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Old 02-14-12, 02:38 AM   #661
misha1967
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Hey, you're welcome. All straight from the heart

Now, in matters OHII related: Trevally: Will that Scapa patch work with OHII 1.6 too?

I mean, I can just ignore that mission, but I just like to have a go at everything if at all possible. I don't want to CTD endlessly trying to do so, though, so if your fix would work for my 1.6, then that would be great.

If it doesn't, then I'll just have to decide whether to start over again or leave a mission untouched. Either works for me. Just a question
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Old 02-14-12, 02:58 AM   #662
Silent Steel
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Quote:
Originally Posted by Commander Mysenses View Post
As you can see I am using Illyustrator's MARINEQUADRATKARTE map, but as you know the grid refs on that are two letters, two numbers... so what are the four number grid refs?
Have a look at this;

http://uboat.net/maps/grid.html

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Old 02-14-12, 03:07 AM   #663
Commander Mysenses
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Quote:
Originally Posted by Silent Steel View Post
Have a look at this;

http://uboat.net/maps/grid.html

That's fine, but what about the missing two letter prefix?

=====
EDIT
=====
Ahh, hang on.... is the two letter prefix missing so I have to do a bit of detective work??
Should I assume that because the contact report was from Flying Corps X Group Stavanger that the grid was AN (north sea area)?
Seems unnecessarily complex.

Last edited by Commander Mysenses; 02-14-12 at 05:26 AM.
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Old 02-14-12, 03:45 AM   #664
THE_MASK
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The DDs in scapa with just 1 waypoint . Will they move if they detect me ? I thought they needed a looping waypoint system with waypoint radius .
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Old 02-14-12, 05:19 AM   #665
Trevally.
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Quote:
Originally Posted by misha1967 View Post
Hey, you're welcome. All straight from the heart

Now, in matters OHII related: Trevally: Will that Scapa patch work with OHII 1.6 too?

I mean, I can just ignore that mission, but I just like to have a go at everything if at all possible. I don't want to CTD endlessly trying to do so, though, so if your fix would work for my 1.6, then that would be great.

If it doesn't, then I'll just have to decide whether to start over again or leave a mission untouched. Either works for me. Just a question
Yes - the test scapa fix will work with OHIIv1.6 also
But - you must start a new career to test it - starting a new career writes all the campaign info to your game.

If you use v1.6 and get ctds in scapa - thus not able to get that one campaign point - you will not get at total victory when you finish coastal waters. This will not effect the campaign.

In later campaigns (1941/42)- if you fail to get total victory - then some missions or campaigns will be blocked. This will never stop your game, just restrict your options.

With v1.7 - there is a new objective "Baltic Operations" in coastal waters. This will give a player an extra campaign point - so if they are unable to finish scapa due to ctds - they can still get a total victory.

When updating to a new verson of OHII - it is possible to keep your career going. To do this you can save your game in the bunker and exit.
Remove old OHII version and install new one. Load your bunker save and nothing will change.
The chance comes when you progress to the next stage i.e. coastal water to happy times.
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Old 02-14-12, 05:26 AM   #666
Trevally.
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Quote:
Originally Posted by Commander Mysenses View Post
That's fine, but what about the missing two letter prefix?
Here is the actual message from the radio mod:-

Quote:
Befehlshaber der U-Boote ALL Reports Flying Corps X Group Stavanger: 0825 square 6743 3 transports with 1 escort ship, slow speed. Course NE.|0850 square 5634 8 transports, high speed, course NE.|0855 square 5569 2 light cruisers, high speed, course 30 degs.|0915 square 5734 2 cruisers, 350 degs.|0915 square 5554 2 a/c carriers, 1 heavy cruiser, several destroyers, 30 degs.||BdU
So as you can see the grid letters are missing.
This message is not real in your game - so little is lost here

Edit - just seen your edit
Yes perhaps you are correct or that it assumes you know the patrol area for group Stavanger
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Old 02-14-12, 05:54 AM   #667
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Originally Posted by Trevally. View Post
This message is not real in your game - so little is lost here
I know I have read this somewhere before, but indulge my alzheimers/laziness and tell me, how do I tell between real contact reports (that I might chase) and those that are just window dressing?
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Old 02-14-12, 06:07 AM   #668
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Quote:
Originally Posted by Commander Mysenses View Post
I know I have read this somewhere before, but indulge my alzheimers/laziness and tell me, how do I tell between real contact reports (that I might chase) and those that are just window dressing?
If the message has a red background - it is real.
Also when it asks you to send a patrol report (blue backgroung) there is a % chance that the game will scan the area (preset in options) around you for ships. If there are ships within this area - it will send you a message about them.
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Old 02-14-12, 07:02 AM   #669
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Quote:
Originally Posted by Trevally. View Post
If the message has a red background - it is real.
Also when it asks you to send a patrol report (blue backgroung) there is a % chance that the game will scan the area (preset in options) around you for ships. If there are ships within this area - it will send you a message about them.
When ever I get close to Kiel Harbour I get about a dozen or more Red messages from English named ships saying they have spotted a Sub, is that my own ships (With English names) saying they see me, and are just reporting me as a sub?
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Old 02-14-12, 07:34 AM   #670
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Quote:
Originally Posted by sidmo001 View Post
When ever I get close to Kiel Harbour I get about a dozen or more Red messages from English named ships saying they have spotted a Sub, is that my own ships (With English names) saying they see me, and are just reporting me as a sub?
Yes - what happen here is that if you have sub spotted options enabled.
where ever your are within 8000m of a ship (any type) there is a % chance that yuo will get a message saying you have been spotted.

This does not mean that you have been detected (if enemy).

This can also result in you getting spam messages and this is why TDW added the option to switch this off
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Old 02-14-12, 11:04 AM   #671
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I took time to mess with the imported ships again. Uekel has nice illuminated ships and I tried to do the same. Our ships are build in a different way so it seems I can't make those lit windows, but using SH 4 light controllers we can fake the lighting. Oh, and there won't be water reflections also... But here is the hospital ship all lit up:



It's still under construction, but what do you think? If it's good, it can be added to OH II with a small patch. Also I'm curious what kind of lights they really used, what colors and so on...

Thanks goes to Uekel, been studying those illuminated ship...

EDIT: Oh, forgot to mention that the ship automatically turns off the "main" lights when attacked! Pretty nice SH 4 feature!
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Old 02-14-12, 11:22 AM   #672
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Quote:
Originally Posted by Rongel View Post
I took time to mess with the imported ships again. Uekel has nice illuminated ships and I tried to do the same.
It's still under construction, but what do you think? If it's good, it can be added to OH II with a small patch.

Fabulous

Let's hope Trevally can include it in OH II.
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Old 02-14-12, 11:33 AM   #673
uekel
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In my opinion, it looks excellent! And the option to turn off the lights is really a nice feature.

The Thanks not for me, the illuminated ships, I have only imported. The lights I never touched. The Thanks must go to Anvart!

Now I´m courios: The lights in conjunction with the "UnifiedRenderControler" or did you turn it off?
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Old 02-14-12, 11:53 AM   #674
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Thanks for the comments! And thanks Anvart!

Quote:
Originally Posted by uekel View Post
In my opinion, it looks excellent! And the option to turn off the lights is really a nice feature.

The Thanks not for me, the illuminated ships, I have only imported. The lights I never touched. The Thanks must go to Anvart!

Now I´m courios: The lights in conjunction with the "UnifiedRenderControler" or did you turn it off?
This ship still has the "UnifiedRenderControler" and that's why the reflections wont work properly. Also the window lights seem impossible because of this too.

The mast lights are almost the same as with the other ships, but the main light is made with S3D "light nodes" . Basically there is just two light sources on the sides of the ship. The tricky part is just to position them so that it gives the illusion of ship lights.

And when I attacked this ship, it turned on the search lights and the light nodes went off. So the switching off the lights could also be linked with the search lights.
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Old 02-14-12, 12:01 PM   #675
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