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Old 08-26-13, 12:21 AM   #3706
Silent Steel
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Quote:
Originally Posted by Stevetry View Post
this s really annoying iam just gona unistall everything and start from scratch
So i install The New UI mod them this mod ?

Hi Steve,

Just some suggestions before reinstall (if you not yet have done it)

Just to test and possibly eliminate the JSGME from the list of suspects uninstall JSGME

1) Deactivate all your mods with JSGME
2 ) Move the "MODS" folder found in C:\Ubisoft\Silent Hunter 5\ to e.g. your desktop
3) Uninstall JSGME (Follow the JSGME v2.6 User Guide page 4)

4 Download a new copy of the JSGME v2.6 (your current copy could be corrupted)
5) Install JSGME
6) Run JSGME once in order to create a brand new "MODS" folder in the C:\Ubisoft\Silent Hunter 5 folder
7) Go to the "MODS" folder on your desktop and move the mod folders one at a time to the new C:\Ubisoft\Silent Hunter 5\MODS folder. This just to make sure you won't keep any possibly corrupted files.

Make sure the mods' structure is; mod's name\data - nothing more, nothing less!
8) Activate whatever mods you want
9) Run SH5 to see if the issue is still there



If this doesn't help - do a reinstall;

1) Make a copy of;
1a) C:\Users\Documents\SH5 folder and save it, e.g. on your desktop (this is where your game progress and settings are stored)
1b) C:\Ubisoft\Silent Hunter 5\MODS folder and save it, e.g. on your desktop
2) Uninstall SH5
3) Delete the following folders (whatever is left after the uninstall, if anything);
3a) C:\Users\Capo\Documents\SH5 folder
3b) C:\Ubisoft
4) Sweep your HD registry for leftovers. (I use the CCleaner)
5) Reboot
6) Install SH5
To make sure SH5 gets patched, run SH5 once (in the SH5 main menu top right corner you should see v1.2.0)

If this isn't the case the SH5 didn't get patched during reinstall >
run the C:\Ubisoft\Silent Hunter5\Support\GameUpdater\gu.exe and then run SH5 to check you now see v1.2.0 in the SH5 main menu top right corner
7) Reboot and run SH5 to check it runs OK
8) Make a copy of the C:\Users\Documents\SH5 folder on your desk top

9) Paste it in the C:\Users\Documents folder and let overwrite
10) Install JSGME (by JSGME User Guide)
11) Move whatever mods you want from the copy of the MODS folder on your desktop - one at a time - make sure the mods' structure is; mods' name\data
Nothing more nothing less.
If there should be a 'documentation folder' included in the mod you can leave it there, it won't affect the mod's features
12) Activate whatever mods with JSGME you want


Done
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Old 08-26-13, 04:02 AM   #3707
Gammel
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On my setup most aircraft did not attack me in 1944 Campaign, always flow by, feels silly.

Methinks editing the airbases.mis in file with CrewRating=4 for all bases fixed this but i need mor tests to be sure.

Any comments on this?
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Old 08-26-13, 07:22 AM   #3708
Trevally.
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Quote:
Originally Posted by Gammel View Post
Any comments on this?
What mods do you have installed?
IRAI?

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Old 08-26-13, 09:08 AM   #3709
Gammel
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Hi Trevally

i use a setup as suggested here in the sticky threads.

IRAI is installed.
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Old 08-26-13, 12:37 PM   #3710
Trevally.
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Making OHII - I have always had in mind that users should also use IRAI and it would control AI and not these crewrating settings within the campaign.

If your tests are showing better results with elite airbases etc - then the fix is as you have stated and quite a simple task for any text app
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Old 08-26-13, 02:08 PM   #3711
Gammel
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thx again for looking into that @Trevally

Indeed it was a simple fix by using the search&replace function.
...ok, i was half trough the file when recognizing that

I'll do more testing today. It was quite easy to observe at the azore Airbase
where i had not a single attack with plenty of planes appearing before.
Just after altering the file i was attacked instantly by every plane.

But with SH everything is possible and somethimes restarting the game alone makes a huge difference.
Modding must be hell of, my big respect to everyone here trying make the game better.
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Old 08-26-13, 02:49 PM   #3712
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Best to use silentotto after each change to the airbase.mis as this file is saved at career start.
So any change without career restart (silentotto) will not take effect
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Old 08-27-13, 01:29 AM   #3713
Gammel
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thx again for the hint.

like i sayed - restarting the game...

it seems to have a noticeable effect for the planes attacking even without silentotto. But obviously another placebo.

btw is there a list of fully compatible mods for OH II?
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Old 08-27-13, 01:32 AM   #3714
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Quote:
Originally Posted by Gammel View Post
btw is there a list of fully compatible mods for OH II?
Sober list, or Sijjzle list, or mine in sig
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Old 08-27-13, 04:08 PM   #3715
Gammel
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thx @Fifi, i already have used your recommented setups as a base for my modded game. Game runs quite well, but still too much CTD for my taste.

You list was extreamly handy when setting up my load order, but as desinged there are many overrides and i have fear there is the source to some trouble when using newer versions of some mods combining with older ones.

OH II is overwriting many mod files and files of itself are as well overwritten with higher load order files from other mods.

For example i use the latest beta of NewUI 7.5.0 v12 which is still overwritten by files vom OHII and i guess some files have changed since @Trevally made it compatible with NewUI - lets say he used 7.4.2 as a base. Sorry my english is sad, hope you get my point.
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Old 08-29-13, 03:47 AM   #3716
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I've found an axx kicking setup with oh II full, actual TDW UI and some nice compatibility patches former unknown to me.

Game looks, feels and run like a charm now! Will add some user posted fixes with the editor now and it should be perfect.
Happy custumer here.

Also i switched to a complete english setup and gave up the idea having an state of the art modded game with german text.
Haven't regret so far.
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Old 08-29-13, 05:06 AM   #3717
CaptJulius
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What a great piece of work this mod is, thank you guys for your hard work.
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Old 08-29-13, 10:12 AM   #3718
Trevally.
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Quote:
Originally Posted by Gammel View Post
I've found an axx kicking setup with oh II full, actual TDW UI and some nice compatibility patches former unknown to me.

Game looks, feels and run like a charm now! Will add some user posted fixes with the editor now and it should be perfect.
Happy custumer here.

Also i switched to a complete english setup and gave up the idea having an state of the art modded game with german text.
Haven't regret so far.
Quote:
Originally Posted by CaptJulius View Post
What a great piece of work this mod is, thank you guys for your hard work.
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Old 09-01-13, 05:54 AM   #3719
gap
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Default WIP improved barrage balloons



continued from Dynamic Environment thread...

The new balloon that I am currently working on, is based on Trevally's excellent model. Things I have changed:

- fins/rudders redone from scratch, to look more like the real thing;
- cables redone with reduced vertices/polygons (new cable lenght: 1.524 m );
- fuselage size/proportions modified to fit real sizes (lenght: 18.9 m, max diameter: 7.6 m);
- new UV mapping and diffuse map;
- new normal map and ambient occlusion map: work in progress.
- collision model (+ zon file + new zone definitions): work in progress.
- porting to GR2 format planned (but is it worth?)

This is the plan I have used for modelling the new parts:


(click on the image for the source page with an hd version of the same plan)

Some other interesting on-line-resources on WWII barrage balloons and Anti-Aircraft defence in general:

http://www.airborne-industries.ltd.u...rneHistory.htm
http://www.skylighters.org/roof/aa.html
http://www.worldwar-two.net/weapons/barrage_balloons/
http://www.levyboy.com/wartime.htm
http://www.17balloons.co.uk/
http://www.bbrclub.org/Site%20Directory.htm
http://www.skylighters.org/barrageballoons/
http://battleofbritain.devhub.com/bl...rage-balloons/

Several of the above articles include a list of the key sites (British cities, harbours, airfields, etc) which at some point of the war were defended by balloons.

An example of ballon barrage field defending London:



Ballons were anchored at various height, up to an altitude of 5,000 ft. During WWI they were often set 500 yards apart from each other. I couldn't spot the distance used during WWII, but the figure is probably concealed somewhere within one or more of the above resources.

Besides being based on land, some ballons were flown from epressly modified vessels. These included:

- Sea-going vessels that accompanied convoys usually comprising of small mercantile vessels and tugs.

- Those that tended to fly the balloons in harbours and estuaries and were generally made up of drifters and barges and trawlers. These vessels would then sail to a particular spot in an estuary, anchor and then let the balloon up to deter enemy aircraft from perhaps attacking a docks area.

(source with several pictures: http://www.bbrclub.org/Barrage%20Balloon%20Vessels.htm)

A few more examples of barrage balloon vessels:







I can tweak some units and create proxies of them fitted with balloons, what do you think?

A special type of balloon flown by landing crafts (one for each of them), was also used during the D-day landings:











Better details of the "D-day balloon":








At this page you can see a close side view of a similar balloon. It is from the Korean war, but there seem not be much diffrerence from the WWII model. Modelling it in 3d shouldn't pose much problems. Not after having dealed with the much more convoluted earlier version of the balloon
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Old 09-02-13, 07:56 AM   #3720
Trevally.
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Looks fantastic Gap - looking forward to seeing it in OH
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