Knights of the Sea II

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Re: Knights of the Sea II

Postby SYN_Skydance » Wed Oct 22, 2014 6:56 pm

I'll try and hop to take a look, tonight
i7 7700k @4.2Ghz, GTX 1080Ti,16G RAM, TrackIR, Thrustmaster Warthog HOTAS joystick, MFG Crosswind rudder pedals, Saitec throttle quadrants/trim wheel, a custom panel, HTC Vive and an Oculus Rift.
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Re: Knights of the Sea II

Postby Waxworks » Sun Oct 26, 2014 11:55 am

Image

Latest version of the original mission:
knights154c.zip


Image

Latest version of the 1918 mission:
knights1918.14c.zip
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Re: Knights of the Sea II

Postby Waxworks » Wed Dec 10, 2014 5:50 pm

Still the 1.3 version? Is there something wrong with the 1.4 version?
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Re: Knights of the Sea II

Postby SYN_Vander » Wed Dec 10, 2014 6:10 pm

Hi Waxworks,

I have simply not updated yet. I'm very busy with other things so this keeps slipping past other stuff. I have to do some testing for Jason, but more importantly I will be moving house next week so I am busy packing. I will probably be out of a computer for a couple of days as well.

Edit: The new versions should be up now.
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Re: Knights of the Sea II

Postby SYN_Bandy » Thu Dec 11, 2014 12:56 am

Mikha reported below not being able to initialize the KotS properly, so I gave it a try tonight and can confirm that it seems to hang after the loading screen. We both have the Tirpitz battery installed.

http://riseofflight.com/Forum/posting.php?mode=reply&f=49&t=44665
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Re: Knights of the Sea II

Postby Waxworks » Thu Dec 11, 2014 4:30 pm

There were two of us flying last night so it must work somehow? Have you got the soldiers mod and the updated v1.1 Tirpitz battery installed? I was hoping that the original mod might work as well, but were there texture changes?
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Re: Knights of the Sea II

Postby SYN_Bandy » Fri Dec 12, 2014 1:38 pm

I thought about that as well after posting and will check.
The texture was corrected but the filename remains the same. Perhaps one of the config files grew slightly in size? That would be flagged in mods-off mode...
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Re: Knights of the Sea II

Postby SYN_Bandy » Tue Dec 23, 2014 12:18 pm

Hi Waxworks, I sent you a PM, please check.
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Re: Knights of the Sea II

Postby Waxworks » Fri Apr 22, 2016 5:54 pm

Is there any chance of the Bandy & Vander torpedo boat being restarted?

It was obviously a great disappointment not to be able to find the bug. But it is a great model and not all the effort you put in can be valueless?

While the Knights of the Sea project would be boosted by the torpedo boat, it wasn't dependent on it, I can substitute light cruisers. Is Syndicate still interested in running another Knights event?
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Re: Knights of the Sea II

Postby SYN_Bandy » Sat Apr 23, 2016 2:00 pm

We've always intended to host it again, but just fyi, we abandoned the commercial server and Vander now hosts a server off his fibre connection in his house. I don't know if this would affect player number or the AI mission parameters.

We should talk about this on TS Sunday.
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