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Old 08-13-15, 09:56 AM   #5656
THEBERBSTER
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A Warm Welcome To The Subsim Community > matpole98
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Old 08-13-15, 10:13 AM   #5657
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Quote:
Originally Posted by THEBERBSTER View Post
Hi fitz

It is a known fact that sinking ships in harbours causes a game upset and is not recommended.

This was clearly shown in one of Shaefer's recent YouTube videos when he attacked shipping in Stornoway harbour with similar results that you mention.

Sinking neutrals ships in TWOS or in any real campaign situation will seriously hamper your U-boat upgrades and you will get negative points in the Campaign you are in.

Peter
Thanks! I know that; only I´m testing mods. For example, I see the HanSolo´s harbours mod. Is it compatible with OHII with TWoS? I like the SH3 style environment of Wilhelmshaven/Kiel in this mod.

All the best.

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Old 08-13-15, 10:46 AM   #5658
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Welcome to SubSim matpol98
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Old 08-13-15, 11:12 AM   #5659
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Hi fitz
The HanSolo mod you mention was compatible with an earlier version of OHII but is not compatible with v2.5

Peter
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Old 08-13-15, 12:44 PM   #5660
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Quote:
Originally Posted by THEBERBSTER View Post
Hi fitz
The HanSolo mod you mention was compatible with an earlier version of OHII but is not compatible with v2.5

Peter
Ok. Many thanks!
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Old 08-15-15, 01:50 PM   #5661
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Thanks for all the welcoming

But now i got a diffrent problem, when you choose a mission you get that point and the radius that you have to patrol, then after some time you get a new one.

Well, i do get the first one, but when i get the message that say move to the new point, that point dosent show up on the map. It only says "move to AN1334", and thats it. Not sure if its something i can find on my own? I'm using Open Horizons II, so idk if thats something to do with it.
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Old 08-15-15, 06:28 PM   #5662
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Hi mat

AN13 is the main grid reference.
34 is the grid within AN13

In picure 1 the first order is to patrol grid reference AN5544
This is what it looks like when you have completed all of the tasks.
After completing the third task you receive a radio message giving you the opportunity to do what you want.


Picture 2 shows the grid expanded by using your mouse scroll wheel.


Picture 3 shows the grid on the map for the first time.


Picture 4 by placing the mouse on the grid you can then drag it over to AN55
Use the edges to pull it out to fit the grid as in the picture.


Each grid is roughly 20km x 10km.
I use the marker to give me an idea of the patrol area.
I am looking for 44 so that is grid 4.
If I was looking for grid 50 I would draw a line 5 grids long x 20km = a line length 100km
At the end of the 100km I would take the ruler and draw down 10km at 180 degrees.
Reduce the 2 lines from 100km to 20km.
Picture 5


In picture 6 I use the ruler to draw out the 20 x 10km rectangle.


Picture 7 shows the patrol grid in position for AN5544


When you receive your patrol orders you are given a patrol time and a patrol radius.
On the East Coast this 48 hours.
On the Central and West Coast areas these are 72 hours.
Each patrol time must be done without making a manual save.
You can also use the Compass to draw out the patrol radius from the centre of the patrol grid.
Each completed grid patrol earns you 1 bonus point.

Peter
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Old 08-15-15, 09:53 PM   #5663
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So do the radio messages from BDU regarding the prize regulations and other rules of engagement have any actual effect on gameplay?

Almost every neutral ship transmits "submarine sighted" messages, is that not considered an "SSS" message? Are there actually ships in game that are considered darkened? What about neutrals with deck armament? I've fired some warning shots at neutrals I've noticed with darker paint (though they were mostly Hog Islands so that could just be their default paint being a little darker) and/or weapons if they change course upon sighting me, but the destroyed markers still lists them as neutral (even if they fire back after I have attacked)

Is there a renown penalty for sinking neutrals or something? It would be cool to actually semi-simulate some of the early war Rules of Engagement even if that involved a bit of imagination (and restraint to not just fire on any neutral) on the player's part if the game doesn't contribute.
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Old 08-16-15, 02:43 AM   #5664
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Hi goodpoints

If you use map contacts then you know the colour green is a neutral ship.
If you do knot use map contacts then use the flag chart as this will tell you what is an enemy an what is a neutral.

In the early months of the war there were very few countries whose ships could be attacked.

Your radio reports become important when playing without map contacts.


The game will give you a minus point for sinking a neutral ship.
This will impact on you being able to upgrade your U-boat if you are using a VIIA.

There are some interesting posts #5639 regarding convoys etc.

Peter

Last edited by THEBERBSTER; 08-16-15 at 02:56 AM.
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Old 08-16-15, 04:31 AM   #5665
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Ahh, i see. Thanks Theber!
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Old 08-22-15, 04:57 PM   #5666
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Default OH 2.5 Activation Issue

Hello all, I have a question on this mod. I can't seem to make the mod active even though the validator indicates it's installed:


JSGME Mod Validator v1.0.11.0 by TheDarkWraith
C:\JSGMEModValidator_v1_0_11_ByTheDarkWraith\jsgme modvalidator.cfg exists=True
Reading in items to look for in mods...
not looking for any items
using Silent Hunter 5
SH5 version is 1.2.0.0
MODS installed:
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
Validating mods...
Validating C:\Ubisoft\Silent Hunter 5\MODS\OPEN HORIZONS II v2.5
C:\Ubisoft\Silent Hunter 5\MODS\OPEN HORIZONS II v2.5 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\OH II v2.5 Grid Request fix Patch SH5
C:\Ubisoft\Silent Hunter 5\MODS\OH II v2.5 Grid Request fix Patch SH5 installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\MQK Gradient_IO
C:\Ubisoft\Silent Hunter 5\MODS\MQK Gradient_IO installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\MQK LocationMaps_IO
C:\Ubisoft\Silent Hunter 5\MODS\MQK LocationMaps_IO installed correctly
Validating C:\Ubisoft\Silent Hunter 5\MODS\MQK ShapeTextures_NO
C:\Ubisoft\Silent Hunter 5\MODS\MQK ShapeTextures_NO installed correctly
Checking for items to look for...
no items to look for defined
Determining each mod conflict's conflicting files...
Mod conflicts:
+D = creation dates equal, -D = creation dates not equal
+A = last accessed dates equal, -A = last accessed dates not equal
+W = last accessed write dates equal, -M = last accessed write dates not equal
+S = sizes equal, -S = sizes not equal
OH II v2.5 Grid Request fix Patch SH5 conflicts with OPEN HORIZONS II v2.5
\data\Campaigns\CampaignProjects\Common\Patrol.tsr -D -A -W -S


It seems like I'm still playing vanilla including the tonnage bar stickiness. Am I activating the mods in JSGME at the wrong time (did it without SH5 running)?

Thanks in advance for any tips.
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Old 08-22-15, 05:36 PM   #5667
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A Warm Welcome To The Subsim Community > petecaler
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Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning
Post #24 Shaefer’s Season 2 Let's Play Silent Hunter 5 YouTube Videos

Apart from the Open Horizons mods which is a campaign mod everything else you are using is stock.
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Old 08-23-15, 10:38 AM   #5668
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Welcome to SubSim petecaler
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Old 08-24-15, 08:38 PM   #5669
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Default Thanks!

Thanks for the warm welcome all. Another question, If I see bouys and the map grid and grid commands its probably working?
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Old 08-24-15, 09:36 PM   #5670
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Default welcome aboard!

petecaler!
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