![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#676 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
|
![]() |
![]() |
![]() |
#677 | |
Navy Seal
![]() |
![]() Quote:
Im pretty sure this will not effect the mod. Obelix - edited with goblin (panther ![]() TDW - edited with hex editor Perhaps either Obelix or TDW can clear this up - but im sure this will not matter. |
|
![]() |
![]() |
#678 |
Navy Seal
![]() |
![]()
For people who use TDWs mods (I am one) we know how often he updates them.
For mod lists it is important that we try and get OH II near the top of the mod list. We do not want to be installing/un-installing this mod every time TDW updates ![]() |
![]() |
![]() |
#679 | |
Watch Officer
![]() Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
Uploads: 0
|
![]() Quote:
![]() I've saved and reloaded the mission when exiting Wilhelmshafen, but the Norwegian flag on two merchants (one behind, the other at opposite quay of Deutschland pocket battleship) remains stiff as ever. So saving and reloading unfortunately doesn't help. ![]() The draft issue, however, seems gone now, after slightly changing mod loading order and saving & reloading. I have OH2 now last after any TDW stuff. ![]()
__________________
Cheers Uffe |
|
![]() |
![]() |
#680 |
Seaman
![]() Join Date: Jun 2011
Posts: 36
Downloads: 212
Uploads: 0
|
![]()
I'm getting 20 fps which drops as low as 10fps near the kiel minefield. I tried everything i know to increase framerates but nothing has ANY effect whatsover which seems a little odd. Dropping graphics options to minimum has NO effect, reducing my mod soup to a minimum had no effect either.
I am running an I7 mb quad-core at 4 ghz with an Nvidia GTX 480 1.5 gig card....not the worst system in the world...should i be getting such bad performance? replacing the OHII full file with the lite version fixes these issues but i'd really like to be able to see all the new eye-candy. has anyone got any suggestions? or is my system just not good enough? The following is my current soup (with the light version) but it seems having read the latest posts that my mod order is incorrect regarding TDW's mods....strange as it seems to run fine Generic Mod Enabler - v2.6.0.157 [E:\Ubisoft\Silent Hunter 5\MODS] d3d_antilag101 A Fistful of Emblems v1.51 Magnum_Opus_v0_0_1 Original map colors stoianm pitch&roll for SH5 V1 (low) Equipment_Upgrades_Fix_1_2_byTheBeast stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast Compatible Conus00's Graphic Mod+SV's work SH5Lifeboats_2.0 German U-Boat Crew Language Pack FX_Update_0_0_16_2_ByTheDarkWraith Old Style Explosions V1.1 IRAI_0_0_30_ByTheDarkWraith Dark_Interior_V1 Depth_Dependent_Hydrophone_1.0.0 Enhanced FunelSmoke_by HanSolo78 TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 Torpedo Splash Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 HOTFIX 3 Stormys_DBSM_SH5_v1.3_optional_scary_creaks Open Horizons II Light NewUIs_TDC_6_6_0_ByTheDarkWraith Manos Scopes-patch for 16x9 NewUIs_TDC_6_6_0_Das_Boot_Crew_Mod_by_Illyustrator NewUIs_TDC_6_6_0_ERM_Reaper7_NightVision_Black_Ski n Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot patch Trevally Tutorials - All v0.2 (for TDW UI) AOB slide ruller for TDW UIs and MO by stoianm EQuaTool 01.01 by AvM - Large Style Grossdeutscher Rundfunk NewUIs_TDC_6_6_0_New_radio_messages_German OH II and Light Campaign Radio Messages Sh5EnvModGold SteelViking's Sky Banding Mod Remove Flare Fix I also noticed some strange issues (perhaps related to incorrect mod order?) the ship draft issue others have reported and also a couple of ships were upended and rotating in kiel harbour, gradually destroying themselves. I too think the minefield in keil is perhaps overdone, especially considering all the fps-killing marking buoys demarking the field's extremities. For those of you running it with no fps problems, can we see your system specs and mod list? might help others sort out their problems? |
![]() |
![]() |
#681 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
|
![]()
After enabling 'Open Horizons II Light' adding a few mods I get a crash to desktop every time I press the 'P' key
![]() Edit: pressing the p key when inside the boat causes the crash if im on deck its okay. Im going to disable all mods and look for the correct way of adding them I figure I got some conflict that's causing it, though I have no idea what mod it would be. Never had the P key CTD before. ![]() Last edited by kiwi_2005; 07-11-11 at 03:15 PM. |
![]() |
![]() |
#682 | |
Navy Seal
![]() |
![]() Quote:
Have you tried with the churchs keys? Edit: sorry I ment to type "without churchs keys" ![]() Last edited by Trevally.; 07-12-11 at 11:55 AM. |
|
![]() |
![]() |
#683 | |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
|
![]() Quote:
I see there is a 6.6.0 New UI Im running 6.5.1 so going to update that don't know if that will help but better to have the latest UI. Edit: Fixed. I add the MCCD & MFCM Optional Crashdive workaround this must fix the P key CTD or rather as once I added this the CTD stopped. Last edited by kiwi_2005; 07-11-11 at 04:14 PM. |
|
![]() |
![]() |
#684 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
|
![]() Quote:
you shouldnt add any keyb. mods (commands.cfg) after SDBSM, you will loose much of SDBSM features, SDBSM allready includes a Church Keyb mod...
__________________
Stormy...... |
|
![]() |
![]() |
#685 | |
Seasoned Skipper
![]() Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
|
![]() Quote:
FX file removes exhaust fumes, because the original can not I remove the smoke levitating. Now I try to bring IIA in perfect order, but lack of time slows down the process.
__________________
Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... ![]() |
|
![]() |
![]() |
#686 |
Ace of the deep .
|
![]()
So we can see from this that the correct mod order should be:-
TDW FX OH II TDW IRAI TDW Water TDW UI The important one is that the FX mod is before OH II Where there is 2 files the same and I have said "NO conflict" this means they are the same file (merged) If anyone can see any conflicts I have not noticed - please post[/QUOTE]If i put the mods in this order then open the mission editor to check it has a warning that unit class KMSSHogisland not found in platform library . |
![]() |
![]() |
#687 |
Seasoned Skipper
![]() Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
|
![]()
My files are not in conflict with TDW. IIA AI is located in a separate folder - NSS_Uboat2a_AI. Today, OH II second (after AVCv2) mod having this folder.
__________________
Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... ![]() |
![]() |
![]() |
#688 | |
Silent Hunter
![]() |
Quote:
Now I´m really confused, sorry !!! ![]() ![]() ![]() On first post of this Thread is this written: "...The mod is compatible with TDW UI, install last..." Means OH II install A-f-t-e-r UI MOD ! Yesterday sober answers to my question about the correct order, that I OH II enable A-f-t-e-r ALL TDW MODs: http://174.123.69.202/~subsimc/radio...&postcount=665 NOW in the list from sober´s post from above we should OH II enable after FX_Update MOD, but b-e-f-o-r-e the other MODs from TDW ??? ![]() ![]() ![]() ![]() ![]() ![]() ![]() Please, what then is definitely the correct order ????????? Best regards, Magic |
|
![]() |
![]() |
#689 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
![]() Quote:
The flag issue is nasty bug, I've been starting to wonder why I have never seen German flags freeze, eventhough the starting harbours are full of imported NAMC ships. I have one idea that I'll try when I have time. The weird FPS loss that I have encountered in harbour is a weird one too. But today when I tested the mod again, it was for some reason much much better, almost no loss at all. This time I played with no map contacts, could it affect the FPS ![]() One little thing that bothers me now is that the sonar man can pick up mines now. At first I thought that it wouldn't matter, but soon realised that most of my contacts are infact minefields. I wonder what would happen if the mines would be only spottable by watch crew. Would diving be too risky business, with no way of getting any info on the mines? What was the real situation, could a sonar man somehow pick up a mine contact? Anyway, otherwise I'm starting to really like this mod. Just to see airplanes flying over my base is awesome! ![]() |
|
![]() |
![]() |
#690 |
Sparky
![]() Join Date: Feb 2006
Location: High Peak, UK
Posts: 156
Downloads: 43
Uploads: 0
|
![]()
There are two types of sonar.
Active sonar sends sound out and listens for echo's coming back. Passive sonar only listens for sound. As it was passive sonar used by u-boats in WW2, and mines do not emit sound, they could not be detected by sonar
__________________
![]() A Big Thank You To All The Modders Who Make Sub Simming Such A Deep Experience ![]() |
![]() |
![]() |
|
|