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View Full Version : No kills awarded using SH3 Commander?


Cpt. Martin
10-05-10, 11:40 PM
I'm puzzled. I run GWX 3.0, I recently installed Commander 3.2 (for the 1st time), deleted all my old careers, and started a new one via Commander. Install appears successful, I can see the changes made through Cmdr in-game. I salley forth and send 5 ships to the bottom. "Aggressive! Be more of it and so forth", methinks. I return to port and exit mission ready to receive my accolades from Dönitz...

Now I see this travesty: No ships sunk, no tonnage awarded listed in the after-action report. So I exit out of the game thinking maybe Cmdr needs to apply the values when I restart for patrol #2. I check "Review Patrol Logs" in Cmdr and "a ha!", there is my list of victims. I did notice that unique ship names are not displayed even though I checked that option (maybe b/c all kills were ~2000 tons, i.e. small vessels?) I fire up SH3/GWX from the Cmdr GUI and again I have zero kills in base before patrol #2. I checked the my C:\Users\myusername\Documents\SH3\data\cfg\Careers \Johannes Vogel\patrols_0.cfg and it does not show the kills either. That patrol was a wash :(

Essentially Cmdr is recording my talley but SH3/GWX is not registering the kills.

Ugh. I smell a reinstall of everything coming, what a PITA....

Any thoughts, ideas, suggestions would be much appreciated. Maybe I'm just noobing something simple eh? I installed Cmdr 3.2 then GWX3_SH3Cdr3.2Files_v1.2.exe as specified.

P.S. I read the included Cmdr .pdf, so I don't feel like I missed a procedural aspect.

EDIT: Rechecked my "patrol history" in-game and the list of kills is present. Also, my renown went from 30 pre-patrol to ~230 after even though renown gained shows "0" after patrol 1. Now I'm more baffled. Where's the disconnect?

Trublion
10-06-10, 01:25 AM
I noticed this happening for me as well, but I had the option in SH3 commander to restore the files modified by commander at exit.
I un-clicked this option and all was good.

reignofdeath
10-06-10, 04:40 AM
Could just be a bug somewhere in the coding ? (Meaning corrupt install or download) Im not sure I ve never had it happen. But you said it came back in game after you re started it back up right?

Herr-Berbunch
10-06-10, 06:45 AM
Do you have the GWX Config for SH3 Commander?

It's available via Jim's FileFront page - follow his sig.

Sailor Steve
10-06-10, 07:09 AM
Also did you add anything in the upgrade screen before you started the patrol? It is an old and well known SH3 (not GWX and not Commander) bug that if you upgrade anything before your first patrol it can shut off tonnage credit.

frau kaleun
10-06-10, 07:37 AM
Also, regarding the real ship names in your Commander patrol logs - you need to update your personnel file after the patrol before reviewing the logs. Updating your personnel file is what triggers Commander to flesh out the patrol log with real ship info. If you choose to review your patrol log before udating your personnel file, the log is generated without real ship info.

The other two "rules" mentioned are also a good bet for more trouble-free playing: click the Auto Rollback option in Commander, and don't upgrade your boat/equipment before starting your first patrol.

K-61
10-06-10, 03:11 PM
Also, regarding the real ship names in your Commander patrol logs - you need to update your personnel file after the patrol before reviewing the logs. Updating your personnel file is what triggers Commander to flesh out the patrol log with real ship info. If you choose to review your patrol log before udating your personnel file, the log is generated without real ship info.

The other two "rules" mentioned are also a good bet for more trouble-free playing: click the Auto Rollback option in Commander, and don't upgrade your boat/equipment before starting your first patrol.

Can you add more crewmen before the first patrol? That does not involve upgrading the boat itself. As well, what about modifying the initial torpedo load? Can you change the mix of torpedoes without being hit by this bug, or does it only involve changes to the boat itself such as guns or other equipment?

Jimbuna
10-06-10, 03:14 PM
Can you add more crewmen before the first patrol? That does not involve upgrading the boat itself. As well, what about modifying the initial torpedo load? Can you change the mix of torpedoes without being hit by this bug, or does it only involve changes to the boat itself such as guns or other equipment?

Best/safest practice is to add crewmen only.

Welcome Aboard Cpt. Martin http://www.psionguild.org/forums/images/smilies/wolfsmilies/welcome.gif

K-61
10-06-10, 03:15 PM
Good info, Jimbuna. Thanks.

frau kaleun
10-06-10, 03:18 PM
Can you add more crewmen before the first patrol? That does not involve upgrading the boat itself. As well, what about modifying the initial torpedo load? Can you change the mix of torpedoes without being hit by this bug, or does it only involve changes to the boat itself such as guns or other equipment?

That's a good question - I suspect that if you're using Commander it's best not to tinker with anything that Commander would've "tinkered" with as well, like setting up your first crew list, but I don't know for sure.

I've always started my careers with the Aug '39 patrol and since I'm just a lowly n00b Leutnant with no combat experience, I figure I'm just gonna take what I'm given since I don't have the status to demand anything different, lol. I don't change anything until after I've completed that first patrol.

K-61
10-06-10, 03:20 PM
Sounds like a good idea, but I've added only crew members to a new boat and so far haven't been hit by the bug. I did once make some upgrades to the boat and got hit by the bug. As well, because the initial crew loadout is inadequate to allow for two full shifts I turn off the fatigue model for the first patrol in a new career.

FIREWALL
10-06-10, 03:25 PM
I guess I'll post my problem here too.


Problem... Commander opens to big on my screen. Can't drag screen far enough to tick Patrol button or any other buttons on bottom of screen.

Computer : Laptop HP Pavilion 17" Widescreen
Cpu 3.2 Intel DuoCore
Ram DDR2 PC6400 4GB x 2 8GB total
GPU Nividia 295 GTX
OS Win7 Pro 64 bit

Resolution set at 1024x768
SH3 Version w\o starforce and patched 1.4
Gwx 3.0

GWX plays fine solo. Anyboby have any ideas whats wrong ?
__________________

frau kaleun
10-06-10, 03:26 PM
Sounds like a good idea, but I've added only crew members to a new boat and so far haven't been hit by the bug. I did once make some upgrades to the boat and got hit by the bug. As well, because the initial crew loadout is inadequate to allow for two full shifts I turn off the fatigue model for the first patrol in a new career.

Come to think of it whenever this issue comes up the phrase that seems to be used is "don't upgrade your boat" so maybe it's only the boat and its equipment that need to be left alone on the first patrol.

Sailor Steve
10-06-10, 04:38 PM
I've always started my careers with the Aug '39 patrol and since I'm just a lowly n00b Leutnant with no combat experience, I figure I'm just gonna take what I'm given since I don't have the status to demand anything different, lol. I don't change anything until after I've completed that first patrol.
Sounds like a good idea, but I've added only crew members to a new boat and so far haven't been hit by the bug. I did once make some upgrades to the boat and got hit by the bug. As well, because the initial crew loadout is inadequate to allow for two full shifts I turn off the fatigue model for the first patrol in a new career.
My personal bad habit: I always run several concurrent careers, one from each available command.

2nd Flotilla: I start August 1, with Commander set to 'Realistic Crew'. I fill out the crew, except lately I'm using Wreford-Brown's Type VIIA mod, so I only have 44 men aboard. My first 'patrol' is a quick turnaround in the harbor, and I'm done. I don't even need to do that, but I do so love cruising around the harbors. I set Commander's 'Days In Base' to 18, so my first real patrol starts on August 19, when fourteen boats were actually sent out to wait for "something" to happen.

1st & 7th Flotillas: I start September 1, do the same 'false patrol' but set 'Days In Base' to Random, since I hate always starting a career on the first of the month.

Being me, I never upgrade the boat right off the bat; rather I wait until I feel like it's time something should happen, and then very rarely. Of course doing my 'false start' patrols I could upgrade right from the start, since I'm not sinking anything anyway.

Remember, I've never claimed to be either sane or normal. :D

K-61
10-06-10, 04:57 PM
"Remember, I've never claimed to be either sane or normal."

If I were sane or normal, I wouldn't be me.

Draka
10-06-10, 06:08 PM
I go even farther - I add a custom crew via SH3Cmdr. I have historical crew lists that I have added as choices under Commander, so that doesn't seem to break it. Once I have been out on a "shake-down" run for a day or so, then I add in equipment changes - which I roleplay as being ordered/installed as a result of the trial run!

So far this has worked up to mid-'42, so it should be stable for the entire war. (haven't lasted farther than that - was finally about to when my 'puter died - tend to fiddle with files etc more than play!)

Cpt. Martin
10-06-10, 06:14 PM
Thanks everybody, I just got home from work so I'm going to fire up a new career. I have "rollback automatically after exiting" checked this time and will not fiddle with my 1st patrol load-out. I had swapped some steam eels for 2 electrics and started my Career in October '39 during the failed cruise. This time I'll putz around for the shake-out patrol then return in time for ze Kampf to start.

I'll let you know if your suggestions have fixed things. This forum rocks btw; long time lurker, I've killed many hours just reading threads here:rock:

EDIT: I hear 2 conflicting pieces of advice should I have "rollback automatically after exiting" on or off?

frau kaleun
10-06-10, 08:37 PM
Thanks everybody, I just got home from work so I'm going to fire up a new career. I have "rollback automatically after exiting" checked this time and will not fiddle with my 1st patrol load-out. I had swapped some steam eels for 2 electrics and started my Career in October '39 during the failed cruise. This time I'll putz around for the shake-out patrol then return in time for ze Kampf to start.

I'll let you know if your suggestions have fixed things. This forum rocks btw; long time lurker, I've killed many hours just reading threads here:rock:

EDIT: I hear 2 conflicting pieces of advice should I have "rollback automatically after exiting" on or off?

I would definitely advise checking the box that activates the auto rollback of Commander. This undoes any changes Commander made to your game files during your last playing session, leaving them exactly the way they were before Commander touched them.

This is especially helpful because if you are going to enable/disable any mods manually or using JSGME in between patrols or careers, you would need to do a manual rollback of Commander beforehand... if you forgot to do that it could cause problems when you loaded the game again. If you let Commander roll itself back every time you leave the game, you don't have to worry about it.

JScones
10-06-10, 09:17 PM
Now I see this travesty: No ships sunk, no tonnage awarded listed in the after-action report. So I exit out of the game thinking maybe Cmdr needs to apply the values when I restart for patrol #2. I check "Review Patrol Logs" in Cmdr and "a ha!", there is my list of victims. I did notice that unique ship names are not displayed even though I checked that option (maybe b/c all kills were ~2000 tons, i.e. small vessels?) I fire up SH3/GWX from the Cmdr GUI and again I have zero kills in base before patrol #2. I checked the my C:\Users\myusername\Documents\SH3\data\cfg\Careers \Johannes Vogel\patrols_0.cfg and it does not show the kills either. That patrol was a wash :(

Essentially Cmdr is recording my talley but SH3/GWX is not registering the kills.

Ugh. I smell a reinstall of everything coming, what a PITA....

Any thoughts, ideas, suggestions would be much appreciated. Maybe I'm just noobing something simple eh? I installed Cmdr 3.2 then GWX3_SH3Cdr3.2Files_v1.2.exe as specified.

P.S. I read the included Cmdr .pdf, so I don't feel like I missed a procedural aspect.

EDIT: Rechecked my "patrol history" in-game and the list of kills is present. Also, my renown went from 30 pre-patrol to ~230 after even though renown gained shows "0" after patrol 1. Now I'm more baffled. Where's the disconnect?
This stock SH3 bug is explained in both the GWX manual (page 14) and the SH3Cmdr manual (page 30).

The bug will only appear if you make changes that alter the patrol start date. Adjusting crew, or using alternate crew config files, do not alter the patrol start date. Upgrading equipment (includes adding an emblem depending on mod installed) will alter the start date.

Obviously prevention is the best cure, but if you forget to follow the advice posted by others, then another way of "fixing" the problem is to save your game just prior to docking upon your return. If you then get hit with the bug, simply reload the save and dock again. This appears to rectify the problem.

Sailor Steve
10-06-10, 09:20 PM
The bug will only appear if you make changes that alter the patrol start date. Adjusting crew, or using alternate crew config files, do not alter the patrol start date. Upgrading equipment (includes adding an emblem depending on mod installed) will alter the start date.
AHA! :o

Who knew? Well, obviously you did. :D All these years and it never ocurred to me that there might actually be a reason. :dead:

frau kaleun
10-06-10, 09:43 PM
The bug will only appear if you make changes that alter the patrol start date.

I'm sure you've said this before, but I swear I'm going to remember it this time! It's the patrol date that borks things up. Good to know. Even better to remember knowing it. :D

JScones
10-07-10, 03:10 AM
Yes. The player just notices the missing renown. What they don't notice is that SH3 writes zeroes for the patrol start date and flotilla start date as well. It's this aspect that upsets SH3Cmdr (the telltale sign being the "Invalid date to encode" error).

It's a very easy bug to avoid, if one spends a few minutes reading the GWX and/or SH3Cmdr manuals, or follows the advice spouted on this forum ad nauseam. ;)

Jimbuna
10-08-10, 06:11 AM
It's a very easy bug to avoid, if one spends a few minutes reading the GWX and/or SH3Cmdr manuals, or follows the advice spouted on this forum ad nauseam. ;)

Best/safest practice is to add crewmen only.



:03:

Cpt. Martin
10-11-10, 07:51 PM
Verified the default start date fix worked. I feel Like I read that ages ago and forgot. I'm sure I did read it, here actually, and fudged it up anyway :doh:


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