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Old 11-09-13, 01:43 PM   #16
Aktungbby
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Thanks, thanks! Hey, I managed to multi-quote!

Oh keep'n up with ME...a real ACCOMPLISHMENT indeed!
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It's great to see a massive ship explosion without the 'hitch' as a flare goes off. Works great, thanks!
voyeurism at its nighttime finest!
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Yeah, all is well, thanks!
I'm just on others simulations too...(had always great flight sim interest)
We need yer feet on the deck SIR!HECK, I'm still doin' Red Baron too and Aces of Europe/Pacific!

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u play too FS online ? i play also on IVAO and sometimes Vatsim
Jes' watch yer sjixx ther' ol' 'Tjopp Gjunn' or you'll really SJIZZLE
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Old 11-09-13, 02:47 PM   #17
Husksubsky
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Originally Posted by alphasephirot View Post
Me too! hope to see you around guys!
This is a great mod however I get CTD s. I see it uses a file from dynamic environment and I use Real environment. Might be my comp setup, but I really tried to tweak the dynamic one and I went back to RE after "jelly sea" and stutters made me angry.
Is DE a must for this to work? or is it my comp that plays tricks on me (again).
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Old 11-09-13, 03:09 PM   #18
test_m4a1
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I got CTD's too, after disabling mod again everything works just fine
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Old 11-09-13, 04:43 PM   #19
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Originally Posted by Sjizzle View Post
u play too FS online ? i play also on IVAO and sometimes Vatsim
Not online unfortunately.
I'm a DCS and ROF fanatic, in a few days a BOS one , and later on (hardly waiting) with DCS WW2 Europe 1944...
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Old 11-09-13, 08:52 PM   #20
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Originally Posted by Husksubsky View Post
This is a great mod however I get CTD s. I see it uses a file from dynamic environment and I use Real environment. Might be my comp setup, but I really tried to tweak the dynamic one and I went back to RE after "jelly sea" and stutters made me angry.
Is DE a must for this to work? or is it my comp that plays tricks on me (again).
Ok, interesting to hear. Maybe gap or stoainm could shed some light into this, does dyn. environment and W_Clear's real environment's materials.dat differ in some way? It seems to me that they are very similiar, or exact duplicates. I have been using both mods with the starshells without any crashes, can you tell more details about the CTD's, what exactly happened when everything went wrong?

I can also make two versions, one for Dyn. env. and one for Real env.

PS. Real environment is also a very good mod!
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Old 11-09-13, 09:00 PM   #21
THE_MASK
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I had ctds as well with my mod list . Seems to be when i fired my torps and ctd was when they or i was spotted but is just a guess . Anyway the game would ctd before any star shells were fired .
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Old 11-09-13, 10:42 PM   #22
Husksubsky
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Originally Posted by Rongel View Post
Ok, interesting to hear. Maybe gap or stoainm could shed some light into this, does dyn. environment and W_Clear's real environment's materials.dat differ in some way? It seems to me that they are very similiar, or exact duplicates. I have been using both mods with the starshells without any crashes, can you tell more details about the CTD's, what exactly happened when everything went wrong?

I can also make two versions, one for Dyn. env. and one for Real env.

PS. Real environment is also a very good mod!
Seem it s not RE related since I m not the only one. However I just noticed I couldn t start a campaign silentotto with it enabled. However I could start a new campaign coastal waters. I never came far enough to fire a torpedo.
The CTD was not the same as the one discussed in CTD hunt where we always managed to see a glimpse of the bunker before it crashed.
I can not guarantee anything xpt it worked fine after I took it out. This might be specific for my comp only.
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Old 11-10-13, 06:00 AM   #23
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Originally Posted by Husksubsky View Post
Seem it s not RE related since I m not the only one. However I just noticed I couldn t start a campaign silentotto with it enabled. However I could start a new campaign coastal waters. I never came far enough to fire a torpedo.
The CTD was not the same as the one discussed in CTD hunt where we always managed to see a glimpse of the bunker before it crashed.
I can not guarantee anything xpt it worked fine after I took it out. This might be specific for my comp only.
Can you post your modlist here? It would also be really helpful if you would post what JSGME says when you are enabling starshells patch, what other mods use materials.dat. I only know the environment mods that have it.
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Old 11-10-13, 06:26 AM   #24
gap
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Quote:
Originally Posted by Rongel View Post
Ok, interesting to hear. Maybe gap or stoainm could shed some light into this, does dyn. environment and W_Clear's real environment's materials.dat differ in some way? It seems to me that they are very similiar, or exact duplicates. I have been using both mods with the starshells without any crashes...
yep, I believe that DynEnv inherited its copy of materials.dat straight from RealEnv. I don't know exactly what modifications were done over the stock file, but they shouldn't be critical anyway, i.e. they are purely cosmetic, and overwriting the file shouldn't cause any ctd.

Maybe stoianm will be able to add some further detail.

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Can you post your modlist here? It would also be really helpful if you would post what JSGME says when you are enabling starshells patch, what other mods use materials.dat. I only know the environment mods that have it.
sober's smoke screen mod but, again, as far as I know, it only modifies some effect properties
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Old 11-10-13, 06:48 AM   #25
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Wouldnt be the TDW_FXU_Flares_Materials.DAT causing the ctds ?
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Old 11-10-13, 06:51 AM   #26
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Originally Posted by sober View Post
Wouldnt be the TDW_FXU_Flares_Materials.DAT causing the ctds ?
I think Rongel has added the "regular" Materials.dat to his mod for two reasons: compatibility with stock game, and some guns still firing starshells even with FXU enabled.
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Old 11-10-13, 07:05 AM   #27
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Wouldnt be the TDW_FXU_Flares_Materials.DAT causing the ctds ?
It shouldn't, it works just like the edited materials.dat file. Only reason could be that I used the file from FXU v21, and not from 22, but the files seem identical, there shouldn't be any problem.

I did some new tests but can't replicate the CTD's, everything is like it should be. I did even couple of "Silentotto" campaign starts, no crashes.

So all extra info concerning is welcome concerning possible starshell related CTD's.

EDIT: Include your mod list too!
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Old 11-10-13, 07:51 AM   #28
volodya61
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I think there is the same issue that I had/have.. more mods = more unexplained CTDs..
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Old 11-10-13, 09:14 AM   #29
Rongel
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I did another test with FXU 22 TDW_FXU_Flares_Materials.DAT file, and it too worked just fine, and I'm still using v21. So the CTD's shouldn't be related to your FX updates version either.
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I think there is the same issue that I had/have.. more mods = more unexplained CTDs..
This is always a possibility, but I still hope there is some more direct reason for possible troubles.
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Old 11-11-13, 07:30 AM   #30
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Can you post your modlist here? It would also be really helpful if you would post what JSGME says when you are enabling starshells patch, what other mods use materials.dat. I only know the environment mods that have it.
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Accurate German Flags
sobers game loading tips V8 SH5
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
Real Environment - Revision_3
sobers base sky mechanics V1
Water reflections intensity varied by available sunlight by TheDarkWraith
sobers water splash anim SH5
sobers see thru wake fix
sobers best ever fog  V22 SH5
sobers better terrain v4 SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_Real_Navigation
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7_1_0_To_7_5_0
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkwraithpatch1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
Speech fixes and additions (german version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Bullet_spark_test
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Realistic_Hydrophone_1_1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 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
Patrolsearch autoscriptsV04
sobers hud sounds V1 SH5
sobers Realistic contrast V7 SH5
sobers realistic underwater FX6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Grossdeutscher Rundfunk


It says:
"Materials.dat" has already been altered by the "Real Environment - Revision_3" mod.
"TDW_FXU_Flares_Materials.DAT" has already been altered by the "FX_Update_0_0_22_ByTheDarkWraith" mod.

Good luck in your problemhunt
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