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Old 04-11-15, 03:13 PM   #46
areo16
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Quote:
Originally Posted by sublynx View Post
Here are the approximate locations of the HKG's at the save game that failed to load. There are hundreds of kilometers between them, so it's probably not about the rendering disctance - if I understood the latitude/longitude thing in SH3MissionEditor correctly.


The rendering radius is around your uboat, not the convoys. Where is your uboat in relation to convoys above? Are they within 40km of your uboat when they are placed on the campaign layer?
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Old 04-12-15, 01:05 AM   #47
sublynx
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My U-boat would be just about visible in the NE edge of the picture (I ran a night at flank speed and travelled a day mostly submerged to get away from the vicinity of the HKG's and the convoy before saving).

When I loaded the crashed save, I was at least two hundred km away from the HKG's and the convoy.

I do suspect that when an HKG appears, it appears inside the 40 km limit. That sounds really dangerous crashwise, but still I was able to load a game three times while a new HKG spawned right next to me.
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Old 04-13-15, 03:02 PM   #48
LGN1
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Thanks all for reporting back!

I have checked the script again and found some minor bugs, but nothing serious that IMO explains CTDs. I have also tested the mod again and it works on my machine without CTDs. However, there is no chance that I can test all situations by myself.

In order to make debugging easier, the new version will also save the 'old_entries' files for each save-game. With this feature one can also always go back and use old save-games that loaded without CTD (requires just some copying).

The HKG are randomly positioned between 80 to 120 and 110 to 150 km away from the grid center. Although it might happen, it's not very likely that the group will be spawned close to you.

Concerning CTDs in general:
While extensively testing mods I have experienced CTDs and graphical bugs although the mods were fine. These happened just by loading SH3 again and again with different mod setups. Thus, to be completely on the safe side, one should reboot the computer from time to time between different SH sessions and confirm that the save-game still does not load.

Regards, LGN1

PS: How important are the ships in the HKG for players? I could also replace the groups by airbases that are moved to the area. I guess that might be slightly less touchy, but then there were only 'virtual' HKG Any opinions?
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Old 04-14-15, 10:23 AM   #49
sublynx
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For me the ships in the HKG's are a must. Perhaps two versions, one with just the air threat and the other with both the ships and the planes?
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Old 04-14-15, 03:13 PM   #50
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Now I have also observed CTDs

I'm very sorry about this.

I have pulled the mod from the download section until I understand the problem better. I already have some ideas, but it might take some time until I can test them.

Again, I'm very sorry for any problems caused by my work

But I will not yet give up...

Regards, LGN1
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Old 04-14-15, 09:47 PM   #51
sublynx
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No harm done. Let's hope you'll find something that would help.
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Old 05-20-15, 03:15 PM   #52
LGN1
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Hi,

I have uploaded a new (hopefully stable) version (see first post).

Changes:
  • The rnd campaign layer is now used instead of the scr layer. The rnd layer was originally used by myself in a first version, but then I switched to the scr layer for some (game-play) reasons. From a save-game/stability point of view the rnd layer, however, has advantages.
  • For every save-game there is now a backup, i.e., if a save-game should not load you can always undo the most recent changes and continue your patrol.
I would be glad if some bold players could test the mod again. I could not produce any CTDs anymore.


Regards, LGN1


PS: It's important that any new unit enters the game AFTER the current time. The closest time to the actual time is obtained from the crp file of the save-game (the console messages). From this time there is a ? day delay (no spoiler ) until a unit might show up. Thus, to avoid any problems one should have at least one message in the console every day (e.g., a weather report, speed change,....).
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Old 05-20-15, 08:10 PM   #53
sublynx
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Great news!

I'm still trying to crawl my way through the Gibraltar straits but when I get to port (or sunk - the narrowest part is still ahead and I have basically gone submerged for a day or more now) I'll have a go at it.

How would the mod react to NOT radioing every day? I'm currently following late 1942 orders that prohibit me from sending radio messages until I get through the Straits.
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Old 05-21-15, 12:33 PM   #54
La vache
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Hallo LGN1

After sinking the first I have done, my results

D:\Spiele\SH3\SilentHunterIII\
Checking Campaign_RND.mis...
The group is 2003
Checking Airbase...
Airbase found!
Careers/Gerhard Klein\Patrols_0.cfg
Patrol number: 0
Latest save game: Careers/Gerhard Klein\0/4.rms
Latest save game: Careers/Gerhard Klein\0/4.clg
Latest save game: Careers/Gerhard Klein\0/4.psc
Latest save game: Careers/Gerhard Klein\0/4.crp
Latest save game: Careers/Gerhard Klein\0/4.txt
Current SH3 date: 19430309
Number of previously written units: 0
Old grids:
Patrol area: BD 99
Ship string: Schiff versenkt!
Aircraft string: Flugzeug abgeschossen!
Grid string: Planquadrat
Number of messages sent: 1
Last message date: 19430304
Last message grid: AF 57
Number of kills: 4
Last kill date: 19430309
Last kill grid: AE 83
Detected!
Start date: 19430311
Grid found!
Lat.: 7478669
Long.: -1688860
Old Section found!
Old Section finished!
End date: 19430318
Press key to proceed...

;---DO NOT CHANGE THIS SECTION / DIESEN ABSCHNITT NICHT ÄNDERN---
[917:data\Campaigns\Campaign\Campaign_RND.mis]
ChooseFrom=1
RndMidPat=1

0_RndGroup 2003|Long=-1551284.316406
0_RndGroup 2003|Lat=7387251.763672
0_RndGroup 2003|GameEntryDate=19430311
0_RndGroup 2003|GameEntryTime=1
0_RndGroup 2003|GameExitDate=19430318
0_RndGroup 2003.Waypoint 1|Long=-1798860.000000
0_RndGroup 2003.Waypoint 1|Lat=7398669.000000
0_RndGroup 2003.Waypoint 2|Long=-1798860.000000
0_RndGroup 2003.Waypoint 2|Lat=7478669.000000
0_RndGroup 2003.Waypoint 3|Long=-1578860.000000
0_RndGroup 2003.Waypoint 3|Lat=7478669.000000
0_RndGroup 2003.Waypoint 4|Long=-1578860.000000
0_RndGroup 2003.Waypoint 4|Lat=7558669.000000
0_RndGroup 2003.Waypoint 5|Long=-1798860.000000
0_RndGroup 2003.Waypoint 5|Lat=7558669.000000

;---LGN Airbase begin---
[917:data\cfg\Airstrike.cfg]
ChooseFrom=1
RndMidPat=1

0_AirStrikeSettings|Default Air Strike Probability=80
0_AirStrikeSettings|Enemy Air Strike Probability Increase on Radio Messages Sent=10
0_AirStrikeSettings|Friendly Air Strike Probability Increase on Contact Report Sent=0
0_AirStrikeSettings|Enemy Air Strike Probability Increase on Player Detection=10

[0:data\Land\LAB_LGNAirBaseGB\LAB_LGNAirBaseGB.cfg]
ChooseFrom=1
RndMidPat=1

0_AirGroup 1|Squadron1No=2
0_AirGroup 1|Squadron2No=2
0_AirGroup 1|Squadron3No=2
0_AirGroup 1|Squadron4No=2
0_AirGroup 1|Squadron5No=2

[0:data\Land\LAB_LGNLRAirBaseGB\LAB_LGNLRAirBaseGB. cfg]
ChooseFrom=1
RndMidPat=1

0_AirGroup 1|Squadron1No=2
0_AirGroup 1|Squadron2No=2
0_AirGroup 1|Squadron3No=2
0_AirGroup 1|Squadron4No=2
0_AirGroup 1|Squadron5No=2
0_AirGroup 2|Squadron1No=2
0_AirGroup 2|Squadron2No=2
0_AirGroup 2|Squadron3No=1
0_AirGroup 2|Squadron4No=1
0_AirGroup 2|Squadron5No=1

;---LGN Airbase end---
;---DO NOT CHANGE THE SECTION ABOVE / DEN ABSCHNITT OBERHALB NICHT ÄNDERN---



First contact with Air Group after 4 hours, with Hunter Group after 4 days.

There are a career that always reports "in port" although at sea.

D:\Spiele\SH3\SilentHunterIII\
Checking Campaign_RND.mis...
The group is 2003
Checking Airbase...
Airbase found!
Careers/Ewald Hintsche\Patrols_0.cfg
Patrol number: 1
In port! Start commander...
Old Section found!
Old Section finished!

Become more careers testing, great thanks for their work.

La vache
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Old 05-21-15, 02:56 PM   #55
LGN1
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Hi sublynx & La vache,

thanks a lot for testing

@sublynx: You do not have to send a radio message every day. In fact, if you want to reduce your risk of being detected, I recommend not to send too many messages . However, you should have at least one 'message' in the console, e.g., from the weapon officer or navigator or watch officer,... This is needed so that the app knows the current date and can send the HK group in the future. If the HK group is sent in the past --> CTD (in La vache's post "Current SH3 date" should always be before "Start date").

@La vache: The app determines whether a patrol is finished or not by looking for the file Log_X.cfg (where X is the number of the last folder). For the first patrol X=0, for the second X=1,... holds. Usually, this file is created at the end of a patrol. However, I just observed that the file is not deleted if you load an earlier save-game, e.g., if you finish your second patrol (--> Log_1.cfg is created by SH3) and then load a save-game from the second patrol --> the app "thinks" that patrol 2 is finished because it detected the file Log_1.cfg. Does this explain your observation? Have you reloaded an older save-game and still have the file Log_1.cfg in your Career folder?

Regards, LGN1
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Old 05-21-15, 05:08 PM   #56
sublynx
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ok thanks now I get it.
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Old 05-22-15, 08:00 AM   #57
La vache
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Quote:
Originally Posted by LGN1 View Post

@La vache: The app determines whether a patrol is finished or not by looking for the file Log_X.cfg (where X is the number of the last folder). For the first patrol X=0, for the second X=1,... holds. Usually, this file is created at the end of a patrol. However, I just observed that the file is not deleted if you load an earlier save-game, e.g., if you finish your second patrol (--> Log_1.cfg is created by SH3) and then load a save-game from the second patrol --> the app "thinks" that patrol 2 is finished because it detected the file Log_1.cfg. Does this explain your observation? Have you reloaded an older save-game and still have the file Log_1.cfg in your Career folder?

Regards, LGN1
You're right, it was an older career, log file is deleted it works.

I had to seek Hunter Group, should the other way around. Is it possible to optimize this?

Regards La vache
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Old 05-22-15, 09:55 PM   #58
brett25
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Thanks a lot LGN1 for the new version. I will try it out and keep you updated
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Old 05-25-15, 02:42 PM   #59
LGN1
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@brett25: Thanks for testing the mod! I hope you will enjoy it.

@La vache: Good to know that your problem has been fixed. Since I currently don't have a better idea and the 'In port...' issue doesn't cause CTDs, I think I will keep the mod as it is. Maybe I will get a better idea in the future...

Concerning the HK groups: Currently the groups only know your grid and thus, the groups patrol the area. This could be improved, however, it would require more work from the player which I want to avoid. In addition, the planes should be the biggest threat not the ships. If you want to have more air attacks you can decrease the "Logic Steps Between Air Sessions" in Airstrike.cfg and also add more squadrons to the NCVE_Bogue.cfg file.

In general, my aim with the mod is to prevent the player from hunting in an area after he has been detected. He should feel hunted and trying to slowly escape the area.

Regards, LGN1
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Old 05-27-15, 09:58 AM   #60
La vache
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Forgive if I ask, I try to make not mistakes.

I use Stieblers Null Grid Mod.
When I start at the U-tankers and Submarine Tracking Room use I get report:
D:\Spiele\SH3\SilentHunterIII\
Checking Campaign_RND.mis...
The group is 2003
Checking Airbase...
Airbase found!
Careers/Heinz L÷gers\Patrols_0.cfg
Patrol number: 1
Latest save game: Careers/Heinz L÷gers\1/4.rms
Latest save game: Careers/Heinz L÷gers\1/4.clg
Latest save game: Careers/Heinz L÷gers\1/4.psc
Latest save game: Careers/Heinz L÷gers\1/4.crp
Latest save game: Careers/Heinz L÷gers\1/4.txt
Current SH3 date: 19430504
Number of previously written units: 0
Old grids:
Use of uninitialized value $patrol_area in substr at script/Submarine Tracking Room V4.pl line 325.
Use of uninitialized value $patrol_area in substr at script/Submarine Tracking Room V4.pl line 325.
substr outside of string at script/Submarine Tracking Room V4.pl line 325.
Use of uninitialized value in concatenation (.) or string at script/Submarine Tracking Room V4.pl line 325.

Patrol area:
Ship string: Schiff versenkt!
Aircraft string: Flugzeug abgeschossen!
Grid string: Planquadrat
Number of messages sent: 4
Last message date: 19430503
Last message grid: AL 2|
Number of kills: 1
Last kill date: 19430503
Last kill grid: AL 2|
Grid not found or not detected!
Old Section found!
Old Section finished!
Press key to proceed...

If I change PSC file Patrol Area = I get report:
D:\Spiele\SH3\SilentHunterIII\
Checking Campaign_RND.mis...
The group is 2003
Checking Airbase...
Airbase found!
Careers/Heinz L÷gers\Patrols_0.cfg
Patrol number: 1
Latest save game: Careers/Heinz L÷gers\1/4.rms
Latest save game: Careers/Heinz L÷gers\1/4.clg
Latest save game: Careers/Heinz L÷gers\1/4.psc
Latest save game: Careers/Heinz L÷gers\1/4.crp
Latest save game: Careers/Heinz L÷gers\1/4.txt
Current SH3 date: 19430504
Number of previously written units: 0
Old grids:
Use of uninitialized value $patrol_area in substr at script/Submarine Tracking Room V4.pl line 325.
Use of uninitialized value $patrol_area in substr at script/Submarine Tracking Room V4.pl line 325.
substr outside of string at script/Submarine Tracking Room V4.pl line 325.
Use of uninitialized value in concatenation (.) or string at script/Submarine Tracking Room V4.pl line 325.

Patrol area:
Ship string: Schiff versenkt!
Aircraft string: Flugzeug abgeschossen!
Grid string: Planquadrat
Number of messages sent: 4
Last message date: 19430503
Last message grid: AL 2|
Number of kills: 1
Last kill date: 19430503
Last kill grid: AL 2|
Detected!
Start date: 19430506
Grid found!
Lat.: 7014669
Long.: -2525860
Old Section found!
Old Section finished!
End date: 19430513
Press key to proceed...

Are there any restrictions PSC file to change?
Can affecting Hunter Group through modify PSC Patrol Area =?

Regards La vache
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