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Old 01-24-12, 01:11 AM   #436
mikaelanderlund
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Quote:
Originally Posted by IFRT-WHUFC View Post
in the Folder: Roster/Names.cfg

NMPKF=modernes Passagier-Frachtschiff (German)

NMPKF=Modern Passenger - Cargo (English)

yet the Rosters for America, British, Canadian, French, German & Italian

[UnitClass]
ClassName=NMPKF
UnitType=102
AppearanceDate=19391130
DisappearanceDate=19451227
DisplayName=Parcel Freighter < needs to be changed to

(German)

modernes Passagier-Frachtschiff

or

(English)

Modern Passenger - Cargo


Rick
Thanks for info
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Old 01-24-12, 01:30 AM   #437
uekel
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Quote:
Originally Posted by IFRT-WHUFC View Post
in the Folder: Roster/Names.cfg

NMPKF=modernes Passagier-Frachtschiff (German)

NMPKF=Modern Passenger - Cargo (English)

yet the Rosters for America, British, Canadian, French, German & Italian

[UnitClass]
ClassName=NMPKF
UnitType=102
AppearanceDate=19391130
DisappearanceDate=19451227
DisplayName=Parcel Freighter < needs to be changed to

(German)

modernes Passagier-Frachtschiff

or

(English)

Modern Passenger - Cargo


Rick



And why?????????????? Because it look like the other??????????????

The source is an SHIV unit. In german called "Bewaffneter Hilfskreuzer". Maybe that is the right name?

EDIT:
Perhaps I should mention it once. I've already played through this combination to "operation drumbeat". Even without these proposals. And without CTD´s.

Last edited by uekel; 01-24-12 at 02:02 AM.
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Old 01-24-12, 02:44 AM   #438
mikaelanderlund
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Quote:
Originally Posted by uekel View Post



And why?????????????? Because it look like the other??????????????

The source is an SHIV unit. In german called "Bewaffneter Hilfskreuzer". Maybe that is the right name?

EDIT:
Perhaps I should mention it once. I've already played through this combination to "operation drumbeat". Even without these proposals. And without CTD´s.
Thats really good info! Thanks . And thanks for your cool mod. I like it very much .
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Old 01-24-12, 03:05 AM   #439
uekel
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Hey, Thanks Mikael!
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Old 01-24-12, 05:40 AM   #440
IFRT-WHUFC
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well the ship NMPKF was definately causing a CTD for some reason it was even crashing when trying to view it in the museum!

Rick
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Old 01-24-12, 05:47 AM   #441
uekel
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Quote:
Originally Posted by IFRT-WHUFC View Post
well the ship NMPKF was definately causing a CTD for some reason it was even crashing when trying to view it in the museum!

Rick
You mean THIS ship?



Sorry Rick, I dont know where the ctd come from, but this cannot be the reason, how you see.
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Old 01-24-12, 05:58 AM   #442
IFRT-WHUFC
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Yes......I think there is a problem when using the Names.cfg from the mtns - MO&THF Fix english not really sure why except that in the roster it's named as parcel freighter so I changed it to modern passenger - cargo and the crash seems to have stopped!

Rick
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Old 01-24-12, 06:26 AM   #443
uekel
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Also try it with the names.cfg from "MO&THF Fix english", no crash.... Hmm . Maybe you have another installation order?
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Old 01-24-12, 02:41 PM   #444
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Good new for everyone who was having trouble using OHII, Mnts and Harbour improv mods.

Uekel has been kind enough to make a light version
This light version no longer uses the harbour mod. This is a pity, but as the harbours give the most memory issues - it was the easiest solution.

Quote:
"light version": http://www.mediafire.com/?unyn9af74du44wg
without "Harbour_Addition_Environment_Enhancement Mod"

The activation order looks then like this:

-Open horizons II full v1.6; where appropriate Patch and OHII Higher Tonnage Objectives for v1.6
-more traffic, nations and ships
-mtns - OHII&HarbourAdditon_Fix
- mtns - OHII&HarbourAdditon_Fix - disable Harbour Addition - Light Version
(- mtns - OHII & HarbourAdditon_Fix - restore minefields(optional - activate at last))
With the light version - I can now start a new campaign in Kiel with my full mod list installed.

Thanks Uekel
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Old 01-25-12, 07:33 PM   #445
Maki4444
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Hey guys, I have finally completed the first campaign and now I am on Happy Times. Well, I have OH II v1.6 and mtns v 1.8b isntalled as well as the 1.6b fix.

My question is.....when I exit the game the screen usually shows me the list of missions that have yet been completed.....I only have one mission and that is the Atlantic Air Gap.....is this normal??

I have installed the mtns mod right after I finished the first campaign so that I can start a new campaign and make the mod work.
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Old 01-26-12, 12:42 PM   #446
Trevally.
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Quote:
Originally Posted by Maki4444 View Post
Hey guys, I have finally completed the first campaign and now I am on Happy Times. Well, I have OH II v1.6 and mtns v 1.8b isntalled as well as the 1.6b fix.

My question is.....when I exit the game the screen usually shows me the list of missions that have yet been completed.....I only have one mission and that is the Atlantic Air Gap.....is this normal??

I have installed the mtns mod right after I finished the first campaign so that I can start a new campaign and make the mod work.
Yes - I think this is normal.
OHII quite often only gives one objective at a time, so it may be that
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Old 01-26-12, 08:56 PM   #447
gradenko_2000
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Is there anything in this mod that would affect torpedo damage? I tried both full and light versions of OHII and the weirdest thing is that a direct hit from a torpedo barely scratches a ship, or at least according to its health bar, and even after I already upped the damage values in torpedo.zon to the 1000-2000 range.
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Old 01-27-12, 12:47 PM   #448
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Quote:
Originally Posted by gradenko_2000 View Post
Is there anything in this mod that would affect torpedo damage?
Sorry no -your issue is being caused by something else
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Old 01-28-12, 02:56 AM   #449
Silent Steel
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Quote:
Originally Posted by gradenko_2000 View Post
Is there anything in this mod that would affect torpedo damage? I tried both full and light versions of OHII and the weirdest thing is that a direct hit from a torpedo barely scratches a ship, or at least according to its health bar, and even after I already upped the damage values in torpedo.zon to the 1000-2000 range.
And still, there is a mod that makes your torpedoes more lethal..
Here; http://www.subsim.com/radioroom/showthread.php?t=163930

Last edited by Silent Steel; 01-28-12 at 03:08 AM.
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Old 01-28-12, 06:18 AM   #450
THE_MASK
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Everytime i have an AI sub near me and he dives or surfaces i get the orders for engines on my sub . do we need a diffrent class for AI and player subs ? or maybe it is scripting .
SSTypeIIA_AI (200=Submarine)
SSTypeVIIA (200=Submarine)
SSTypeVIIA_AI (200=Submarine)
SSTypeVIIA_U30 (200=Submarine)
SSTypeVIIB (200=Submarine)
SSTypeVIIB_AI (200=Submarine)
SSTypeVIIB_U99 (200=Submarine)
SSTypeVIIC (200=Submarine)
SSTypeVIIC41 (200=Submarine)
SSTypeVIIC41_AI (200=Submarine)
SSTypeVIIC_AI (200=Submarine)
SSTypeVIIC_U552 (200=Submarine)
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