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11-23-11, 05:51 PM | #16 | |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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11-23-11, 06:15 PM | #17 | |
Navy Seal
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Remeber that the harbour is the first place to notice a lack of mem with the piers missing. (32bit issue) Another cause of ctds was a player too many visiting harbour in the same session. Kiel in the early versions of OHII was a nightmare due to too many ships, buoys and terrain. The fix was to strip it down and add zombie ships. Now when the Brits sen 6 to 8 planes, all firing, DDs and cargo ships returning fire - then an explosion. Its just too much im sure. |
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11-23-11, 08:21 PM | #18 |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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Well either way, with the new patch I had a successful patrol & return to Brest just now, CTD-free (and dual-cards). With the new ship fixes, Full seems much more stable. Top work!
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11-24-11, 01:49 AM | #19 |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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A Trevally
Report:
To Scapa and back to base I never entered Scapa harbour. Still I find that suicidal. No CTDs, FPS a steady ~60 (12 Mb RAM) I'm running my rig with no virtual memory (page file), running RAM only speeds up performance significantly. All in all it was a very pleasant trip except for some terrible encounters with some destroyers, 2 of them sunk. A really close shave. |
11-24-11, 04:13 AM | #20 |
Bilge Rat
Join Date: Mar 2010
Location: French Corsica
Posts: 1
Downloads: 63
Uploads: 0
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thank you for excellent job
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11-24-11, 04:14 AM | #21 | ||
Navy Seal
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11-24-11, 04:20 AM | #22 |
Navy Seal
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Thanks Epsicorse and welcome to subsim
If anyone is finding air raids are happening when your leave harbour - can you please let me know what campaign you are on and what harbour - thanks |
11-24-11, 03:12 PM | #23 |
Gunner
Join Date: Apr 2010
Posts: 92
Downloads: 227
Uploads: 0
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.just checked your mod, congratulations, air cover os perfect.
I almost went to botton near edinburg. |
11-24-11, 06:21 PM | #24 |
Watch
Join Date: Nov 2009
Location: San Antonio, TX
Posts: 30
Downloads: 77
Uploads: 0
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everytime i try and run OHII Patch 2 my game wont even load past main menu. If i disable it, i can run like normal.
My soup: Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] A Fistful of Emblems v1.51 A Fistful of Emblems v1.51 (Weathered) Accurate German Flags NDB,NDH OM#1 - No Dialog Indicator No Logo Intro Menu_Animation v. 01.00 by AvM MightyFine Crew Mod 1.2.1 Stock faces MCCD_1.04 MCCD_1.04_MFCM_1.2.1_compatible nVidia missing lights Shadow Improvement Mod FX_Update_0_0_19_ByTheDarkWraith IRAI_0_0_30_ByTheDarkWraith IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting NewUIs_TDC_6_8_0_ByTheDarkWraith NewUIs_TDC_6_9_0_ByTheDarkWraith_test_5 SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1 Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons OPEN HORIZONS II_full v1.5 OHII Patch 2 >>>>> Goes here mtns - more traffic, nations and ships 1_7i mtns - OHII&HarbourAdditon_Fix_1_5a mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last) OHII - Cerberus ship patch TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 Undersea (temperate and polar) V2.1 Dynamic Environment SH5 Sounds V2.1 Dynamic Environment SH5 Atlantic Floor V2.1 Dynamic Environment SH5 Waves (realistic version) V2.1 Dynamic Environmental SH5 Realistic Colors V2.1 Dynamic Environmental SH5 Shallow Waters V2.1 sobers see thru wake fix Window_Lights_Redone_V1 R.E.M_by_Xrundel_TheBeast_1.2 stoianm pitch&roll for SH5 V1 (normal) stoianm EnvWeather V1 SH5 sobers green crew training V3 SH5 TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5) Trevally Harbour & Kiel Canal Pilot v2.8 Trevally Automated Scripts v0.6 Trevally TDC Help v2 Trevally Tutorial - All v0.2(for OHIIv1.3) Better Torpedo Graphics Critical hits 1.1 Torpedos Church's Compass Dials Mod v2.2 - Option Two Patrol Routine Scripts v. 01.02 by AvM no torp bubbles - fx mod compatable- wamphyri IO_MapCourseLine_normal pencil_mod Carotio_IntercontinentalRadioPack Krauters Automated Scripts (v5_0_0 compatible) Enhanced Ship Recon Manual V2.10 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.1 Patch SteelViking's Interior Mod V1.2.1_NVidia_Fix Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 additional crew sounds beta6 Stormys DBSM SH5 v1.3 optional NavMap babelling Stormys DBSM SH5 v1.3 optional scary creaks Advanced Shift Keys 2.3 DBSM NewUIs_TDC_6_8_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n Real_Sink_1.0 Equipment_Upgrades_Fix_v1_4_byTheBeast Equip_Upgrades_Fix_1_4_AFFOE_151 Small_trees_SH5_V1 Reboot's Water Drips 1.1 KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith SteelViking's Bunker Fixes V1.0 Change days in bunker MRP 16x9 ratio OPCF_SH5 IO_StrategicMap_4_5_for_TDWv680 IO_ShapeTextures_NO_mod MARINEQUADRATKARTE_map gap - HD 1 deg Scope Bearing v 1.0 PS. Just a question about campaign.. Is there a designated Hull Number (ex. U-21) for the campaign thats in sync, or related to radio messages recieved for orders specifically? Last edited by Khelven; 11-24-11 at 06:50 PM. |
11-25-11, 04:48 AM | #25 | ||
Navy Seal
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It is very hard to guess what is going wrong with your game when you have so many mods in conflict with each other. You should pick the main mods that you like and go for a smaller mod list, this way you will know what each mod does. Anyway back to the issue - Patch2 is working for most people so I am sure it is not it. You can try - remove all mods - install OHIIv1.5 and Patch2 - start a new career. This will test if there are any issues with OHII. While you do this you should also un-soup your MODS folder. To do this copy each mod to somewhere safe (do not just copy the whole MODS folder) and delete the MODS folder. Then run JSGME and a new one will be made. Put back your mods then one at a time. This is something you should do every now and again if you are changing a lot of mods. Quote:
EDIT: Just noticed that Uekels MTNS mod is up to v1.5b for OHII This is very important that you keep up to date with his mod updates as both OHII and MTNS have to work together. In patch2 for OHII - I changed a playerbase.mis - this is what would have caused your game to ctd. See here for fix http://www.subsim.com/radioroom/show...&postcount=166 |
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11-25-11, 05:23 AM | #26 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Isn't mtns - more traffic, nations and ships 1_7i the latest one? At least is that what I find when searching for 'Uekel,mtns' on the forum Or, should I, when running OHII, add some fix? V1.5b maybe? But, where to find it? Doing this search I don't get anything else but the 1_7i... Regards |
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11-25-11, 05:27 AM | #27 | |
Silent Hunter
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Here is the Thread from MTNS on SubSim german Forum: http://174.123.69.202/~subsimc/radio...d.php?t=183101 Best regards, Magic |
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11-25-11, 05:30 AM | #28 | |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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Danke |
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11-25-11, 05:31 AM | #29 |
Silent Hunter
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11-25-11, 05:38 AM | #30 |
Navy Seal
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@ Khelven - peplace mtns - OHII&HarbourAdditon_Fix_1_5a
with mtns - OHII&HarbourAdditon_Fix_1_5b |
Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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