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Old 09-09-15, 03:18 AM   #2566
razanon
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i had "solution finder" ctd when i use it, i know you havent that script in your release, but i think its a must have. i installed time ago sobers mod and have a ctd too when i use solution finder. any clue masters?
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Old 09-09-15, 08:56 AM   #2567
vdr1981
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Quote:
Originally Posted by Nobon View Post


Issues:


I start to receive ctd's after many minutes of 512 TC, or more than 64tc.
64tc seems ok, I managed to use the Kiel Harbor pilot script back to the harbor, without any ctd. So, to make sure about a long journey, I usually 512 for 1-2 minutes, then save.... Then continue. ...

ALso the game CTD's after a hour or two of normal, and half a hour spent in heavy visual places, but luckily no invalid saves, every game loads back fine.
Do you use any additional mods by any chance?

The game in general can be rather unstable in North Sea, Baltic and around British coastal waters (depending of your playing style). The probable reason for this is large number of units constantly moving in and out of your rendering area (which is quite a lot in WoS, 60Km around a sub). SH5 also have some kind of bad habit to "accumulate" objects rendered in your area, and when "accumulation" reaches certain threshold, the game will "run home to mama".
I call this type of CTD's SSC (Standard SH CTD ).
The good thing is that one can easily prevent SSC () by doing occasional game restart from time to time and/or by limiting duration of playing sessions.

For example, I will experience SSC in mentioned areas but extremely rarely because my playing sessions are max ~48h of sim time and I also like to make a break after some actions (convoy/ship attacks act).
The key for relatively stable gameplay is simply occasional gamesave/restart of the game.
It is also highly recommended to save and restart your game when you expecting appearance of large number of units/objects in your rendering area (like approaching enemy coastline, shipping line, or returning to your home port). This will effectively "unburden" game engine and enable afterwards even longer playing session if there isnt's to much "action" around you...

At open ocean however my playing sessions can last for several days without any problems, but when I eventually find something and do the attack, when things get quiet, I always save my game and continue next day...

In short, if you fail to save/restart your game and unburden game engine occasionally, the game will do it for you (aka CTD)...

In addition to all this, you can also disable patch for "Increased rendering distance" and/or try to limit your TC to 256 while in "dense" waters. . I never use 512 TC while near coastal waters (but again, my PC is rather old).


Quote:
Originally Posted by Nobon View Post
A LAST, MAYBE IMPORTANT PART:

Since I am very dissatisfied with the stock game's ship log, and decoration methods, (no ceremony, nor mentioning it at all, in the patrol log, it just sneaks into your medal case. The ship log is half broken, and very dry, like a tweet page, etc.)

I maybe start to make an SH Commander-like windows application
, just simplier... For starters, if I do it, it's going to be for WOS only, but if all the files the same, it maybe goes with stock.
This sounds sooo awesome!

Last edited by vdr1981; 09-09-15 at 02:03 PM.
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Old 09-09-15, 10:14 AM   #2568
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Quote:
Originally Posted by razanon View Post
i had "solution finder" ctd when i use it, i know you havent that script in your release, but i think its a must have. i installed time ago sobers mod and have a ctd too when i use solution finder. any clue masters?
What is the name of problematic script?
Do you use SH5 interface?
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Old 09-09-15, 10:34 AM   #2569
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hi friend, im using all your mods, plus trevally scripts 0.2 (solution finder wasnt in your mod compilation)

using usual ui. the ones come with your mod. using scripts first no problem, second time i get a ctd, i tested AOB, TDC and solution finder.
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Old 09-09-15, 10:40 AM   #2570
vdr1981
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Quote:
Originally Posted by razanon View Post
hi friend, im using all your mods, plus trevally scripts 0.2 (solution finder wasnt in your mod compilation)

using usual ui. the ones come with your mod. using scripts first no problem, second time i get a ctd, i tested AOB, TDC and solution finder.
I see.. I never used those scripts so I'm not really familiar with them...

I know though that some will require SH5 enhnaced UI to be used in order to work correctly.
Can you confirm that all scripts from WoS that you're interested in works OK with SH5 UI?
You can change interface look with OFEW...2nd tab IIRC.
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Old 09-09-15, 11:36 AM   #2571
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i didnt understand in your mod you have the ui mod these scripts come in sobers too, and have same ui mod than you
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Old 09-09-15, 06:56 PM   #2572
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Quote:
Originally Posted by vdr1981 View Post
Do you use any additional mods by any chance?

The game in general can be rather unstable in North Sea, Baltic and around British coastal waters (depending of your playing style). The probable reason for this is large number of units constantly moving in and out of your rendering area (which is quite a lot in WoS, 60Km around a sub). SH5 also have some kind of bad habit to "accumulate" objects rendered in your area, and when "accumulation" reaches certain threshold, the game will "run home to mama".

...

The key for relatively stable gameplay is simply occasional gamesave/restart of the game.
It is also highly recommended to save and restart your game when you expecting appearance of large number of units/objects in your rendering area (like approaching enemy coastline, shipping line, or returning to your home port). This will effectively "unburden" game engine and enable afterwards even longer playing session if there isnt's to much "action" around you...

At open ocean however my playing sessions can last for several days without any problems, but when I eventually find something and do the attack, when things get quiet, I always save my game and continue next day...

In short, if you fail to save/restart your game and unburden game engine occasionally, the game will do it for you (aka CTD)...

Thanks Then I must get some time to do that application, with at least the minimal goals.

Well, as for the above, you clearly described what I do usually the only difference is that I usually play hours ^^ which can accumulate lots of information in this VERY BADLY written engine, (the game is fantastic, but the engine has the worst memory management I've yet seen...) and yes, my problematic area is between the south-eastern shores of England, and Cuxhaven... (the mouth of the Elba) And I bet that it's HEAVILY populated what I have, is clearly the "standard SH CTD"

I use tons of saves, but rarely restart, as if the game collapses, I still have to restart XD and that solves that for a while...

Hmm... How much is the rendering distance without the "Increased rendering distance" mod?

Maybe worth a try, though I have a fairly OK gear, what should be enough for the worst cases of SH5- so maybe makes small difference- but still.

Thanks!
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Old 09-09-15, 07:14 PM   #2573
vdr1981
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Quote:
Originally Posted by Nobon View Post

I use tons of saves, but rarely restart, as if the game collapses, I still have to restart XD and that solves that for a while...
Good point!
Quote:
Originally Posted by Nobon View Post
Hmm... How much is the rendering distance without the "Increased rendering distance" mod?

Maybe worth a try, though I have a fairly OK gear, what should be enough for the worst cases of SH5- so maybe makes small difference- but still.

Thanks!
It's 40 Km, and difference is quite noticeable... The only thing you'll loose in this case is 20 Km range of your GHG hydrophone (AI sonarmen will lose actually, because player can hear only about 40km around sub)...
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Old 09-10-15, 04:31 AM   #2574
Wiskimike
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Hey mates,

i have a problem with the mod. I don't know how to set the mast height when attacking a ship.
in the tutorials they all open that book, search for the doomed vessel and than they click a button which gives the mast height to the XO.
I just have a table where all ships are shown with mast heights. No problem, but I don't know how I can tell the XO which mast height we need.
Please help, I'm searching and testing now for over a hour without any succes
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Old 09-10-15, 08:17 AM   #2575
vdr1981
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Quote:
Originally Posted by Wiskimike View Post
Hey mates,

i have a problem with the mod. I don't know how to set the mast height when attacking a ship.
in the tutorials they all open that book, search for the doomed vessel and than they click a button which gives the mast height to the XO.
I just have a table where all ships are shown with mast heights. No problem, but I don't know how I can tell the XO which mast height we need.
Please help, I'm searching and testing now for over a hour without any succes
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Old 09-10-15, 12:17 PM   #2576
Wiskimike
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Quote:
Originally Posted by vdr1981 View Post
unfortunatly I don't have the Erkennungshandbuch =/
All other is really great made. Maybe a reinstall of all the things will help.
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Old 09-10-15, 12:22 PM   #2577
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Default welcome aboard!

Wiskimike!
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Old 09-10-15, 12:22 PM   #2578
vdr1981
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Quote:
Originally Posted by Wiskimike View Post
unfortunatly I don't have the Erkennungshandbuch =/
All other is really great made. Maybe a reinstall of all the things will help.
It's there...Check FAQ and tips post...
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Old 09-10-15, 01:09 PM   #2579
Wiskimike
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Originally Posted by vdr1981 View Post
It's there...Check FAQ and tips post...
maaaaan, that's hidden
thank you, now I can finally go out there and hunt some ships
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Old 09-10-15, 02:46 PM   #2580
vdr1981
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Originally Posted by Wiskimike View Post
maaaaan, that's hidden
thank you, now I can finally go out there and hunt some ships
Can't be more (un)hidden than that...
Happy hunting!
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