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Old 02-13-15, 11:03 AM   #1
HitLuca
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Default Open Horizons II Grid patrol problem

I am currently having a problem with the grid patroling using the Open Horizons 2 mod (with grid fix, aside other mods) and i am doing the second mission of the first campaign. I have to patrol the eastern coasts of England and i started with the request of patrol of grid AN5435. I found the place and started patroling but no ships are traversing my area of operations and if i sink the closer ones i don't complete the objective.
Before this i had to patrol another grid but after some time the order changed..
is this normal? I only have to guard that specific location and stay still till new orders or i do something wrong?

Here is a screen of the capitain's log, any help is appreciated



[UPDATE] Now i have been asked to patrol another area so i think i should continue with this, sinking ships entering the 80km radius but i would want to know if i am right or not

Last edited by HitLuca; 02-13-15 at 11:28 AM.
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Old 02-13-15, 01:26 PM   #2
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Hi HL

Press the Campaign Marker.

Anything inside that patrol boundary should count.

The Grid reference that replaces the yellow ship sinking marker is not essential for you to be in that one place to complete your objective.

It is only a guide as to where you are likely to find your first target.

I never request any missions from the map.

Peter
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Old 02-13-15, 05:54 PM   #3
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No progress on the bar, this is really strange because i can't understand if i am making progress.. at the poland invasion mission as i sink ships the bar filled up but not now, i sunk oil ships and simple merchants so i don't think that the ship type is wrong.
I don't want to go for hours sinking with no results, so i am considering returning to the stock campaign
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Old 02-13-15, 07:00 PM   #4
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Hi HL

If your are having tonnage bar problems this is likely happen whatever you use Stock, OHII, or anything else.

See my tutorial post #188 how you can always work around this problem and carry on with your game.


http://www.subsim.com/radioroom/showthread.php?t=211804


Having Tonnage Bar Problems Then Go To My Tutorial Post #188 On Page 13

Peter
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Old 02-14-15, 08:55 AM   #5
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Hmm, i restarted from the bunker and now the tonnage rises maybe was because i enabled some mods that corrupted the savegame in some way, by the way thanks for the help
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Old 02-14-15, 08:58 AM   #6
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Default I gotta agree with the Berbster

I've seen You-tube videos where the guy has no mods and still has tonnage bar fill-up issues. It CAN be eliminated if you play with U-Play on-line.

Berbster's post about manually adjusting the tonnage can be helpful in getting any credit you missed just set the savegame values to what's found in your captain's log. That CAN be daunting to figure out though and some folks choose not to.

I had some problems but once I went back to playing with U-Play on-line the problem seemed to disappear. You said that you're running the OH mod... Are you also running sobers OH2.5 Kiel Lite mod V4 ? I understand that it also has an impact on the tonnage bar requirements.

With my current Mod loadout when I get areas to patrol, there is usually a follow-up radio message that I receive when I arrive saying how long I need to remain in the area and what the patrol radius of the area is. I've seen 75 KM but I've also seen 200 KM

My full mod loadout is shown below:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\SH5 MODS]

01 SteelViking's Interior Mod V1.2
01a SteelViking's Interior Mod V1.2.2 Patch
02 DynEnv v2.9 - 1. Main Mod
03 DynEnv v2.9 - 2. Main Mod Low Resolution Patch
04 DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
04 DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
04 DynEnv v2.9 - 6. Sleet for Winter Campaigns
04 DynEnv v2.9 - 7. Clear Water Surface
04 DynEnv v2.9 - 7a. Water Reflections Intensity Varied by Available Sunlight by TDW v1.0.2.0 (Clear Water Surface comp.)
04 DynEnv v2.9 - 8.b Wave Mechanics - Gale
05 DynEnv v2.9 - 10.I Seafloor (high resolution)
05 DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
09 FX_Update_0_0_21_ByTheDarkWraith
11 NewUIs_TDC_7_4_2_ByTheDarkWraith
12 NewUIs_TDC_7_4_2_AltAdvSpeedGraphics_by_naights
14 NewUIs_TDC_7_4_2_jimimadrids_map_tools
15 NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
16a Real_Battery_Lifetime_Fix_Mod_V_1.0_TDW_UI_7_4_2
17 Church's Compass Dials Mod v2.1 - Option One
18 gap - HD 1 deg Scope Bearing v 1.0
19 Expanded Navies by Cybermat47 v.1.0.01
20 OPEN HORIZONS II v2.5
21 OH II v2.5 Grid Request fix Patch SH5
21 sobers OH2.5 Kiel Lite mod V4 SH5
22 sobers NO water drops V1
30 DynEnv v2.9 - 12. Sounds
31 WHF-FUC_We Have Flooding-Flooding Under Control_Fix
39 SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
40 SH5 External Cargo 1.0
42 Moon_light_mod V6 SH5
44 Nauticalwolf's_Torpedo_Textures_v1.2
51 Happy Times v.1.0.00
54 SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
56 Targor's SH5 Wooden Lifeboats ver. 0.3
58 MFCMCCDLite
59 one ship, one torpedo v1.00
60 Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
61 Krauters Automated Scripts
62 Realistic ammo amount for AA and deck guns
64 days in u-boat bunker set to 7
23 Sinkstöff Patrol Scripts v. 01 by Ivan T Sinkstöff
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Old 02-14-15, 12:24 PM   #7
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Hi, thanks for your reply, my currently installed mods are

sobers game loading tips V8 SH5
NDB,NDH OM#1 - No Dialog Indicator
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
sobers best ever fog V31 SH5
sobers base sky mechanics V1
sobers waves mod V30 SH5
Water reflections intensity varied by available sunlight by TheDarkWraith
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers more trees SH5
sobers storm Clouds v2 SH5
SH5_7A_Conning_Fix
MightyFine Crew Mod 1.2.1 Stock w beards
Speech fixes and additions (english version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files v1
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
Equip_Upgrade_Dates_Chart
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II v2.5
sobers OH2.5 Kiel Lite mod V4 SH5
OH II v2.5 Flag_Wind_Patch
OH II v2.5 Grid Request fix Patch SH5
MQK Gradient_IO
MQK LocationMaps_IO
MQK ShapeTextures_NO
sobers Lights Cfg V10 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
Reboot's Hot Soup
Accurate German Flags
Shallow Waters Voice Be Gone

i sinked 2 ships, sorry don't remember what tipe they were, i think one was a tanker and one was a freighter, and i noticed that the bar rised only with one type of ship so now i am worried that i have to consider only few ships for the completition...you know something about it? (all hostiles btw)
this is driving me crazy i will try re-enabling the online saves for now
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Old 02-14-15, 01:57 PM   #8
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Hi HIO

As you know mods do not have any effect on the tonnage bar filling.

On line or Off line does not make any difference.

I play On line using the Local Saved Games folder.

Sometimes it works and other times it does not.

You can reload a saved game and it starts to work again.


FX_Update_0_0_21_ByTheDarkWraith

Later version available

FX_Update_0_0_22_ByTheDarkWraith

FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)

Folder 1 and folder 3 are inside a Folder called Mods.

Select the Base Folder and only 1 Patch Folder

http://www.subsim.com/radioroom/showthread.php?t=174511



This mod reduces the amount of traffic around Kiel and helps with the FPS

sobers OH2.5 Kiel Lite mod V4 SH5


This mod is used with R.S.D.

WHF-FUC_We Have Flooding-Flooding Under Control_Fix


This mod is only needed if you have given bonus points to your torpedo man.

Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120

Peter
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Old 02-14-15, 02:02 PM   #9
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Hi HL

It would appear looking at the Campaign File that some ships count and some do not.

If you are in the patrol area all should count.

i am adjusting my tonnage bar manually and now include everything, even 90 ton Coastal Boats.

Peter
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Old 02-14-15, 03:19 PM   #10
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how did you include all the ships? with your manual tonnage bar update you mentioned earlier?
also, how can you open campaign files? i wondered for some time how to do it and i would really appreciate your help.

btw thanks guys for trying to help me
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Old 02-15-15, 06:56 AM   #11
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Hi HL

Quote > how did you include all the ships?

Not quite sure I understand what you mean as you only include ships or tonnage when that is the objective, never both.

My tutorial post #188 may answer your question.


Peter


This Tutorial will show how and where to make the manual entries so that your Tonnage Bar is continually updated after each game play session.

Your Tonnage Total can be found in your Captains Log.

The total number of ships sunk in a current game session can either be counted from the Destroyed Marks in your Navigation Map or subtracted from any previous total showing in your Captains Log.


Follow the numbers >

1. My Documents folder.

2. SH5 folder.

3. data folder.

4. cfg folder.


5. SaveGames folder < Send a short cut of this folder to your desk top so you can update the Campaign CFG file easily each time you play.

6. Find your last game save by looking for the latest Date and Time.

0000000f 02/02/2015 File folder < This example is only good for the last game session finished.

When the next game session is finished a new number is added to the SaveGames folder.

7. Campaign-2014-10-22-2016 folder < The folder showing is for the first Campaign in Silent Hunter 5 > Total Germany.

8. Campaign CFG < Update this file.

Scroll down through the Campaign data and look for the patrol that you are doing.


You are only interested in the 2 blocks of data below.

To confirm these blocks are Amount and CrtAmount.

Amount is the objective totals of either Tonnage or the Number Of Ships.

CrtAmount is used to record your actual totals of Tonnage or Ships sunk to date.

It is the data that is entered in CrtAmount that moves the Tonnage Bar forwards.


These 2 blocks below are for Tonnage amounts.

[Campaign.CampObj.MacroObj 5.PersObj 1.Amount]

IsTonnage=true < True means it is looking at tonnage amounts.

Tonnage=70000 < This tonnage or a larger total in CrtAmount completes the patrol objective.

NumOfShips=0 < 0 means it is not looking for the number of ships sunk.



[Campaign.CampObj.MacroObj 5.PersObj 1.CrtAmount] < Always look for this CrtAmount.

IsTonnage=false < This will show as false.

Tonnage=33056 < This is where you enter your totals sunk from your Captains Log.

NumOfShips=0 < Not used when tonnage Amount shows True.



These 2 blocks below are for the number of ships that need to be sunk.


[Campaign.CampObj.MacroObj 2.PersObj 2.Amount]

IsTonnage=false < Tonnage will show false because it is the number of ships that need to be sunk.

Tonnage=0 < This will show as 0.

NumOfShips=2 < This is the number of ships or larger total showing in CrtAmount that completes the patrol objective.



[Campaign.CampObj.MacroObj 2.PersObj 2.CrtAmount]

IsTonnage=false < This will show as false as it is ships required.

Tonnage=0 < Tonnage is 0 because it is the number of ships that need to be sunk.

NumOfShips=0 < This is where you enter manually the number of ships you have sunk.

No ships sunk yet so 0 is showing.



Every time you change the CrtAmount you will see your Tonnage Bar increase.

After you exit your game session each time go to your Desk Top shortcut (5) and follow the numbers (6) then (7) and enter a new total in (8).

When you have finished entering your data in (8) >


Go to File.

Go to Save.

This needs to be done every time data is updated manually.


Whether the tonnage bar starts working again or not does not matter anymore as you will have complete control.

The Captalns Log will always confirm the totals that need to be entered.

Obviously if the Tonnage Bar starts to work during one of your game sessions, check and make sure that your recorded data agrees with your Captain’s Log.

Courtesy acknowledgement to Mikael Landerlund.
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Old 02-15-15, 07:16 AM   #12
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thanks alot i will try it then, by the way do you know why this happens? it's mod fault or game bug?
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Old 02-15-15, 09:53 AM   #13
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Hi HL

It is not a mod fault as mods are not responsible for it.

I do not think it can be a bug as such as it something that has come about during 2014 and I had been playing for nearly 2 years without any problems.

I think it is to do with Uplay and or game saves.

Something has changed the way the game operates.

Use my tutorial and forget about the tonnage bar working in the game as you will now have total manual control.

Each time you you make a change to the CRTAmount when you next load your game you will see that the tonnage bar has moved to a new position.

Peter
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