in Kiel (Mare Nostrum, Western Approaches)?

No CTD if I delete newly added files from library folder (Serge65 fixes for aeroplane guns).
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Old 12-25-13, 10:49 AM   #4385
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Quote:
Originally Posted by vdr1981 View Post
Anyone else experiencing CTD with campaigns starting in Kiel (Mare Nostrum, Western Approaches)?

No CTD if I delete newly added files from library folder (Serge65 fixes for aeroplane guns).
Starting a new campaign, I can enter Kiel from Memel with no issues. I can then start next objective after bunker and all is ok.

Testing MareNostrom - same. No issues here.

My mod list during testing
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
MightyFine Crew Mod 1.2.1 Alt w beards
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
NewUIs_TDC_7_4_2_ByTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI+OH II)
Trevally TDC Help v2
OPEN HORIZONS II v2.3

Quote:
Anyone else experiencing CTD with campaigns starting in Kiel (Mare Nostrum, Western Approaches)?

No CTD if I delete newly added files from library folder (Serge65 fixes for aeroplane guns).
This sounds like the issue users had before - remove one mod or another and CTDs stop. The only thing in common was a larger Mod list
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Old 12-25-13, 11:27 AM   #4386
gap
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Quote:
Originally Posted by vdr1981 View Post
Anyone else experiencing CTD with campaigns starting in Kiel (Mare Nostrum, Western Approaches)?

No CTD if I delete newly added files from library folder (Serge65 fixes for aeroplane guns).
Quote:
Originally Posted by Trevally. View Post
Starting a new campaign, I can enter Kiel from Memel with no issues. I can then start next objective after bunker and all is ok.

This sounds like the issue users had before - remove one mod or another and CTDs stop. The only thing in common was a larger Mod list
As I wrote yesterday in sober's thread, I have spotted a little mistake within the newly added files by Serge. I ignore if and how this fact can be related with the issues reported by Sober and Vecko, but tomorrow I will post a patch, just in case
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Old 12-25-13, 11:41 AM   #4387
vdr1981
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Quote:
Originally Posted by Trevally. View Post

Testing MareNostrom - same. No issues here.
Tnx Trev...
Could you do one more thing please? Start Mare Nostrum, end patrol soon as you enter first mission and start new patrol without save in bunker. That's the moment when my game CTD most of the time... If everything is OK then I'll start to strip down my modlist...
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Old 12-25-13, 01:13 PM   #4388
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Quote:
Originally Posted by vdr1981 View Post
Anyone else experiencing CTD with campaigns starting in Kiel (Mare Nostrum, Western Approaches)?

No CTD if I delete newly added files from library folder (Serge65 fixes for aeroplane guns).
A link to the this files already available in the relevant files .eqp aircrafts in OHII. These files are for those who do not understand in modding. For myself, I do not use these files, I add the necessary tools in the aircrafts .sim files. In addition, new aircraft need to register in the air group to air bases and aircraft carriers, otherwise they will not be in the game.
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Old 12-25-13, 02:31 PM   #4389
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Gap, thank you very much for the model 100Lb bomb, I used it to create (only for me), cluster bomb (4X100Lb and i still have 4XDC claster). I can offer for new mods almost ready (recycled from SH4 and SH5 aircraft (you can knock down)): ADB_USDiveBomber, AFB_F4U_Corsair, FB_FW_190A5, AFB_P47, AFB_p38j, AFB_P51_Mustang, AFB_SeafireMkIIc, AFB_SpitfireMkVc, AFB_USCVEarlyWar, AFB_Wildcat, ALB_B17Fortress, ALB_Lancaster, ALB_MK.VIHalifax, ALB_PB4Y , ALB_Wellington, ALBS_G4M_Betty, ALBS_H6K, ALBS_H8K, ATB_Avenger.
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Old 12-25-13, 03:15 PM   #4390
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Quote:
Originally Posted by vdr1981 View Post
Tnx Trev...
Could you do one more thing please? Start Mare Nostrum, end patrol soon as you enter first mission and start new patrol without save in bunker. That's the moment when my game CTD most of the time... If everything is OK then I'll start to strip down my modlist...
Hi vdr1981

I started a new campaign
used silentotto to pick MN
started patrol
ended patrol
back in bunker in Kiel
started a new patrol
got teleported to La Spezia (this is due to a change of base within the time warp of 14days set in bunker)

no issues
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Old 12-25-13, 03:16 PM   #4391
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Quote:
Originally Posted by Serge65 View Post
Gap, thank you very much for the model 100Lb bomb, I used it to create (only for me), cluster bomb (4X100Lb and i still have 4XDC claster). I can offer for new mods almost ready (recycled from SH4 and SH5 aircraft (you can knock down)): ADB_USDiveBomber, AFB_F4U_Corsair, FB_FW_190A5, AFB_P47, AFB_p38j, AFB_P51_Mustang, AFB_SeafireMkIIc, AFB_SpitfireMkVc, AFB_USCVEarlyWar, AFB_Wildcat, ALB_B17Fortress, ALB_Lancaster, ALB_MK.VIHalifax, ALB_PB4Y , ALB_Wellington, ALBS_G4M_Betty, ALBS_H6K, ALBS_H8K, ATB_Avenger.
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Old 12-25-13, 04:54 PM   #4392
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The issue is with mod lists , not OH2 AFAIK
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Old 12-25-13, 05:34 PM   #4393
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Quote:
Originally Posted by Serge65 View Post
A link to the this files already available in the relevant files .eqp aircrafts in OHII.
Putting aircraft guns in the library folder rather than directly on their dat/gr2 and sim files, is actually an excellent idea if we want to simulate different variants of the same aircraft, with different gun outfits.

Quote:
Originally Posted by Serge65 View Post
These files are for those who do not understand in modding. For myself, I do not use these files, I add the necessary tools in the aircrafts .sim files. In addition, new aircraft need to register in the air group to air bases and aircraft carriers, otherwise they will not be in the game.
@ Serge and Trevally

can you please explain what is needed for adding new aircraft/air bases in the existing campaign files?

Quote:
Originally Posted by Serge65 View Post
Gap, thank you very much for the model 100Lb bomb, I used it to create (only for me), cluster bomb (4X100Lb and i still have 4XDC claster). I can offer for new mods almost ready (recycled from SH4 and SH5 aircraft (you can knock down)): ADB_USDiveBomber, AFB_F4U_Corsair, FB_FW_190A5, AFB_P47, AFB_p38j, AFB_P51_Mustang, AFB_SeafireMkIIc, AFB_SpitfireMkVc, AFB_USCVEarlyWar, AFB_Wildcat, ALB_B17Fortress, ALB_Lancaster, ALB_MK.VIHalifax, ALB_PB4Y , ALB_Wellington, ALBS_G4M_Betty, ALBS_H6K, ALBS_H8K, ATB_Avenger.
I don't remember having uploaded that model here but I am glad that you have found it useful

By the way: I am planning to model the main British, American and German bombs, torpedoes and depth charges (and with a lower priority, Italian and Japanese ones), but I am a bit afraid that my 100 lb bomb you have imported is too detailed for game to handle it without stuttering. Have you noticed any frame rate loss using it?
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Old 12-25-13, 07:48 PM   #4394
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Quote:
Originally Posted by gap View Post

@ Serge and Trevally

can you please explain what is needed for adding new aircraft/air bases in the existing campaign files?
Land folder (data\Land\LAB_LargeAirBaseRAF) with :-

LAB_LargeAirBaseRAF.cfg, *.DAT, *.sns, *.dds

cfg = squadrons:-

Code:
 
 [Unit]
ClassName=LargeAirBaseRAF
3DModelFileName=data/Land/LAB_LargeAirBaseRAF/LAB_LargeAirBaseRAF
UnitType=406
MaxSpeed=0.000000
MinSpeed=0.000000
Length=1
Width=1
 
[AirGroup 1]
StartDate=19430101
EndDate=19451231
Squadron1Class=TBBeaufort
Squadron1No=12
Squadron2Class=LBWellington
Squadron2No=10
Squadron3Class=LBSAnson
Squadron3No=10
Squadron4Class=FBBeaufighter
Squadron4No=10
Squadron5Class=SSunderland
Squadron5No=10
Squadron6Class=SUSFloatEarlyWar
Squadron6No=20
Squadron7Class=SUSHeavyBomberVLR
Squadron7No=10
Then in ME2 add airbase as land unit

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Old 12-26-13, 01:28 AM   #4395
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Reworked and new airplanes:http://yadi.sk/d/7SamWRriExSAr
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