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Old 01-26-17, 03:54 PM   #46
vdr1981
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Vecko
I launched the game with test 2 from the SH5.exe.
I have been playing with MaMa's background services for a few months.
I was just wondering if fireship4 might have been using one of MaMa's fixes with your test.
I have changed background services back to programs and will run the test again.
Peter
How about to do one more try with game started trough game launcher ? You have to try all possible combinations...

Torpedo and fireship4 don't use any of mentioned OSI.exe tweaks...
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Old 01-26-17, 05:44 PM   #47
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Hi fireship4
Were you using any of Mama's fixes at the time of testing?
Peter
WoS 05b and 'CW_Campaign Transfer Testing 2' from the first post.
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Old 01-26-17, 06:35 PM   #48
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HI OC & vecko
Tried your game launcher idea OC to remove files but did not work so had to uninstall the game from the program (x86) directory.
Installed new Game Launcher in D:\Ubisoft\Ubisoft Game Launcher
Followed MaMa's fix to change the Osi.exe in data\3\osis\13 to run as administrator.
Set up the Task Manager for osi.exe to run at HIGH.

Ran vecko's test 2 and on Jan 1st did a refit in Heligoland.
Just after June 2nd Uplay message flashed up at the bottom of the screen to tell me Coastal Waters had completed and then ctd.

Reset the task manager and reloaded auto save.
Did not refit this time and continued North.
Could not lose a contact no matter what course I was taking after a few hours and thought it was a bug.
Made a manual game save and reloaded it from the menu.
Still had the contact with me but changed course dramatically and lost it.
At between 1 and 2 minutes past June 2nd Coastal Waters completed correctly and I was shown Happy Times.
Peter
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Old 01-26-17, 07:42 PM   #49
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Uplay message flashed up at the bottom of the screen to tell me Coastal Waters had completed
I also got this message the first time I completed the campaign (I remember because I was slightly annoyed to have an in-game pop-up) but it went through successfully.

Just in case, I had trouble running the game until I got the newest version of Uplay from the Ubisoft website, I think I then let it update itself and/or Silent Hunter.
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Old 01-27-17, 12:48 PM   #50
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Are there any known links between this issue and accumulation of save game files? (The folders in Documents/sh5)
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Old 01-27-17, 04:30 PM   #51
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- SH5 version? Uplay 1.2 Patched

- Has campaign transfer been initiated? Yes May 31 to June 1, 1940 at Midnight

- Your operating system Windows 10

- Does your user account has administration rights? Running as Admin, launched through KSD Commander, also running as Admin

- DbgView log? None
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Old 01-27-17, 07:27 PM   #52
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Thanks people!

Peter, did you try maybe to launch SH5 with KSDCommander? What happens with campaign transfers then?
EDIT:I would also need from you results of the test with game started trough Ubisoft Game Launcher but without any Mama's OSi tweaks

Quote:
Originally Posted by OldCoder View Post
Are there any known links between this issue and accumulation of save game files? (The folders in Documents/sh5)
Not that I can recall ...

Last edited by vdr1981; 01-28-17 at 08:13 AM.
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Old 01-28-17, 07:07 AM   #53
Werner von Schmidt
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SH5 version
DVD 1.2

Transfer initiated
010000Z JUN 40

OS
Windows 10

Administrator rights
Run as Administrator

DbgView log
No

Grettings from Germany,
Heinrich.
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Old 01-28-17, 07:40 AM   #54
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Quote:
Originally Posted by Heinrich View Post
SH5 version
DVD 1.2

Transfer initiated
010000Z JUN 40

OS
Windows 10

Administrator rights
Run as Administrator

DbgView log
No

Grettings from Germany,
Heinrich.
Thanks Heinrich!

I've added another question, so if you don't mind, tell us please...

Quote:
- SH5 version? (uplay download version, DVD, Steam)
- Has campaign transfer been initiated? If yes, when (date)? If not, the date when you exit the mission?
- Your operating system (Win 7, 8, 10 ? XP? :P)
- Does your user account has administration rights?
- DbgView log?
- How do you launch your SH5? (Using Ubisoft Game Launcher, SH5.exe, KSDCommander ?)
I think we are getting somewhere after all...
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Old 01-28-17, 08:39 AM   #55
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Originally Posted by vdr1981 View Post
I've added another question, so if you don't mind, tell us please...
Via KSDCommander (run as administrator).

Heinrich.
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Old 01-28-17, 08:40 AM   #56
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Via KSDCommander (run as administrator).

Heinrich.
Thanks.
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Old 01-28-17, 09:13 AM   #57
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Thanks.
You're welcome. Keep up your great work!



Heinrich.
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Old 01-30-17, 10:22 AM   #58
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Vecko

Whilst there's still no definite fix for this (jury still out on setting Windows scheduling priority to background services), it seems to me that there would be a way to detect it.

So, we know that when CW test campaign you created has loaded and is working correctly, the objectives are evaluated and when you press exit to main menu (or maybe when looking at the captain's log) you can see some are in state 'finished'. When they are in 'on-going' you know that the campaign did not load correctly. Note that this rule only seems to apply to the objectives with macro objectives associated with them, and not simple ones like 'first deployment' mission.

So in theory it would be possible to make each campaign contain some kind of "dummy" macro objective by default, with small win points (value 1) and it would be date-based rather than tonnage.

Then a python script, to look at the state of the macro objective, and raise a pop-up (like the campaign start pop-up that displays a warning about save/reload) if the dummy objective is not completed.

Can anybody here do any of that? The python script itself looks to be simple (though I do not know much python), though I've failed so far to add a new script that will initialise and run. Maybe some people here know what to do.

Main hurdles so far:
1. Can't seem to add a script file to the script manager. The "Add File Script" button does nothing. How do we add a new script from SH5?
2. Which event/callback to listen to for the game having fully loaded and be ready for user command?
3. Alternatively to #2, is it possible to make scripts that are called regularly by a timer? I can see existing TDW scripts with timers, however no documentation and they seem to require a TimerID ; how is the id value generated?

Last edited by OldCoder; 01-30-17 at 10:32 AM.
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Old 01-30-17, 11:41 AM   #59
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Hi Vecko
Will test and report back.
Peter
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Old 01-30-17, 06:29 PM   #60
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Hi Vecko
Test results

Test 10 > KSD with OSI > June 1st > FAILED
Autosave used to reload game from the main menu > Game time June 1st 04.19
Ran game to past June 2nd > FAILED
Autosave used again to reload game from the main menu > Game time June 1st 04.19
Manual game save made to reload game from the main menu > Game time June 1st 23.00
June 2nd 00.00 > COMPLETED

Test 11 > KSD without OSI > June 1st > FAILED
Manual game save made to reload game from the main menu > Game time June 1st 11.02
Ran game to past June 2nd > FAILED
Manual game save made to reload game from the main menu > Game time June 1st 23.00
June 2nd 00.00 > COMPLETED

Test 12 > UGL without OSI > June 1st > FAILED
Manual game save made to reload game from the main menu > Game time June 1st 12.02
June 2nd 00.00 > COMPLETED

Test 13 > UGL with OSI > June 1st > FAILED
Manual game save used to reload game from the main menu > Game time June 1st 17.02
June 1st 23.59.38 COMPLETED

June 1st time GMT & Nautical out of sync!
June 2nd time GMT & Nautical in sync together!

Peter
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