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View Full Version : Quick Fix: British subs crash the game


Bungmiester
08-25-10, 03:48 PM
Have just been cruising in the north sea when my sonarman picked up a warship contact, so I set up an intercept point, and when i got within visual range I discovered it was a British sub which is the first one I have encountered in this game, so I thought I would go listen to its engine noise at the hydraphone staton and it ctd. :damn: I had some mods enabled and disabled them and tryed again and it ctd again so this is nothing todo with mods me thinks..
Has anyone else had this????
It would appear that if your sonarman picks up a warship contact and you go listen to it at the hydraphone staton and you ctd chances are it could be an enemy Sub :ping:

PS Big Thanks to the all modding community :yeah:
http://pandbartworks.co.uk/images%20small/Sig%20copy.jpg

CaptainMattJ.
08-25-10, 05:57 PM
Have just been cruising in the north sea when my sonarman picked up a warship contact, so I set up an intercept point, and when i got within visual range I discovered it was a British sub which is the first one I have encountered in this game, so I thought I would go listen to its engine noise at the hydraphone staton and it ctd. :damn: I had some mods enabled and disabled them and tryed again and it ctd again so this is nothing todo with mods me thinks..
Has anyone else had this????
It would appear that if your sonarman picks up a warship contact and you go listen to it at the hydraphone staton and you ctd chances are it could be an enemy Sub :ping:

PS Big Thanks to the all modding community :yeah:
http://pandbartworks.co.uk/images%20small/Sig%20copy.jpg
well you could just not listen to its engine. all it is is whoosh woosh and this annoying tone all the time. but those subs are dam hard to hit with a torpedo.

torpedo is overkill though. a torpedo hitting a sub is just gonna pulverize it.
you gotta one vicious sub captain to blow it away with a torpedo. although a deck gun is just as vicious. perhaps letting the enemy off their sub, radioing their position to the enemy, and THEN destroying it would be the "humane" thing to do. although you cant do it in the game...and it would also compromise your poistion. perhaps you use THEIR radio, and claiming they hit a mine or something.

Cerberus62
08-27-10, 09:38 PM
Have just been cruising in the north sea when my sonarman picked up a warship contact, so I set up an intercept point, and when i got within visual range I discovered it was a British sub which is the first one I have encountered in this game, so I thought I would go listen to its engine noise at the hydraphone staton and it ctd. :damn: I had some mods enabled and disabled them and tryed again and it ctd again so this is nothing todo with mods me thinks..
Has anyone else had this????
It would appear that if your sonarman picks up a warship contact and you go listen to it at the hydraphone staton and you ctd chances are it could be an enemy Sub :ping:

PS Big Thanks to the all modding community :yeah:
http://pandbartworks.co.uk/images%20small/Sig%20copy.jpg

Confirming - enemy subs lead to a ctd if you try to pick them up with the hydrophones. Went almost mad in the Mare Nostrum campaign (there are LOTS of U class submarines in the Mediterranean!) until I found the reason for the ctd's that I had there again and again.

To make things worse, SH5 seems to be prone to a ctd while loading a savegame file if there has been an enemy sub in the surrounding area at the time you saved the game.

Webster
08-28-10, 11:39 AM
this is a great catch that has probably happened to many who didnt put the connection together :yeah:

now that its been confirmed by someone else as a repeatable CTD issue, the modders will be looking into it and i hope a fix for it will be found soon

DedEye
08-29-10, 10:26 AM
Yup,

happened to me yesterday. Spotted a British sub WNW of Scap Flow, dove to peri depth to line up an attack, went to check the bearing on the hydophone and.....CTD!

vickers03
08-29-10, 02:08 PM
as a first fix you can delete the file
"NSS_Undine.dsd" in data/Submarine/NSS_Undine

this prevents the game from crashing but
you won't hear anything from the sub.

TheDarkWraith
08-29-10, 09:30 PM
as a first fix you can delete the file
"NSS_Undine.dsd" in data/Submarine/NSS_Undine

this prevents the game from crashing but
you won't hear anything from the sub.

that right there says it's time to investigate that file :yep:

Krauter
08-29-10, 10:41 PM
I had the same problem, however I went from NavMap to external cam and I crashed. I think it is whenever you switch a view ie: Map to 1st person/external, 1st person to external/nav, etc

Captain America
09-06-10, 04:04 PM
I don't like these types of bugs...

http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20V/subsndproblem.jpg

Can someone test it to confirm if its fixed?

EDIT: File removed

Oby
09-07-10, 08:21 AM
Hi all!

As I was also very disturbing by this annoying game bug,I decided to do something about it...

I came to partial solution...Hydrophone now works as it should...Only thing that is missing is the hydrophone sound of sub propelles - submerged or not...So you must relay on your hydrophone operater and his reports...If anybody from more experienced modders would fix the hyd sound of sub,we would have properly working hydrophone...Thanks.:salute:

Here's what I ddid:

1. Backup original files first!!!
2. Open Undine.GR file with Goblin editor and merge it with .sds file.
3. Add two new soundsources(you can copy/paste from the other subs)
I.Submarine.EngineDieselInSub - identifier: DieselInsideSub
II.Submarine.EngineElectricInSub - identifier:ElectricInsideSub
4. Save and you won't have CDT anymore..

Abd_von_Mumit
09-07-10, 10:35 AM
Seems CaptainAmerica solved the issue :salute: (see post #9), but I haven't been able to find any British sub to confirm his solution works. So instead of looking for workarounds try applying his solution and check (and tell us) if it works for you.

vickers03
09-07-10, 01:14 PM
can't access mediafire but here's a single mission
with a brit sub ahead http://www.filefront.com/17271799/Feind_U-boot.7z

Captain America
09-07-10, 01:38 PM
The attempt I made was a very quick one. I've never used goblin yet (still have my sh4 shoes on), all I did was do a quick compare with a hex editor and took a shot in the dark since that was the only main difference that stood out. At quick glance it appeared that all the controllers were ok...but I could have missed something.

Oby's solution is much more comprehensive and it sounds like that may be the solution. Now that vickers kindly provided a test mission I'll try out my fix and then mess around with Oby's solution.

EDIT: It appears that my fix doesn't work. Trying out Oby's solution with mine combined. Will report back shortly.

Bungmiester
09-07-10, 02:41 PM
Well i hope a fix is found soon for this annoying bug as the sub contact was marked up as a normal warship contact on the nav map and seeing as my sonarman isn't the brightest spark in the Kriegsmarine I decided to check it myself on the Hydraphone and wham ctd:damn:,
Would it be possible for someone to make the fix JSME friendly :salute:
http://www.pandbartworks.co.uk/images%20small/Sig%20copy.jpg

vickers03
09-07-10, 03:46 PM
another idea would be to rebuild the .dsd file from
scratch, don't know if goblin can handle this.

Madox58
09-07-10, 05:34 PM
S3D can handle the job.
The dsd file format has not changed except for the SubmarineSound controller.
skwasjer released that update in the Templates files if someone needs it.
The sdl file opens with S3D fine.

Captain America
09-07-10, 05:42 PM
Oby's method is correct, no more CTD. Kudos to Vickers for narrowing down the file and Oby for stopping the CTD. But now I am confused.... in the test mission provided by vickers the only sub I see is a uboat at bearing 208, not the brit sub. :06: I couldn't hear the AI uboat on the hydrophone.

This brings me to the question: can anyone confirm that you can hear the other AI uboats on the hyd? I'm thinking none of the subs can be heard on the hydrophone and perhaps the problem lies elsewhere...

Edit: @ Privateer-thanks for the info, didn't know about that template file. When I initially opened it up with S3D I saw that the SubmarineSound controller was not displaying properly which is why I went with the hex editor.

Oby
09-07-10, 06:01 PM
Yup,problem is that there are no hydrophone sounds for none of the ingame submarines-german and brittish one...:hmmm:ALL!

THE_MASK
09-07-10, 06:05 PM
Great work , waiting for the mod .

Takeda Shingen
09-07-10, 06:10 PM
Title altered and thread stuck until a formal mod fix can be made.

The Management

Oby
09-07-10, 06:15 PM
I wonder which file or script tells hydrophone,when and which sound should use according to ship nearby?...

Captain America
09-07-10, 06:21 PM
Yup,problem is that there are no hydrophone sounds for none of the ingame submarines-german and brittish one...:hmmm:ALL!


Ahhhh...that explains a lot. Everyone had me thinking it was just the brit sub. I have a couple of ideas to check out...

Captain America
09-07-10, 08:47 PM
I've exhausted all ideas. I've checked all the files for each of the AI subs and everything appeared ok. I compared these files to their SH4 counterparts and they are similar, in many cases identical. I did the same with the sh.sdl files. Nothing stood out as a possible cause.

I finally realized how FUBAR'd it is when I loaded up SH4 with a test mission and realized that you can't hear subs in the hydrophone either ( I never knew this). :doh: So apparently this issue has been around. I'll leave this one for the experts...

This is still a worthy fix though since CTD's are #1 concern. :up: I'll leave it up to Oby to post the file since it was his solution to the CTD (I can upload if he wishes).

BTW- Welcome to the community Oby.

vickers03
09-08-10, 01:40 PM
I wonder which file or script tells hydrophone,when and which sound should use according to ship nearby?...
in the .dsd file, the identifier hyd tells the game what
can be picked up by hydrophone.
i remember a problem in sh3 & sh4 when some ships
with slow speed and rpm levels can't be picked up
on hydrophone.

Oby
09-08-10, 06:04 PM
...yeh,but there is a hyd sound file with proper 'hyd' identifier within every submarine .dsd file but still no sound on hydrophones...

...I tried to put ShipSound controller to Undine.sds file and inserted new soundsource for propellers with hyd_propeller indentifier...I managed to get sound of Undine propellers on hydrophone but only for surfaced submarine(like ships)...When sub submerge the game crash to desktop...

This bug is killing me:wah:!!!

My modlist is biger and biger and every day instead I'd play the game,I try to fix it...or install some improvements from other modders!

AilBubbles 1.0 Micro
Black-white_crosses_for_the_nav_map_by_Mark75
Electric torp wake removal - wamphyri
Enhanced FunelSmoke_by HanSolo78
Fix for bearing sound (german speechpack)
Fix for digits (german speechpack)
Gisement 1000m
NewMapColors
No_Umark
North Atlantic Green 1.1
Sub_Exhaust_1_0_0_byTheDarkWraith
MyKey
MoraleMod
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
SD_MapCourseLine_tiny_arrows_ocred
SM_Torpedo_Plane_AI_Testing
sobers realistic hydrophone operator SH5
Lite Campaign LC 1.2
Loading Screens Mod 2.0
Old Style Explosions V1.1
A Fistful of Emblems v1.5
Critical hits 1.1 Torpedos
RemoveLogoIntroTheDarkWraith
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
U-boat Historical Specifications 1.4
NewUIs_TDC_4_2_0_ByTheDarkWraith
NewUIs_TDC_4_2_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_4_2_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
Igy_SH5_OfficerIcons_DWUI_V2
NewUIs_TDC_4_2_0_ERM_Reaper7_NightVision
SteelViking's Interior Mod V1.1
SteelViking's Interior Mod V1.1 patch V1.1.1
new_KM_binos
Shadow Improvement Mod
No Pirate XO
MightyFine Crew Mod 1.2.1 Stock w beards_NoPirate
MFCM 1.2.1 OPTIONAL crash_dive workaround
Wordeees' Actual Footage Menu V2
Patrol Routine Scripts v. 01.02 by AvM
Igy_Environment_3_6MOD
ReallMoon
JD Realistic Depth Charge Damage and Shaking 1.0
MRP 1.3+OPCF light_Periscopes_Only
MRP 8x5 patch_by_Igy
Igy_SH5_Audio_Mod
FX_Update_0_0_1_ByTheDarkWraith
SteelViking&Com Underwater ModV1.0
Realistic ammo amount for AA and deck guns
Critical hits v 1.2 Gun
Conus' Graphic Mod 1.0
IRAI_0_0_25_ByTheDarkWraith
Igy_IRAI_0_0_25_No_hydrophone_on_surface_No_Aircra ft_spotting
FX_Update_0_0_1_BARF_Fix
Speech fixes and additions (german version)
Igy_ImprovedWaves_ImprovedPitch&Roll_MoreDraft
Igy_U-boat Historical Specifications 1.4_SubsCFGs
Hydrophone_Testing_V1


P.S.

Thanks CaptainAmerica! Greetings from Slovenia!

Madox58
09-08-10, 07:01 PM
Looking at where the sounds are attached?
Try changeing the parent attachment point.
Say attach the hyd sound to just the main hull once.
Instead of the same point used by the Surface sound Parent.
Maybe the hard code for swapping sound does not work.
This may make the hyd sound run full time but it's a start to narrow down the cause and solution.

CaptainMattJ.
09-08-10, 08:57 PM
this thread actually got STICKIED??????:timeout: you dont even need to listen to the hydrophones.......

Madox58
09-08-10, 09:23 PM
The hydrophones are the life blood of operations in so many ways.
So yes,
Until the issue is solved?
Sticky it.
But it may be better in the Mods Work Shop?
:hmmm:

Captain America
09-09-10, 01:53 AM
this thread actually got STICKIED??????:timeout: you dont even need to listen to the hydrophones.......


Did you bother to read? At the very least this solves a CTD and that is VERY important.

jwilliams
09-09-10, 03:03 AM
this thread actually got STICKIED??????:timeout: you dont even need to listen to the hydrophones.......

:nope::nope::nope:

I need to listen to the hydrophones,

Firstly cus my sound guy is useless and could not hear anything, even tho i can clearly hear a sound contact.... Yes fixed by sobers hydrophone mod. thx sober. :yeah: But i still dont trust him. Got Used to listening myself now to make sure.

And Secondly because my sound guy(now that he's been fixed by sobers mod) can only tell me where the nearest warship/merchant is. I might want to know how many warships/merchants there are and where they are in relation to me.

I play at 100% realism so dont have map contacts.

This is a huge game breaking bug, that needs to be fixed. Hence the reason for it being stickied.

Takeda Shingen
09-09-10, 08:00 AM
It is a CTD bug involving a station that we all use, or should be using, with great frequency. Seems pretty major to me. Again, it will stay up until the solution works it's way into a number of the major mods.

Oby
09-09-10, 10:07 AM
Do we need hydrophone or we don't is a question of which way we play this game...I'm for realizm as much as I can get it from simulations like SH5...

No good hydrophone is no way for me...:salute:

P.S.

I came to some new discovery...I'd upload my Hydro_mod,but I can't yet I ques...

vickers03
09-09-10, 11:05 AM
I'd upload my Hydro_mod,but I can't yet I ques...
why not??

CaptainMattJ.
09-09-10, 11:11 AM
:nope::nope::nope:

I need to listen to the hydrophones,

Firstly cus my sound guy is useless and could not hear anything, even tho i can clearly hear a sound contact.... Yes fixed by sobers hydrophone mod. thx sober. :yeah: But i still dont trust him. Got Used to listening myself now to make sure.

And Secondly because my sound guy(now that he's been fixed by sobers mod) can only tell me where the nearest warship/merchant is. I might want to know how many warships/merchants there are and where they are in relation to me.

I play at 100% realism so dont have map contacts.

This is a huge game breaking bug, that needs to be fixed. Hence the reason for it being stickied.
i thought it was only british subs that CTD. if your engaging a british sub just use the deck gun. one torpedo is overkill in so many ways.

But no map contacts is way hard. especially since i cant see the smoke columns as well anymore. in SH4, i used RFB, which somehow made the option of having map contacts impossible, so i had to start relying on the watch officers announced bearing and most of the time id usually see little puffs of smoke in that direction. plus, it gave me the option of turning the ship to align with my view. not in SH5...

Map contacts CAN be realistic. with help from the hydrophone,sonar, and watch crew they could place a spot that estimated position of the enemy ship. sonar sends a ping like in SH4. of course all automated and taking a few minutes game time. need a mod for it though. i wouldnt say getting the type of box-line map contacts you get now but like a circle or just a simple mark on the map thats updated every few minutes.

Bungmiester
09-09-10, 01:41 PM
This Bug probibly effects all enemy subs that you would come across in the game just not the British ones it just happened to be the first one in the game that I had encountered, and I use the hydraphone alot so this is a big killer for me. Sorry for the misunderstanding in my first post:oops:

http://www.pandbartworks.co.uk/images%20small/Sig%20copy.jpg

Oby
09-09-10, 03:24 PM
Incase you don't know - TheDarkWraith included fix for Undine CTD in his new release of user interface...Check his tread...:up:
If you don't want his UI,just use Undine.sds file from package...

P.S.

1.CTD fixed.
2.Subs sounds still don't work.

vickers03
09-09-10, 04:14 PM
Looking at where the sounds are attached?
Try changeing the parent attachment point.
Say attach the hyd sound to just the main hull once.
Instead of the same point used by the Surface sound Parent.
Maybe the hard code for swapping sound does not work.
This may make the hyd sound run full time but it's a start to narrow down the cause and solution.
good one, it works!
now we can finally listen to subs on the hydrophone:yeah:

Oby
09-09-10, 04:38 PM
Good work.:up:

Can you please tell us what did you do exactly?...or better upload changed file.

P.S.

Holly mother,it really works...Thanks to privateer and vicker03 I can finally use my hydrophone properly...Just came out of a test mission - brit fired eight fishes in my direction...at that time I was at periscope depth,with hydrophones on my head...I clearly heard the submerged submarine aproaching and firing torpedoes at me.
Holly mama,I was so occupied with listening that I totally forget on fishes...Then suddenly kaboom - all hands lost!!!

Thanks.

vickers03
09-09-10, 05:25 PM
ok here's the fix for all subs,
single mission with enemy sub included.

thanks to privateer for the idea.

undine is based on TDW's fixed version, i hope
this is ok:03:

http://www.filefront.com/17277653/SUB_hyd_fix_SH5.7z

THE_MASK
09-10-10, 02:25 AM
Beautiful , i can hear the british sub and the torps he fired at me on the hydrophone . Fixed .

ACSoft
09-10-10, 02:50 AM
Yes, beautiful, same by me !!!

I can hear both British & German submarines, 1st, the German surfaced and after when she submerge like the British and finally the torpedo !!!

Congrat's to all who participate to found this precious solution !

ACS

jwilliams
09-10-10, 03:54 AM
Wow, Thanks everyone for fixing this bug. good work. :salute:

Stormfly
09-10-10, 06:04 AM
thanks to all involved :up:

Oby
09-10-10, 07:54 AM
I decided to share my modded files... These are modifiications,I have been made during this investigation...

Use them alongside with Vickers03 hydrophone fix...

Changes:

1.NSS Undine
- more draught when on surface
- fires four torpedoes only at once(not eight)
- reloading torpedo tubes
- added one external reserve torpedo
2.All AI subs
-AI torpedoes stronger(now one torpedo is enought to kill you)
-no more torpedoes running in straight line(was trying to simulate torp spread but not very sucsesfully - yet)
-more appropriate hydrophone sound for subs
-my test mission which I've been using during this investigation

Install with JSGME

http://www.filefront.com/17278833/Hydro_mod.rar

vickers03
09-10-10, 10:13 AM
sounds good, thanks

Kaleun
09-10-10, 03:36 PM
just a suggestion - could these be posted in the mods section, so others can use and appreciate, as these are an invaluable fix to SH 5?

vickers03
09-10-10, 04:47 PM
full release later, i'm waitin for TDW's ok on the
undine file.

Madox58
09-10-10, 05:19 PM
good one, it works!
now we can finally listen to subs on the hydrophone:yeah:

Huh.
One of my hair brained schemes worked.
:hmmm:

Imagine that.
:haha:

TheDarkWraith
09-10-10, 07:51 PM
full release later, i'm waitin for TDW's ok on the
undine file.

no reason to wait on me. Go right ahead! This is a needed fix for the game :yeah:

Takeda Shingen
09-10-10, 07:55 PM
just a suggestion - could these be posted in the mods section, so others can use and appreciate, as these are an invaluable fix to SH 5?

I can move this thread to the forum, but I can't stick it once it gets there. It might be a better idea to ask CCIP to add content to one of the existing stickies.

That being said, since the fix is now filtering out into the mods, this thread will be unstuck on Monday.

The Management

Madox58
09-10-10, 08:56 PM
Great work by the SH5 Community!
:rock:
Everyone take a bow and get ready for the next one.
:yeah:

Takeda Shingen
09-11-10, 03:41 PM
Absolutely. Great work guys.

Lujan
07-02-11, 06:00 PM
i thought it was only british subs that CTD. if your engaging a british sub just use the deck gun. one torpedo is overkill in so many ways.

I just looked up this thread as i was having mysterious CTD issues when engaging British subs. 'Just Use the deck gun' is not an option for me as my last 3 saves including auto all have the subs nearby and its a CTD on load. Going back would lose me hours of gameplay which is unacceptable to me.

Thanks again to the community for finding a solution.

edit: well I may have spoken too soon, using the hydro mod my saves still crash. I guess I've going to lose those hours of gameplay then.