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Old 08-14-12, 10:14 AM   #826
The General
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@Sartoris

Thanks. If you press F7 and the doors don't close, then you haven't got that particular patch installed. I will try the DeBug thing....
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Old 08-14-12, 10:37 AM   #827
Sartoris
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Originally Posted by The General View Post
@Sartoris

Thanks. If you press F7 and the doors don't close, then you haven't got that particular patch installed. I will try the DeBug thing....
I tried the F7 option and it works without CTD. Try pasting your mod list here, along with your PC specifications so we can get a better insight.
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Old 08-14-12, 10:59 AM   #828
gap
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Quote:
Originally Posted by TheDarkWraith View Post
The next 'big' thing I was planning on trying to implement was individual engine controls. I know where in the exe switching to/from diesels/electric is and I just have to sit down and really take a hard look at what's going on
Quote:
Originally Posted by TheDarkWraith View Post
Have you noticed your diesel fuel rate consumption increase when using decks awash?

One thing I have to do is update my sub exhaust mod. Since the exhaust ports can now be underwater I need to have them 'exhausting' bubbles instead of smoke when running decks awash And these bubbles need to have sound and be a source for sound detection by the enemy!



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I saw what you posted gap and it would be really hard to implement it.
Never mind: sometimes I get carried away
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Old 08-14-12, 11:09 AM   #829
The General
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Quote:
Originally Posted by Sartoris View Post
I tried the F7 option and it works without CTD. Try pasting your mod list here, along with your PC specifications so we can get a better insight.
Did the all the hatches close on the Sub when you pressed F7?

Here is the Debug script for what it's worth:

00001283 483.49459839 [4312] Entities.cpp (83): Process Message:
00001284 483.49468994 [4312] Entities.cpp (114): OSI Ping
00001285 483.49478149 [4312] Entities.cpp (123): succeeded
00001286 485.31594849 [396] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\PersistentServiceConnection.cpp(91 ) : Trying to reconnect to ownership_frontend, backoff=1489
00001287 485.99813843 [396] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\PersistentServiceConnection.cpp(11 2) : Connection to ownership_frontend re-established


Entry 00001286 is where I pressed F7.

This is my Mod List:

NewUIs_TDC_7_1_0_ByTheDarkWraith
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
RemoveLogoIntroTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v2.9
OPEN HORIZONS II_full v2
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)

These are my Specs:

Intel Core i7 2.67 Ghz
6 Gig of Ram (only 2 gig of which seems to get used?)
64 Bit Windows 7
ATI Radeon HD 5700, with 1 Gig DDR5 Memory.
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Last edited by The General; 08-14-12 at 11:21 AM.
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Old 08-14-12, 12:44 PM   #830
Trevally.
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Quote:
Originally Posted by gap View Post
This is how I patch the game:

I create a subfolder inside the MODS folder, and I copy there the files mentioned by DelphiUniverse. I set then the patcher to look for game files in that path. Once finished patching, I enable the modified files with JSGME, as if they were a normal mod.

When a new patch is released, I disable the "patch mod", I trash it, and I start again from the beginning. In this way I make sure not to mess things up.
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Old 08-14-12, 01:09 PM   #831
gap
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Am I winning anything?

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Old 08-14-12, 01:19 PM   #832
Sartoris
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Originally Posted by The General View Post
Did the all the hatches close on the Sub when you pressed F7?
Yes, everything worked as intended. Your specs look good, and so does the mod list, but just to be sure I would recommend you rebuild your mod list according to sober's modlist and use that. Or you could use my list, which is just like sober's but with lots of stuff removed.

Generic Mod Enabler - v2.6.0.157
[C:\Igre\SilentHunter\MODS]

RemoveLogoIntroTheDarkWraith
DBM Background Video
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Window_Lights_Redone_V1
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
OPEN HORIZONS II_full v2
Reworked Morale and Abilities v.1.01
Grossdeutscher Rundfunk
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers no footstep sound mod
Shadow Improvement Mod
NewUIs_TDC_7_1_0_Real_Navigation
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Old 08-14-12, 05:09 PM   #833
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How 'bout you just send me a copy of your set-up on recordable blu-ray and save me the trouble of re-installing for the 134th time?

It'll do until TDW puts out SH6 (or Magnum Opus v2.0 as he calls it).
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Old 08-14-12, 05:14 PM   #834
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Yeah, sounds great!
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Old 08-14-12, 10:21 PM   #835
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Some excellent news X 2!!! I found the memory addresses where each player's sub's shaft's ordered speed is located What's even better is I ordered up ahead standard and then set one of those memory addresses to 0...the shaft stopped! I set the memory address back to it's previous value and the shaft returned to speed. Now here's where it gets even better....I put a random value in there and the shaft spun according to the ordered speed while the other shaft remained at the original ordered speed

This means indepedent engine control is possible and built into the game. The physics aren't modeled correctly though. I set one shaft to 0.1 (ahead slow) and the other shaft to ahead flank (1.0) and I expected to see the sub turn due to the different torques exerted on the sub by the shafts but alas that did not happen I even tried setting one of the shafts to back emergency with the other at ahead flank and the sub didn't turn (it did slow down some though so at least that is partially modeled)

Now I just have to figure out how to add new commands to the game

What I think would be really neat is to model electric\diesel engine failures now. Now that I know the memory addreses I could implement some random failures into them Or even better if you run the electric or diesel engines at ahead flank for x period of time the chance of failure increases

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Old 08-14-12, 11:04 PM   #836
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@TheDarkWraith

Perhaps you haven't seen this..

http://www.subsim.com/radioroom/show...4&postcount=17
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Old 08-15-12, 05:34 AM   #837
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I'm away for two months and TDW impoves the game like no one cozld imagine.
Regarding F7 CTD:

Don't press that key while in a port!
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Old 08-15-12, 06:14 AM   #838
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Default Concept of h.sie's Diesel Damages Mod

http://www.subsim.com/radioroom/show...postcount=2963
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Old 08-15-12, 06:16 AM   #839
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Quote:
Originally Posted by Tonci87 View Post
Regarding F7 CTD:

Don't press that key while in a port!
Not bad advice

What differences have you noticed with 'Crew Awake' Patch applied?

In the hydrophones station, there's an icon below the notepad marked 'Follow current target', it's unclickable for me, does it work for you?
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Old 08-15-12, 06:53 AM   #840
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Can't test, still 1500 km away from my PC
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