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Old 10-22-13, 07:40 AM   #91
Madox58
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Originally Posted by Rongel View Post

Either the terrain should be higher up, or the houses lower. Is there somebody who knows how to fix this issue around, maybe Sober???
You could try lowering things in the MapObjects.ini

File=data\Terrain\Locations\CustomAreas\germany\wi lhelmshaven.GR2
Long=977379.000000
Lat=6423047.000000
Height=0.400002 <----- Change to .300002 to lower 1 meter
Rot=0.000000
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Old 10-22-13, 07:55 AM   #92
gap
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Originally Posted by privateer View Post
You could try lowering things in the MapObjects.ini

File=data\Terrain\Locations\CustomAreas\germany\wi lhelmshaven.GR2
Long=977379.000000
Lat=6423047.000000
Height=0.400002 <----- Change to .300002 to lower 1 meter
Rot=0.000000
I think only some of the houses are too high... at least that was the problem with the small generic port, where a few crates were too high as opposed to the rest of the port. But I can obviously be wrong, in which case your solution is the proper one

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Old 10-22-13, 07:59 AM   #93
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Yes - the terrain editor can fix these issues in a jiffy.
Size of terrain raise/lower is adjusted with mouse wheel
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Old 10-22-13, 08:05 AM   #94
gap
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Originally Posted by Trevally. View Post
Yes - the terrain editor can fix these issues in a jiffy.
Size of terrain raise/lower is adjusted with mouse wheel
This is probably the best solution.

IIRC one can raise only a little portion of terrain, creating a small hill under the levitating buildings.

P.S: Trevally, can you reply this?

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Originally Posted by gap View Post
6. With Trevally's permission, adding support to Open Horizons II through the addition of RadioRoom, RadioTransmitAntenna and RadioReceiverAntenna to its ship units. This will allow the disabling of their radio communication abilities when TDW's Ship Radio Patch is enabled.
What do you think about the patch in general?
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Old 10-22-13, 09:03 AM   #95
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Originally Posted by Trevally. View Post
Yes - the terrain editor can fix these issues in a jiffy.
Size of terrain raise/lower is adjusted with mouse wheel
Could you do it?

I have my hands full testing the new version of the morale mod, and trying to get some more pitching and rolling in heavy seas, my goal is to make people throw up when playing this game

Also bit more impressive depth charge shakes are on the list, but it seems that we can't make the DC's affect larger area even one bit, destroyers are already blowing themselves up!
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Old 10-22-13, 09:59 AM   #96
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Hello there,
I see you're guys pretty busy here...

Why IRAI v37? Am I missing something, is there something wrong with v39?
Also note that even with TDW starshells patch , flares are still visible, although in combination with IRAI v39...I manage to get rid of them by unquoting appropriate entries in ships .eqp files...

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Originally Posted by gap View Post
FXU 0.0.22 is basically the same as v 0.0.21 with the addition of the new water splash effects, already featured in your mod list, and of three new zonse damage boxes for each stock ship with their relative new zone definitions in Zones.cfg file. Other than occupying some extra space in memory, I can hardly think of the new boxes causing any problem. The problem noticed by Vecko was rather connected to the settings of one of the new Zones, which triggered a bit too many effects for his system handling them. Reducing the number of effects solved the issue for Vecko
Fortunately , we cracked this up too... check FXU thread for more informations.

Last edited by vdr1981; 10-23-13 at 08:28 AM.
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Old 10-22-13, 10:35 AM   #97
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...trying to get some more pitching and rolling in heavy seas, my goal is to make people throw up when playing this game...
Excellent! Just make sure not to scare too much our gunners and not to confuse our chief engineer with too many electric/diesel propulsion switches

By the way: have you tried messing with the Waves amplitude and Waves attenuation params?

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Originally Posted by vdr1981 View Post
Why IRAI v37? Am I missing something, is there something wrong with v39?
v39 has some cool features, but some players (including myself) have noticed that somehow it makes planes to drop bombs less frequently than it happened with v37. Other than this, v39 is okay.

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Originally Posted by vdr1981 View Post
Also note that even with TDW starshells patch , flares are still visible, although in combination with IRAI v39...I manage to get rid of them by unquoting appropriate entries in ships .eqp files...
Yes the patch prevents AI ships from firing their starshells, but since red flares are not fired by guns but are rather effects triggered by damage, they are not affected by that patch.
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Old 10-22-13, 10:39 AM   #98
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Yes the patch prevents AI ships from firing their starshells, but since red flares are not fired by guns but are rather effects triggered by damage, they are not affected by that patch.
Not again Gap!
I'm talking about WHITE flares...Remember this thread? http://www.subsim.com/radioroom/showthread.php?t=208231
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Old 10-22-13, 10:54 AM   #99
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Originally Posted by vdr1981 View Post
Not again Gap!
I'm talking about WHITE flares...Remember this thread? http://www.subsim.com/radioroom/showthread.php?t=208231
TDW's patch isn't working then. In any case disabling those effects is the least problem: there are 101 ways to do it, and some of them are done in a couple of minutes
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Old 10-22-13, 10:55 AM   #100
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Originally Posted by gap View Post
Excellent! Just make sure not to scare too much our gunners and not to confuse our chief engineer with too many electric/diesel propulsion switches

By the way: have you tried messing with the Waves amplitude and Waves attenuation params?

v39 has some cool features, but some players (including myself) have noticed that somehow it makes planes to drop bombs less frequently than it happened with v37. Other than this, v39 is okay.

Yes the patch prevents AI ships from firing their starshells, but since red flares are not fired by guns but are rather effects triggered by damage, they are not affected by that patch.
Yes, the amplitude and attenuation have become my good friends (first needed to check the dictionary to get some idea what they mean!). It's fun to read the old threads dating back to 2007 from SH 3 forums, where they were doing the same things!

The reason why IRAI .39 isn't used at the moment is just what Gap mentioned, I have played with 37 and it works really well, don't want no possible plane trouble!
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Old 10-22-13, 11:00 AM   #101
gap
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Originally Posted by Rongel View Post
Yes, the amplitude and attenuation have become my good friends (first needed to check the dictionary to get some idea what they mean!).


Yes, I have to admit that I don't have fully clear what this "waves attenuation" means exactly, especially since when I have read that it actually amplifies wave effects rather than attenuating them

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Originally Posted by Rongel View Post
It's fun to read the old threads dating back to 2007 from SH 3 forums, where they were doing the same things!
Yep, I have just finished myself digging old posts for information on them
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Old 10-22-13, 11:28 AM   #102
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Originally Posted by Rongel View Post
It's fun to read the old threads dating back to 2007 from SH 3 forums, where they were doing the same things!
Don't forget the SH4 forums for good info also.


Each version is just a step up from the version before.
So the basics still apply.
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Old 10-22-13, 11:33 AM   #103
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Originally Posted by privateer View Post
Don't forget the SH4 forums for good info also.


Each version is just a step up from the version before.
So the basics still apply.
Yep, I also find very useful the knowledge-base gathered in this forum:
http://forum.kickinbak.com/
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Old 10-22-13, 12:14 PM   #104
Trevally.
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Quote:
Originally Posted by Rongel View Post
Could you do it?
Added to my list

Quote:
Originally Posted by gap View Post
P.S: Trevally, can you reply this?

What do you think about the patch in general?
Sure Gap go ahead
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Old 10-23-13, 07:31 AM   #105
gap
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Originally Posted by Rongel View Post
...I would suggest radical solution: remove all the imported ships from harbours. I did this (left only 1-2 SH 4 tugboats there) and suddenly the game was running smooth again. Maybe imported ships can be replaced with some SH 5 ships, so that harbours won't be too empty.
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Originally Posted by Rongel View Post
I noticed again that when passing by the minefield near Bremen, the game starts to stutter when using high TC.
Quote:
Originally Posted by Trevally. View Post


I will thin the minefield out - all those groups are in 50s.
Only ever 6 or 7 groups within render range at one time = 350 units.
Not to bad

I will change them to groups of 20 - less than half.
If I adjust their spacing - the need to avoid is still there - without the fps drop.
@ Rongel & Trevally

just a thought re. minefield and dat ships' stuttering: I was wondering if the issue could be related to the fact that those units are missing LOD models. Before you start reducing their usage in campaign, could you please test the patch below?

http://www.mediafire.com/?9s66qzoqbu49urg

It should make mine models to be replaced at far distance by some huge (16 m in height) yellow-black striped tetrahedrons (if they are used, you shouldn't miss them lol). If it works, I will replace them with low poly versions of the mines or, if this is not enough, with dummy, invisible 3-vertices mesh. Obviously, we could do the same for the remaining sea and air units featured by OH. Let me know

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Sure Gap go ahead
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