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Old 03-27-14, 11:09 AM   #331
CapnScurvy
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Quote:
Originally Posted by mobucks
I got my first convoy crash early 1943. Something is broken, no idea how to troubleshoot to fix it. If I were to guess, it would be one of the escorts or maybe a troop ship, as I haven't seen all of those, but have seen pretty much every tanker and cargo ship thus far.
The best way to trouble shoot for a CTD when using a mod(s), and suspecting it's in a particular ship/plane/object occurrence, is to have the mod(s) loaded into the game, then open the Museum. The Museum will show each object that's correctly displayed in-game. If the ship/plane/object is not correctly set up, the Museum will CTD when you attempt to view the particular object.

The trick is to know what's the NEXT object to be viewed, after the one you're currently looking at. If you're sent back to desk top (needing to restart the game), it's that particular object that you were trying to view that's the culprit. Once you know which object is at fault, it's good to look for others. There could easily be more than one object that will create a CTD when they appear.......narrowing down all the particular faulty objects is required before thinking you've solved the problem.

Actually, figuring out which objects are at fault is only the beginning. You'll need to look for several different things within the objects "makeup" folders/files to see if you can figure out why the object is at fault. For instance, is the "Type=" correct for all files? Is there a missing file in the objects "modeled" make up folder? There's lots to look for when a particular object doesn't display as it should. Using the Museum to figure out which one it is, is only the beginning.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
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.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 03-27-14, 05:02 PM   #332
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thanks for the info Capn. I have a few things I'm going to try, will report back.

For now, does anyone else have a crash when going through the military IJN ships recognition manual? I recently flubbed my install and am not sure if this crash was caused by that or stock traveller 2.6.

@eers75

When I made my hydrophone changes initially, I had them set to -7 (don't ask why lol) Anyway I recently changed them to -1 and have the same issue you reported, (greyed out orders bar but still works surfaced) so my guess is it's another file or value controlling when the orders bar shows. In practice, it isnt much of a big deal so I'm not going to bother looking for a fix.
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Old 03-27-14, 05:41 PM   #333
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If you're thinking you've corrupted your game files, you should remove all mods, and use the JSGME "Compare Snapshot" feature found in its "Tasks...." menu heading. That's provided you took a "Snapshot" when the game was cleanly installed, and just after adding JSGME. If not, there's no way of telling if your main game is corrupt or not.

If you suspect your mod files are corrupted, just delete all folders of it, and download another. Throw out any saved games from the original mod (just in case their files are corrupted too), and start over.

That's a good idea to ask if someone else has a CTD using the Recognition Manual with the Traveller 2.6 mod. Could be the same kind of problem as a Museum CTD.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813

USS Chesapeake Captain James Lawrence lay mortally wounded...
Quote:
.."tell the men to fire faster, fight 'till she sinks,..boys don't give up the ship!"
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Old 03-29-14, 08:12 AM   #334
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Just wanted to give an update here on making surface sonar active again with this mod. Along with the directions that Mobucks gave on the previous page of this thread I found that one more file had to be changed and now I have fully functional surface sonar + my sound man is active now while surfaced.

This was a really simple change but took me a while to find it. The other file of interest here is located in Data/Menu/cfg/ordersbar. In ordersbar you will need to find the section that discusses the hydrophone and all you have to do is put a ; in front of each line under the hydrophone section that has CommandToCheckIfIsEnabled=Is_Underwater.

There are 9 places this has to be done and they are all in a row right under each other. An example of how this should look in all 9 places is the following

;Button1CommandToCheckIfIsEnabled=Is_Underwater

Alternatively you could just remove each of these lines under the hydrophone section however I don't like doing that if I ever need to reference something.

To recap, follow Mobucks directions on the previous page that deals with Sensors_sub_US under Data/Library/USSubParts and then the directions above for those that choose to re-enable sonar while surfaced.
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Old 03-29-14, 09:48 PM   #335
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Hello everyone. I don't stop by here much anymore, and was quite surprised people are still talking about Traveller mod. Thanks for the continued interest in it.

eers75 is correct. I edited the menu bars file to gray out the hydrophone buttons while surfaced. As he showed, it can be edited to allow surface hydrophones again if you so desire.

Regarding the convoy crashes, it is probably related to one more of the many ship files I edited when adding the sinking sound effects. I never could track down the exact cause of the crashes, but I do suspect it was due some of the ships I changed.

Last edited by Traveller; 03-30-14 at 08:00 PM.
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Old 03-30-14, 04:04 AM   #336
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Hey man! Thanks for stopping by; this mod is amazing.

I think I solved the crashing issue, but can't be sure yet. I had crashes south of Palau (tons of convoys there) and did what you suggested in an earlier post which was to delete your data/sea folder. This seemed to stop the crashes, but then the game would CTD when scrolling through the recognition manual (the IJN planes no longer existed)(didn't start a new career).

What I did was took TMO 2.5s sea folder, then overwrote that with RSRDCs sea folder, and modfoldered that and installed it over/after your mod in JSGME. That seems to keep the extra stuff you made for the campaign (like fuel tanks) while *hopefully* solving the CTD with convoys. Can't be entirely sure though. All I know is after I did that I havn't had a CTD yet in two patrols meeting three/four convoys.
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Old 03-30-14, 08:00 PM   #337
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Quote:
Originally Posted by mobucks View Post
Hey man! Thanks for stopping by; this mod is amazing.

I think I solved the crashing issue, but can't be sure yet. I had crashes south of Palau (tons of convoys there) and did what you suggested in an earlier post which was to delete your data/sea folder. This seemed to stop the crashes, but then the game would CTD when scrolling through the recognition manual (the IJN planes no longer existed)(didn't start a new career).

What I did was took TMO 2.5s sea folder, then overwrote that with RSRDCs sea folder, and modfoldered that and installed it over/after your mod in JSGME. That seems to keep the extra stuff you made for the campaign (like fuel tanks) while *hopefully* solving the CTD with convoys. Can't be entirely sure though. All I know is after I did that I havn't had a CTD yet in two patrols meeting three/four convoys.
Hello mobucks. I'm happy you're enjoying the mod.

Thanks for testing it without the modded ships. Sounds like you possibly verified the cause of the convoy crashes. I always suspected that was the cause. Hopefully it was.

And you are correct about using the RSRDC sea folder to overwrite the TMO sea folder. Simply deleting or renaming the original Traveller Mod sea folder before installing the mod would remove the custom fuel storage tanks, floatplanes, etc I added. That in itself would probably cause crashes.
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Old 03-30-14, 10:18 PM   #338
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Quote:
Originally Posted by eers75 View Post

This was a really simple change but took me a while to find it. The other file of interest here is located in Data/Menu/cfg/ordersbar. In ordersbar you will need to find the section that discusses the hydrophone and all you have to do is put a ; in front of each line under the hydrophone section that has CommandToCheckIfIsEnabled=Is_Underwater.

There are 9 places this has to be done and they are all in a row right under each other. An example of how this should look in all 9 places is the following

;Button1CommandToCheckIfIsEnabled=Is_Underwater
Hi Eers 75. to reactivate the sonar buttons, you have to add the semicolons but with the Traveller mod modded or unmodded? If I do it directly will it work??

PS. And thanks for your help in reactivating the sonar!
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Old 03-30-14, 10:19 PM   #339
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Quote:
Originally Posted by Traveller View Post
Hello everyone. I don't stop by here much anymore, and was quite surprised people are still talking about Traveller mod. Thanks for the continued interest in it.

eers75 is correct. I edited the menu bars file to gray out the hydrophone buttons while surfaced. As he showed, it can be edited to allow surface hydrophones again if you so desire.

Regarding the convoy crashes, it is probably related to one more of the many ship files I edited when adding the sinking sound effects. I never could track down the exact cause of the crashes, but I do suspect it was due some of the ships I changed.
Yeah, mod is awesome!!1 Still impressed about DDs sharp eye on firing on me at more than 10,000 yards, but it is still pretty good!
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Old 03-30-14, 11:27 PM   #340
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Quote:
Originally Posted by LCQ_SH View Post
Hi Eers 75. to reactivate the sonar buttons, you have to add the semicolons but with the Traveller mod modded or unmodded? If I do it directly will it work??

PS. And thanks for your help in reactivating the sonar!
I don't recommend doing it directly. JSGME would not like it. The safest way would be to make a copy of the file, make the changes, and modfolder it and activate it last in JSGME.
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Old 03-31-14, 02:12 PM   #341
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Quote:
Originally Posted by mobucks View Post
I don't recommend doing it directly. JSGME would not like it. The safest way would be to make a copy of the file, make the changes, and modfolder it and activate it last in JSGME.
Interesting, never thought it like that.

Thanks a lot mobucks!
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Old 04-13-14, 08:54 PM   #342
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by the way, does anybody know how to get the back the compass created by TMO while being on the nav map? Also to recover the max zoom option on it?

Thanks!
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Old 04-17-14, 05:03 AM   #343
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Does this mod alter the position of the deck gun on the porpoise class boat? I've narrowed the position change down to the traveller mod. My install is as follows:

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
1.5_Optical Targeting Correction 031312 for RSRDCv502
Traveller Mod v2.6 TMO
Traveller Mod 2.6 OTC 1.5 Patch
#4 Warships retextured
Improved Stock Environment_v3_TMO&RFB
#2 ISE Realistic Colors
Traveller Alternate Loading Screen 2
Traveller Mod 2.6 Patch 1 - ISE v3 Patch

In this setup the porpoise's deck gun is on the front of the boat melded into a forward mast. I've checked a bunch of pictures of the porpoise class sub and found some to have bow and some to have stern facing deck guns. Either way if the placement is on purpose due to this mod (not sure why it would change the position), it places the gun much too far forward into one of the forward masts and drives me nuts.

I was also wondering if anyone noticed the torpedo wake behavior. I fire a torpedo and the wake automatically extends behind the length of the sub even at 0kts. I'm guessing this is part of the longer wake behavior.

Edit: It appears that there were three variants of the porpoise class. The p-1, p-3, p-5. P-1 variant had two ships named porpoise and pike, which appear to have a bow deck gun. The rest of the boats were of the p-3 and p-5 type. Seems like making the deck gun in front would cater only to a couple boats, were 15 or so had stern guns and seem out of place. Again double checking if the new deck gun placement is due to the mod.

Last edited by Cobra5150; 04-17-14 at 08:52 PM.
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Old 04-25-14, 07:53 PM   #344
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Hi all. I just downloaded Traveller's TMO V 2.6 and ran into a problem where none of the new buttons are showing up. I backed off on all mods so that just TMO, RSRD, and Traveller were loaded (in that order) and nothing. This sounds like a great mod, but I am afraid that if the new buttons aren't working, the rest of the mod may not be. Anyone else having this problem? Any help you can offer would be greatly appreciated. Thanks in advance for your help. (I did install while in base, but not at the beginning of a career if that makes a difference.)
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Old 04-26-14, 11:50 PM   #345
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You have to take out each mod subfolder from the unzipped original one. I mean that the first subfolder of any mod folder within your MODS folder should be a "Data" one....otherwise JSGME won't patch it at all.

Good luck
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