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Old 10-02-15, 06:32 PM   #5701
THEBERBSTER
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Hi Sandman

Glad to see you up and running ok.

This might be of interest to you.
Post #35 Mod List Ideas From TheBerbster and Other Options
Post #38 Download Links To The Mods In Post #35

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Old 10-09-15, 02:51 PM   #5702
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Hello,
any idea how I can go to "Happy times" ? From one part to second part of campaign.

More info is here: http://www.subsim.com/radioroom/show...postcount=2780
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Old 10-09-15, 07:10 PM   #5703
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Hi YoYo

I am basing my answer mainly on logic..
This could be down to the mods you are using.
TWOS for example works differently to other mega mods.
It is essential with this mod that you have to do a manual save in the bunker before starting each mission/patrol.
Also you cannot be in the bunker when Happy Times is due you have to be at sea.
In some cases when you complete Operation Wesserbung it automatically ends the game and you start with Happy Times.

I have not reached that part in my game yet so I am not completely sure how it rolls from one campaign into the next.

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Old 10-22-15, 08:03 AM   #5704
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Quote:
Originally Posted by THEBERBSTER View Post
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
Hi Kaleuns,

I dont have the grid as shown in picture 4. I am using OH2.5 and TDW 7.4.2
Any ideas?

Thank you
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Old 10-22-15, 12:05 PM   #5705
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Hi Lt Werner

The problem you have with 7-4-2 IIRC is that you cannot stretch it to fit the grid.

You need to use 7-5-0.
Post #38 Download Links To The Mods In Post #35

I do not know what mods you are using but you will find most of what you need by looking at it.

Also worth checking out is this with the downloads on post #2.
Sober Mega Mod Thread (Posts 1-2-3-4-5-6

If you are not using Steam then I highly recommend these.

Treat Yourself To The Wolves Of Steel Mega Mod <> SH5 The Dawn Of A New Beginning
The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod


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Old 10-22-15, 01:13 PM   #5706
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Excellent thanks for the help. I have not played SH5 for almost 2 years. I think I will try one of the mega mods
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Old 10-22-15, 02:41 PM   #5707
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Hi Lt Werner

If you like your officer to be able to identify targets for you then always keep this mod enabled last.
The Wolves Of Steel > Adds The Missing Target Identify Icon Back > Wind & Smoke addon Mod

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Old 11-28-15, 09:17 AM   #5708
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I've noticed that airplanes over-spawn bug is pretty common in SH5 during Atlantic patrols (HT for example) and gamesaving in the area where bug occurs will corrupt that particular save making it unusable.

This can be very unpleasant if player has deleted all previous gamesaves...

Can anyone tell me a bit more about game's ability to spawn airplanes in players area far in the Atlantic and about this bug in particular?

Could it be due to TDW "airplanes spawn patches" or maybe some campaign files?
Are those planes connected in any way to airbases campaign layer or are they just spawned in players area regardless of campaign settings?
Any info on this subject will be appreciated...
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Old 12-05-15, 03:17 PM   #5709
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Quote:
Originally Posted by vdr1981 View Post
I've noticed that airplanes over-spawn bug is pretty common in SH5 during Atlantic patrols (HT for example) and gamesaving in the area where bug occurs will corrupt that particular save making it unusable.

This can be very unpleasant if player has deleted all previous gamesaves...

Can anyone tell me a bit more about game's ability to spawn airplanes in players area far in the Atlantic and about this bug in particular?

Could it be due to TDW "airplanes spawn patches" or maybe some campaign files?
Are those planes connected in any way to airbases campaign layer or are they just spawned in players area regardless of campaign settings?
Any info on this subject will be appreciated...
No way that no one knows nothing about this?
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Old 12-06-15, 05:44 AM   #5710
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Quote:
Originally Posted by vdr1981 View Post
I've noticed that airplanes over-spawn bug is pretty common in SH5 during Atlantic patrols...

[...]

Can anyone tell me a bit more about game's ability to spawn airplanes in players area far in the Atlantic and about this bug in particular?

Could it be due to TDW "airplanes spawn patches" or maybe some campaign files?
Are those planes connected in any way to airbases campaign layer or are they just spawned in players area regardless of campaign settings?
Any info on this subject will be appreciated...
Quote:
Originally Posted by vdr1981 View Post
No way that no one knows nothing about this?
I hoped for an answer by Trevally himself.
This is the little information I have on the topic:

in stock game (i.e. prior to TDW's airplanes spawn patches), airplanes could only spawn from airbases. Airbases' class, position and game entry/exit dates are set in the Airbases.mis layer of each campaign. Each airbase "class", set as a land unit, has its own airgroups whose composition (i.e. type(s)/number of aircraft) and timespan are set in airbase's cfg file. How far aircraft from a given airbase can fly, depends on turn on their individual MaxRadius, as set in their respective cfg file. Read Trevally's explainations for more: http://www.subsim.com/radioroom/show...postcount=4856.

Allied airplanes filling the Mid-Atlantic gap too early during the SH5 campaign, might depend on an umbalanced combination of airbases position, entry date of very long range bombers/patrol aircraft among airbases' squadrons, and assigned aircraft's MaxRadius.

Talking about the latter factor, it is unfortunate that we cannot use information on real aircraft ranges, available from many websites, directly in game. Some approximations must be done due to the fact that SH5's world is flat, as you have recently discovered
To add to the confusion, most of the times the range figures provided by books and websites on WWII aircraft are meant as the maximum total range, i.e. "the distance an aircraft can fly between takeoff and landing". This is not be confused with the combat range, i.e. "the maximum range the aircraft can fly when carrying ordnance", or with the combat radius, i.e. "the maximum distance a warplane can travel from its base of operations, accomplish some objective, and return to its original airfield with minimal reserves" (definitions from wikipedia).

It is not clear to me which one of those definitions reflects better SH's MaxRange parameter, though it seems to me that devs used half of the real maximal total range as reference for their game settings.
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Old 12-06-15, 07:22 PM   #5711
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Thanks Gap! This will shed some light for sure...

The issue I was talking about could be due to TDW planes spawn patches.
Do you know maybe how those patches actually work? Are the planes spawning over airbase and then fly to reported area or they are directly spawned in players rendering area?
To me it seems that it is the 2nd scenario . Often, just 1-2h of sim time after convoy engagement in the middle of the Atlantic, the area will become crowded with bugged owerspawned planes (sometimes 10 flying in a row). When this happen, the game will go nuts and also gamesaving function will become corrupted...
Do you have any experience regarding this issue?
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Old 12-06-15, 08:54 PM   #5712
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Quote:
Originally Posted by vdr1981 View Post
Thanks Gap! This will shed some light for sure...
My pleasure mate

Quote:
Originally Posted by vdr1981 View Post
The issue I was talking about could be due to TDW planes spawn patches.
Do you know maybe how those patches actually work? Are the planes spawning over airbase and then fly to reported area or they are directly spawned in players rendering area?
To me it seems that it is the 2nd scenario .
They spawn directly from carriers. Carriers deploy their aircraft when they detect an enemy contact and/or when they receive a enemy contact report. Moreover, they can deploy one or two scout planes every once in a while, as part of their regular search routine.

Quote:
Originally Posted by vdr1981 View Post
Often, just 1-2h of sim time after convoy engagement in the middle of the Atlantic, the area will become crowded with bugged owerspawned planes (sometimes 10 flying in a row). When this happen, the game will go nuts and also gamesaving function will become corrupted...
During WWII, especially during the early years, i.e. before the introduction of escort carriers, carriers were a rare commodity. I don't know how accurately OH's campaign reflects actual operation areas of the few carriers available year by year, but it is possible that their role/presence in the Atlantic was over-estimated for some campaigns.
Another aspect we should consider, is the number of planes each carrier can spawn. I don't think the problem is actually their number, but the fact that they spawn all at once (similar to what happens when a convoy spawns near to the player). Anyway, reducing the number of planes per carrier might lessen the problem. Carriers' airgroups composition is set in their respective cfg file, similar to airbase groups; I would start from there.
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Old 12-11-15, 07:11 PM   #5713
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thanks for the mod and your hard work to rel. that!
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Old 12-12-15, 03:48 AM   #5714
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Quote:
Originally Posted by Lt_Werner View Post
Hi Kaleuns,

I dont have the grid as shown in picture 4. I am using OH2.5 and TDW 7.4.2
Any ideas?

Thank you
my grid charts works only with TDW's UI 7.5.0 other charts work with an older version too but the grid charts nope ...
take a look here
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Old 12-12-15, 09:38 AM   #5715
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How can i go to happy times? I've completed Total Germany.
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