SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-11-12, 03:47 PM | #811 | |
Navy Seal
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All feedback and bug reports are most welcome |
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03-11-12, 05:14 PM | #812 | ||
Stowaway
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I think excitement usuallly drives my mistakes. I see something in a forum and think "ya, gonna go try that", then I see some cool idea in another post and think "ya, let me give that a go", and before you know it, something happens, because I was overzealous . I have to get used to the idea of making changes in port even if the mod says we can do it at sea, just to be safe. I hope you get it figured out, or that things are cleared up for you now. ... and don't forget to go back to OHII. |
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03-12-12, 09:23 PM | #813 |
中国水兵
Join Date: Jul 2011
Posts: 278
Downloads: 941
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Trevally, I think I may need a hand.
Yesterday, after rearranging my MODs, I started a new career using OH II in Coastal Waters and was about halfway along Kiel Harbor when, much to my amazement, ahead of me, floating quite high in the air, were some sailors and some officers and a German flag all by themselves.......no ship, just those things. I immediately looked at my TAI and it showed me on a close collision course with a merchant ship. Back once again to the harbor view and still no ship but lots of wailing sirens and collision noises and no, I don't smoke, ANYTHING! Here is a screenshot taken right after with nothing in the way of a ship visible. I have no idea what the wreckage drapped over my bridge is. Here's a screenshot; After recovering from this surprise I thought I'd try again and here is the result of that second misadventure; All thoughts or suggestions are greatfully solicited. Thanks |
03-13-12, 12:42 AM | #814 |
Swabbie
Join Date: Dec 2011
Location: Hungary Budapest
Posts: 5
Downloads: 80
Uploads: 0
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I start playing with this **** because I heard from this.
Amazing! I feel the smell of the seas ( and my crew :/ ) At least you guys build a castle from ****. ( hungarian proverb ) ( and sorry for my bad english, if I mistaken something ) |
03-13-12, 06:17 AM | #815 |
Planesman
Join Date: Mar 2010
Posts: 194
Downloads: 64
Uploads: 0
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I've got a somewhat stable campaign going now. But it is not with OH-II.
I don't think now that my problem was with OH-II but perhaps some mod jugling as mentioned before. But with OH-II I was not able to remove mods at sea so that I could sail back to home port to continue the game. A simular thing happened to my stock campaign but I was able to isolate the problem to a beta version of that new user interface coming out. After I removed it, even at sea (close to Dover) the game continued on with no other ill effects. But I had to use the stock interface. Once I got in to home port I put on TDW's 6.9.0 UI. Seems to work OK but still have a few problems but cannot attribute it to his interface mod. Because I'm running a mix of mods that are not neccarily compatible. Look and see... Remove Electric Torpedo Wakes sobers see thru wake fix Real Environment - Revision_3 FX_Update_0_0_19_ByTheDarkWraith Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 Sounds V2.1 NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke NewUIs_TDC_6_9_0_ByTheDarkWraith Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith Manos Scopes-patch for 16x9 The conflicts come from FX_Update overwriting stuff from RealEnv (needed the ship damage model so they would sink eventually). Then Dynamic Env overwrite more stuff from RealEnv and FX and that cause even more instability. Or it's a guess that it does. I need the Dynamic Env to fix the crappy weather in the game. I need RealEnv to fix the moon and sky and clouds. What it comes down to, is that the mod makers wont work together and do a part of the game really well and leave the other parts to those that know how to do those parts. WHY on earth would the FX-Update have to have float/sinking parameters in it? Can't we just have the small single mods that we can mix? One mod to fix the sinking, another mod to fix the sky, another mod to fix the crazy weather, another to fix the interface, but each mod not screw with other mod's files? When we put on an interface mod, we don't need a color/sky fix with it. (not saying that it has but that's the idea). Quit bundling all these fixes into one mod that just causes problems with other mods. Once we get all the small mods that we like someone or a team can put together all the best mods that work together and call it a super mod. That one super mod would be all that you should install and nothing else. Or if you do add on other stuff (for example a faster dive mod) then the new mod would only effect that parameter that you wanted to change. The dive mod should not contain anything else other than what's needed to make the sub dive faster. Anyway, that's my rant. So far on my above mod soup. Things crash occasionally when the ships are on fire and taking a slow damage to sink. Most times it works ok. Others it crashes to desktop. But in each crash I was able to just load the latest autosave and continue the fight. However, I noticed damaged ships, get a full refit after a load. At least the weather loaded back what it was at time of save. But I haven't had to do a restart at base or load an earlier save to get moving again. Anyway that's the way the ball bounces, later. |
03-13-12, 06:35 AM | #816 |
Sonar Guy
Join Date: Sep 2010
Location: Switzerland
Posts: 388
Downloads: 86
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Bothersome,
You should not use Real Environment and Dynamic Environment at the same time.....you will have to choose one of them...
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Von den 40'000 deutschen U-Boot-Männern des Zweiten Weltkrieges kehrten 30'000 nicht zurück... 40’000 German sailors served on U-boats during World War II – 30’000 never returned home... |
03-13-12, 10:48 AM | #817 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
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I think you should take a look at this one; http://www.subsim.com/radioroom/showthread.php?t=192236 Besides - go for Dynamic Environment |
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03-13-12, 01:31 PM | #818 | |
Navy Seal
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For pic 1 I have not seen anything like that before. Perhaps a whole reinstall may be in order. Pic 2 This looks like your mem or card mem is running out - What graphics card do you use. Could be related to the first pic - try the reinstall |
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03-13-12, 01:33 PM | #819 | |
Navy Seal
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I think |
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03-13-12, 02:52 PM | #820 |
中国水兵
Join Date: Jul 2011
Posts: 278
Downloads: 941
Uploads: 0
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Trevally,
Thanks for the reply. My graphics card is a Nvidia GeForce GTX550Ti which is way over the minimum stated requirments for SH 5 and has worked quite well with the game for several months now and has Nvidia's latest WHQL driver installed. Is it possible that the missing ship's visual file(s) are not being pulled up out of the OH II files when required for some mysterious reason? Reinstall? Do you mean all of SH 5 or just OH II? (He said with fingers crossed for good luck.) |
03-13-12, 03:03 PM | #821 | ||
Stowaway
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To be honest with you, it's a good rant. No worries. Many modders actually do work together, so that their stuff meshes well, and that has minimized these conflicts and problems, which is a good thing! I agree that there are some things that should be left out of certain mods and left to others instead, because it does sometimes create some nightmares or mod choice issues. As an example of modders working together, there is a file - zone.cfg - in FX_Update that is used in OHII as well, but the OHII team have set up zone.cfg so that it contains everything from FX_Update, allowing that one to be safely overwritten. (Trevally, I hope I explained that correctly) Quote:
Cheers! |
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03-13-12, 03:06 PM | #822 | |||
Navy Seal
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Where this has messed up you stock SH5 file - I have no idea. What I would do to try and fix is:- Remove all mods and store them safe on your desktop. Delete your mods floder from sh5 dir Run jsgme so that a new MODS folder is created Put you mods back and install them Test game. If this does not fix it - you may need to reinstall sh5 |
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03-13-12, 03:09 PM | #823 |
Navy Seal
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03-15-12, 06:57 AM | #824 |
Sailor man
Join Date: Sep 2007
Location: Elche, Spain.
Posts: 43
Downloads: 196
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Hi. One question:
is realistic that your sound man (hydrophone) will hear the mines and nets? |
03-15-12, 08:02 AM | #825 |
Navy Seal
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I do not think so and thats why it is an addon mod for those who think it is
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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