View Full Version : Sunken ships causing CTD
08-18-2008, 11:09 AM
I have been making maps in SH3 (GWX2.1) with the mission editor and have found that if I put in a sunken ship and a sub runs into it, the game crashes. This occurs every time when playing mult-player and I am wondering if anyone else has run across this problem and if so, is there a work around ?....besides not putting in sunken ships. I also notice that when i put in K ships (blimps) they gradually descend until they eventually crash. These blimps have not been fired on, just slowly fall from the sky. Any thoughts on this would be appreciated.
08-19-2008, 03:12 AM
I also notice that when i put in K ships (blimps) they gradually descend until they eventually crash. These blimps have not been fired on, just slowly fall from the sky. Any thoughts on this would be appreciated.
Hmmm... do you give them a speed, and if so what is it? I'm wondering if this might be something to do with the fact that the blimp is a modified version of a different unit (probably some aeroplane).
08-19-2008, 09:07 PM
Thanks for writing back....I have the blimps set at 90 knots ( which is their max) and like I said, they slowly descend after about 10 minutes, at which time they crash. Forgot to say about the sunken ships ( barricade ships) is that the game crashes when a sub hits a sunken ship that I put into the mission, but does not CTD when AI puts in sunken ships like in the eastern approaches to Scapa Flow. Thanks again for any and all input....much appreciated. PaulH
08-20-2008, 04:39 AM
Hmm... the blimp thing is most curious. I'll try to run some experiments and see what I get.
Regarding the sunken ships. Do you have way points set for those ships? You see, what I'm thinking is that is AI wrecks work, but yours do not, then perhaps it is something to do with the way the ships react to a collision. In the normal case (floating ships), if another unit gets too close, they will attempt to move. If the ship in moving reaches its last waypoint it can disappear (de-spawn or delete, that is).
What I'd suggest is that you check to make sure that your wreck is set to 0 knots, that it is checked as a "docked" unit (which disables the anti-collision AI) and that you give it a way point regardless of the fact it isn't going to go anywhere.
The next thing to check is that the wreck isn't too deep. The problem may be because there is some sort of fouling between the wreck and the seabed.
08-20-2008, 07:39 AM
You might be on to something with the depth. I have been placing mine completely under water and AI does not. You may have hit the nail on the head with this one. I will check it out ASAP and let you know.
08-20-2008, 07:49 AM
You might be on to something with the depth. I have been placing mine completely under water and AI does not.
I wonder how deep the wreck is/looks, if you place it at exactly 0 metres depth. How does your placed wrecks look compared to the AI ones that you said were working?
08-20-2008, 08:35 AM
Just made a quick map. Placed 1 Barr like AI does and ran into it...did not CTD. Placed another Barr at -19m (like i normally do) and ran into it and it did not CTD. What I think I need to do now is wait until my other buddies who I play multi with come online and see what happens when they do the same like I just did. Every time when they crashed into it, it CTD. When I played with them, I never ran into the BARR (hmmm..I wonder why.. :) I am now wondering if it has something to do with UBI server. Other than these 2 little glitches, GWX 2.1 runs great and now knowing that there are players/trouble shooters like you that are out there helping sort out problems is terrific.
08-20-2008, 12:14 PM
Okay, I'm pleased to hear that it seems to be working. I look forward to hearing what your experience is once you start playing multiplayer online. One of the things might be something to do with the game files of the different players in the session. If it still gives you problems, let me know. Our online group also plays a lot of GWX multiplayer games, and I'm sure we'd be able to do some additional testing for you, if needs be.
vBulletin® v3.8.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.