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Old 10-11-11, 05:07 AM   #2356
h.sie
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CTD during game load for me often occurs when game engine tries to load files / objects which are missing, incomplete or corrupt. I suggest also to try a fresh install (make a backup copy of your current install).

Most of the CTD in relation with our hardcode fixes were related to corrupt installs.
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Old 10-11-11, 12:35 PM   #2357
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But if that was the problem, shouldn't also happend when loading the game with out Stiebler-Addon. With all the fixes disable, got CTD. Possibly it may be some conflict with some mod I got.
My list mods:
skin_VII_Hellgrau_50_COBAT
GWX - Enhanced Damage Effects
Lutzow's Officers - SET6
GWX - Captain America's Officer Icons
GWX - 20km Atmosphere (Unofficial Mod)
Conus' Historically Accurate U-boat Emblems 1.2
WB's Decks Awash
LifeBoats&Debris_v4
BritishAsdicMkIFinal
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
Waterstream+Exhaust Combi V2.3 for GWX3
Torpedo damage Final ver2.0
b25_ConningTower_Mid
Wooden_Lifeboats_Mod_1.1
DasBootSehrohr
Real Depth Charge
GWX - No Medals on Crew
Foam
FM_NewInterior_V1.0
FM_NI_Fix_for_Anvart_FM30_UpDown
Conning Tower open Hatch TestFMfood
Q Ship mod GWX3.0
OLC's Modified Searchlight Beams for GWX3
New Uboat Guns 1.2
Aces' Combined SH3.SDL Files
Damage_caused_by_fires_TheDarkWraith_v1_2
MaGui F
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Type VII salvo selector
CT_FM_NI_Fix_for_MaGui F
O2-Gauges
Supplement to V15G2 (JSGME)
EngToGerNamesForMaGuiFGWX3
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Old 10-11-11, 12:55 PM   #2358
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I don't know most of your mods.

I think: mod salad or corrupt install. I often corrupted my installs when frequently enabling/disabling mods (anyway, JSGME is a genious tool!).

One of the CTDs even corrupted an .act file.

Try to do a fresh install of your supermod without any other mods and then apply Stieblers Addon, including the patched sh3.exe. If that works without CTD, add the other mods - one by one - and see, which of them causes the problem.
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Old 10-11-11, 01:45 PM   #2359
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My experience with CTD was lack of memory. Typically irregular campaigns crashes during loading. I now use 4Gb + Patch + 64Bits Os and all problems disappeared.
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Old 10-11-11, 03:10 PM   #2360
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Quote:
Originally Posted by h.sie View Post
Try to do a fresh install of your supermod without any other mods and then apply Stieblers Addon, including the patched sh3.exe. If that works without CTD, add the other mods - one by one - and see, which of them causes the problem.
Will do!
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Old 10-12-11, 01:44 PM   #2361
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@Stiebler: I made some more tests in career mode:

Visibility = 2 (reduced visibility, medium fog) AND darkest night in GWX environment.

As soon as the watch officer reports the first convoy escort that comes in visible range, I can send a contact report. (I turned on map contacts for testing purposes and there was really only one contact shown).

I couldn't even see the ship with my own eyes at the first moment, I had to switch off the light of my room and turn my monitor more bright in order to see it.

I still have no problems sending contact reports - even at bad conditions.

Then, I set a course in parallel to the convoy - same speed and same course. All the time during shadowing I had only one (or sometime two) escorts in visible range, but never the merchants. Anyway, I could always send hourly contact reports. Wasn't hard, even at TC = 8 ... 32.

So I guess there are some differences regarding contacts in your and my sh3-installation. Maybe in Contacts.cfg ??
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Old 10-12-11, 03:14 PM   #2362
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Quote:
Originally Posted by h.sie View Post
@Stiebler: I made some more tests in career mode:

Visibility = 2 (reduced visibility, medium fog) AND darkest night in GWX environment.

As soon as the watch officer reports the first convoy escort that comes in visible range, I can send a contact report. (I turned on map contacts for testing purposes and there was really only one contact shown).

I couldn't even see the ship with my own eyes at the first moment, I had to switch off the light of my room and turn my monitor more bright in order to see it.

I still have no problems sending contact reports - even at bad conditions.

Then, I set a course in parallel to the convoy - same speed and same course. All the time during shadowing I had only one (or sometime two) escorts in visible range, but never the merchants. Anyway, I could always send hourly contact reports. Wasn't hard, even at TC = 8 ... 32.

So I guess there are some differences regarding contacts in your and my sh3-installation. Maybe in Contacts.cfg ??
Perhaps both of you are testing in different years?
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Old 10-13-11, 02:11 AM   #2363
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@H.sie:
Probably differences in scene.dat between NYGM and GWX.

Although I believe that both files were made by OLC (OneLifeCrisis).

I think I shall try again with the GWX scene.dat in NYGM.

Of course, differences in crew ratings between U-boats can also make a big difference. An experienced and decorated crew can see much more than a crew on its first patrol.

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Old 10-13-11, 02:51 AM   #2364
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If you have no problems with the LITE version, why don't you stick at it and keep NYGM environment unchanged.
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Old 10-13-11, 04:45 AM   #2365
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@H.sie:
I shall stick with the LITE.

But what puzzles me is why you are able so easily to send convoy contact reports, when it is harder for me.

This issue affects my 'Smoke-on-Horizon' mod too.

I have now tried the GWX3 scene.dat file with my NYGM set-up, but it makes the problem of sending contact reports even worse! I had to get close enough to a convoy in darkness/light mist in order to throw a stone at the ships, before I could send a contact report.

There are no significant differences between the NYGM and GWX3 sensors.dat files, and I know that you are using the NYGM file anyway with your GWX set-up.**

Therefore I cannot understand why you find it so easy to send contact reports in campaign mode, while I find it usually requires several ships in sight before I can send the report. Especially in light fog or at night.

Has anybody else got any ideas?

**[Or are you using the NYGM sensor file for your wolf-pack testing? Sudden thought: a lot of people have complained that the GWX sensors persistently give reports of 'Ship in sight' as it moves in and out of view in light mist, whereas the NYGM sensors.dat file does not, with slightly altered settings. Could this be the explanation?]

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Old 10-13-11, 09:02 AM   #2366
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@Stiebler: Really funny, these differences.

Yes, earlier I made a mod against these "Ship spotted, ship spotted" in GWX, based on NYGM settings, but I didn't use that one during my tests.

The settings Light-Factor and Fog-Factor in Sim.cfg strongly affect enemy sensors depending on light/fog. Have you tried to change them?
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Old 10-13-11, 07:47 PM   #2367
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Quote:
Originally Posted by Stiebler View Post
@H.sie:
I shall stick with the LITE.

But what puzzles me is why you are able so easily to send convoy contact reports, when it is harder for me.

This issue affects my 'Smoke-on-Horizon' mod too.

I have now tried the GWX3 scene.dat file with my NYGM set-up, but it makes the problem of sending contact reports even worse! I had to get close enough to a convoy in darkness/light mist in order to throw a stone at the ships, before I could send a contact report.

There are no significant differences between the NYGM and GWX3 sensors.dat files, and I know that you are using the NYGM file anyway with your GWX set-up.**

Therefore I cannot understand why you find it so easy to send contact reports in campaign mode, while I find it usually requires several ships in sight before I can send the report. Especially in light fog or at night.

Has anybody else got any ideas?

**[Or are you using the NYGM sensor file for your wolf-pack testing? Sudden thought: a lot of people have complained that the GWX sensors persistently give reports of 'Ship in sight' as it moves in and out of view in light mist, whereas the NYGM sensors.dat file does not, with slightly altered settings. Could this be the explanation?]

Stiebler.
I must confess that I have also come across some convoys that are a nightmare to identify. However, the other day I dove so that my sound man got pretty much all the contacts and then when I surfaced and locked on again, it was good.

I have only tried it once and it seemed to clear the problem but I dont know if it will work again.

It's almost like you need to clear some sort of recognition threshold to get a convoy locked on. However, worst case scenario is to break off and go and find another convoy.

It happens...
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Old 10-14-11, 04:50 AM   #2368
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The sim.cfg file of NYGM is considerably different from that of GWX (and stock SH3).

However, attempts to use the GWX sim.cfg file, or to alter the settings, resulted only in the enemy detecting my U-boat more easily. It had no effect on the U-boat's ability to send a contact report about the convoy - perhaps made things worse.

I am beginning to wonder if the problem lies with default crews for the U-boat when the game is started. In NYGM, the default crew is poorly trained. Perhaps with GWX the default starting crew in career mode has better training, which is why it is better in trials at detecting convoys in less than perfect visibility.

This has become a baffling puzzle. I shall try Depthcharger's idea of diving to locate the convoy by hydrophones, before making surface contact.

H.sie, I know you have an NYGM set-up. Could you perhaps try a career patrol to see if you have the same difficulty as me in sending contact reports for convoys?

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Old 10-15-11, 02:19 PM   #2369
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Quote:
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Realism- and Gameplay-related hardcode fixes for SH3.EXE
...

Wolfpack Mod - by h.sie (programming) and LGN1 (idea) (V16A or later)
When you find a convoy, you should inform BDU about details. Thus, roughly estimate the convoy's course and speed and put these two values into the two TDC dials "Bearing" and "Speed" (German: Zielrichtung & Gegnerfahrt). If the convoy is heading north, set course to 0°, if it's heading east, set course to 90° and so on. Then, press 'M' key in order to send the contact report. You'll see these two values for course and speed in the contact report. Sh3 no more calculates them for you. It's your job now. After some time, you'll receive a response from BDU. If no other Uboats are available, you'll be ordered to attack alone. If other Uboats are available, BDU will order you to shadow the convoy and send contact reports every hour, if possible. (Note: Time between two reports isn't allowed to be lower than 55 minutes). Your speed and course estimations are necessary to lead the wolfpack into the operation area to intercept the convoy. The time between your first contact report and the wolfpack attack depends on the initial distance between the Uboats and the convoy. During shadowing, you'll get some orders from BDU. Follow these instructions. But sometimes BDU messages get lost or come too late - chaos, as in real life. If the wolfpack reaches the operation area, BDU will wait for good attack conditions (dark and no fog) and then order to attack. Then, some time later, the convoy battle (hopefully) begins. But it is possible, that the order to attack does not come in time or even gets lost. Bad luck, as in real life. The time period influences the availability of wolfpacks: In 1939, no wolfpack Uboats are available. In 1942 the chance is very high that a wolfpack is available to help you. From 1943 on, the chance strongly rises, that hunter-killer groups sink/damage the wolfpack Uboats, so that they don't reach their operation area. Then, BDU orders to attack alone. Your position also influences the availability: Wolfpacks are available in the north- and south atlantic, but not near land. It is important to send contact reports on a regulary basis - every hour, if possible, in order to lead the wolfpack to the convoy using the shortest route. Otherwise the chance rises, that the wolfpack isn't able to reach the interception point in time. Then, you have to attack alone. Weather also has an impact: The higher the windspeed, the higher the chance that the wolfpack Uboats get fuel problems or similar and don't reach the operation area in time.

...
Hi!

Where can I find V16A? It´s not on h.sie´s MediaFire Page...

Best regards,
Magic
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Old 10-15-11, 03:44 PM   #2370
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@Magic: V16A2 will come soon. Only some documentation left to do. I hoped nobody will discover the change I made to the first post, before release day.
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