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Fifi
12-24-12, 09:47 PM
Hi there, and happy Christmas!

As a begginer here (we had all to start one day!) i've encountered a strange bug in SH5:

Many times (not to say every) i can't hear any close/far boats in the hydro post. Even if contact line is shown on map!
I have to lock first the target with any scope, to be able to finally hear it : Hein:

I thought it came from my mods list, but no! Even all mods desabled, stock game is the same (V1.2)
I tried many mods related to hydrophone, without success.
Sober SH5 realistic hydrophone doesn't fix it.
All TDW mods don't do nothing...

Here is my last mods soup:
86

What can i do?
Will the TDW patcher do something good?

THE_MASK
12-24-12, 11:13 PM
The patcher fixes the hydrophone .

Fifi
12-25-12, 12:01 AM
Yes, but not working with Uplay...:timeout:

Strange thing is i started this sim few weeks back, with a megamod founded on french forum (mille sabords) called "Haddock megamod" (maybe you know it?), and the hydrophone station IS working using this megamod!!
(that's why i never noticed this stock bug before BTW)

So then, i decided to make my own mods soup using latest versions of mods here on Subsim...because Haddock megamod seems to use only old ones...
I realise now that was a bad idea (for my hydro post anyway)

What i'm going to try now, is to change only few old mods from Haddock toward new ones, and see what happens. One by one obviously, to detect weird things, mainly watching out the hydro station!

Finger crossed :03:

THE_MASK
12-25-12, 12:50 AM
Uplay has nothing to do with the patcher .

Fifi
12-25-12, 03:28 AM
It seems i found my bug.
Each time i enable TDW ship inertia, my hydrophone isn't working unless i have to lock the target.
Very weird, but glad i found the responsible!

THE_MASK
12-25-12, 04:12 AM
It seems i found my bug.
Each time i enable TDW ship inertia, my hydrophone isn't working unless i have to lock the target.
Very weird, but glad i found the responsible!I will check that out , thankyou .

Trevally.
12-25-12, 05:35 AM
It seems i found my bug.
Each time i enable TDW ship inertia, my hydrophone isn't working unless i have to lock the target.
Very weird, but glad i found the responsible!

Good find:up:

Fifi
12-26-12, 08:22 PM
Little more info about ship inertia trouble here:

When ship inertia mod is activated, boats sounds in hydrophone are barely audible at around 12 Km. That's why i thought at first they were not existant.
It seems the mod decrease boat sounds very much...but when target is locked, they are back! :hmmm:

Hope that helps.

THE_MASK
12-26-12, 09:16 PM
Water disturbances is not compatible with the latest IRAI mod .

Fifi
12-26-12, 10:13 PM
Water disturbances is not compatible with the latest IRAI mod .

Really? :-?
Because i'm currently running it with IRAI 0037...
Do you know what kind of trouble i may encounter, please?
(It's not mentionned in TDW release)

THE_MASK
12-26-12, 10:42 PM
http://www.subsim.com/radioroom/showpost.php?p=1874065&postcount=1713

Fifi
12-26-12, 10:56 PM
Ok, thanks a lot Sir!
So i'm going to desable it. I was afraid of some kind of crash with it.
Good to know :up:

THE_MASK
12-26-12, 11:10 PM
Ok, thanks a lot Sir!
So i'm going to desable it. I was afraid of some kind of crash with it.
Good to know :up:You can tone it down using the S3D application .

Trevally.
12-27-12, 04:42 AM
Water disturbances is not compatible with the latest IRAI mod .

Really? :-?
Because i'm currently running it with IRAI 0037...
Do you know what kind of trouble i may encounter, please?
(It's not mentionned in TDW release)

Its not that its not compatible - its just may be not needed as the AI was changed in that version.
The water disturbance mod may still do a job for new skippers, just not Sobers list :)

Obelix
12-27-12, 06:17 AM
Water disturbances is not compatible with the latest IRAI mod .
But how is this possible? TheDarkWraith_DC_Water_Disturbances_v2_0_Sh5 consists of a single file - \ data \ Library \ TDW_DC_Water_Disturbances_v1_0_SH5! This file is not included in any other mods. Is it some effect on IRAI?:hmmm: Or have I missed something?:06:

Chances are probably things like this:
Its not that its not compatible - its just may be not needed as the AI was changed in that version.
The water disturbance mod may still do a job for new skippers, just not Sobers list :)

Fifi
12-27-12, 02:25 PM
Yes, once activated last, it doesn't overwrite anything, even IRAI...
It just may make the destroyers deaf for a certain amount of time after depth charges exploded (as in RL i believe?) so you have a little window to escape a little further...

Maybe only TDW could really answer the question if it's not needed anymore with latest IRAI?...but is he still here around? :06:

volodya61
12-27-12, 02:43 PM
:hmmm:
TDW has already answered this question and Sober has already given a link to one of his replies..

gap
12-27-12, 02:46 PM
Yes, once activated last, it doesn't overwrite anything, even IRAI...
It just may make the destroyers deaf for a certain amount of time after depth charges exploded (as in RL i believe?) so you have a little window to escape a little further...

Maybe only TDW could really answer the question if it's not needed anymore with latest IRAI?...but is he still here around? :06:

As said before by Trevally, the two mods are actually 100% compatible, :yep: but using DC Water Disturbances on top of the latest version of IRAI is sort of overdoing in reducing enemy sensors' effectiveness.

If you want to use this otherwise very relistic mod, you should reduce a bit its effect (easily doable in s3d editor) :up:

Fifi
12-27-12, 04:29 PM
Understood! :up:

Fish In The Water
12-27-12, 04:57 PM
It just may make the destroyers deaf for a certain amount of time after depth charges exploded (as in RL i believe?)

Quite right. Historical accounts are hard to come by, but I have managed to find a number that suggest contact was lost from anywhere between 45 seconds to 5 minutes. :ping:

gap
12-27-12, 08:19 PM
Quite right. Historical accounts are hard to come by, but I have managed to find a number that suggest contact was lost from anywhere between 45 seconds to 5 minutes. :ping:

Too bad, it is not possible to achieve this kind of randomness with TDW's mod. Nonetheless, there are 3 parameters that we can play with for finetuning it:


life_time, i.e. the duration of the disturbance (preset setting: 45 sec)
surface, i.e. [possibly] the surface affected by the disturbance (preset setting: 350 sqm)
noise, i.e. the strenght of the disturbance, possibly in a range from 0 to 1 (preset setting: 0.5)

Fish In The Water
12-28-12, 03:09 AM
Too bad, it is not possible to achieve this kind of randomness with TDW's mod.

Absolutely. Knowing the exact duration is a real buzz kill as it's often far too tempting to move at flank for the entire length of the clock.

If we had something similar to SH3 Commander's 'Random function', then it would be possible to choose from several copies of the same mod, (all set for different times), so the player could never be sure which one is actually enabled at startup.

That would certainly bring the tension back, as you'd have to gamble on instinct as to just how far (i.e. how long) you could push it. :yep:

THE_MASK
12-28-12, 05:08 AM
With IRAI the ships have a fatigue regime afaik .
v0.0.28 - added watch crews and fatigue to the ship AI
That and early middle and late sensors .

Wetton
02-15-13, 02:21 PM
Hi there, and happy Christmas!

As a begginer here (we had all to start one day!) i've encountered a strange bug in SH5:

Many times (not to say every) i can't hear any close/far boats in the hydro post. Even if contact line is shown on map!
I have to lock first the target with any scope, to be able to finally hear it : Hein:

I thought it came from my mods list, but no! Even all mods desabled, stock game is the same (V1.2)
I tried many mods related to hydrophone, without success.
Sober SH5 realistic hydrophone doesn't fix it.
All TDW mods don't do nothing...

Here is my last mods soup:
86

What can i do?
Will the TDW patcher do something good?

I'm facing the same problem Fifi.But even if I lock the target with my scope,the scope goes down automatically upon exiting the scope station in order to go to the hydro station to listen to my target.How exactly do you do it?
Thanks!

volodya61
02-15-13, 02:41 PM
...the scope goes down automatically upon exiting the scope station...

You can configure it using OptionsFileEditorViewer... New UI/data/Applications..

Fifi
02-15-13, 05:51 PM
I'm facing the same problem Fifi.But even if I lock the target with my scope,the scope goes down automatically upon exiting the scope station in order to go to the hydro station to listen to my target.How exactly do you do it?
Thanks!

Ah...since then i've solved it...but can't remember how :-?
I've patched the game with TDW patcher, and maybe that solved it.

One thing for sure is as soon as i see the hydro contact line on map, i can't hear it. Have to wait a little so the contact is a bit closer to be able to hear it.
Seems my AI hydro man has a much better ears than me :haha:

Wetton
02-15-13, 06:13 PM
Ah...since then i've solved it...but can't remember how :-?
I've patched the game with TDW patcher, and maybe that solved it.

One thing for sure is as soon as i see the hydro contact line on map, i can't hear it. Have to wait a little so the contact is a bit closer to be able to hear it.
Seems my AI hydro man has a much better ears than me :haha:
Unfortunately the TDW patcher doesn't solve it.The thing i don't understand is how this mod,'Ship Inertia',affects the hydrophone:hmmm:
Can you remember anything about how you managed to solve it?
Thanks :up:

gap
02-15-13, 06:57 PM
Unfortunately the TDW patcher doesn't solve it.The thing i don't understand is how this mod,'Ship Inertia',affects the hydrophone:hmmm:
Can you remember anything about how you managed to solve it?
Thanks :up:

maybe he changed engine powers/max rpm's: hydrophone detection is affected by the above parameters :yep:

Wetton
02-15-13, 07:22 PM
maybe he changed engine powers/max rpm's: hydrophone detection is affected by the above parameters :yep:
Interesting...My problem is that althought my sonar guy reports the contacts correct,when i manually take control of the hydro i can't her a thing even if the ship is a few hundred meters away:doh:
Gap,a few minutes ago i tested some missions you posted at 'Repaired Equipment MOD by Xrundel and TheBeast' mod page,without using that mod though,and there the hydro works ok!:hmmm:

gap
02-15-13, 08:00 PM
Interesting...My problem is that althought my sonar guy reports the contacts correct,when i manually take control of the hydro i can't her a thing even if the ship is a few hundred meters away:doh:

What's your mod list?

Gap,a few minutes ago i tested some missions you posted at 'Repaired Equipment MOD by Xrundel and TheBeast' mod page,without using that mod though,and there the hydro works ok!:hmmm:

It may dependend on the fact tha I have set the ship to a speed of 10 kn, i.e 2/3 of Hogislandert maximum speed. Below a certain percentage of their maximum speed, ships become undetectable on hydrophone. This percentage is set somewhere, I think in Sensors.cfg, though I can't remember the exact name of the parameter right now.

What is weird about your problem is that I would espect the sonarman to be affected as much as you (or more than you) by reduced detection ability for low speed targets :hmmm:

Try reducing ship's speed in mission editor (or just in notepad if you don't know how to use mE), and see what happens.

Wetton
02-15-13, 08:09 PM
What's your mod list?



It may dependend on the fact tha I have set the ship to a speed of 10 kn, i.e 2/3 of Hogislandert maximum speed. Below a certain percentage of their maximum speed, ships become undetectable on hydrophone. This percentage is set somewhere, I think in Sensors.cfg, though I can't remember the exact name of the parameter right now.

What is weird about your problem is that I would espect the sonarman to be affected as much as you (or more than you) by reduced detection ability for low speed targets :hmmm:

Try reducing ship's speed in mission editor (or just in notepad if you don't know how to use mE), and see what happens.
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters Hotfix #1
Dynamic Environment SH5 v 2.1 - Winter Hotfix #1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
FX_Update_0_0_21_ByTheDarkWraith
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys DBSM SH5 v1.3 optional scary creaks
RemoveLogoIntroTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_7_1_0_No_Snorkel_Exhaust_Smoke
Manos Scopes-patch for 16x9
gap - HD 1 deg Scope Bearing v 1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith-Patch
TDW_No_Contact_Colors_1_1_0
TDW_No_Contact_Tails_1_1_0
Accurate German Flags
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Reworked Morale and Abilities v.1.1
Sub_Exhaust_1_0_5_byTheDarkWraith
smaller flags for Warships 1_0b
EQuaTool 01.01 by AvM - Large Style
stoianm pitch&roll for SH5 V1 (normal)
sobers best ever fog V22 SH5
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Trevally Automated Scripts v0.6
Krauters Automated Scripts (v5_0_0 compatible)
Patrol Routine Scripts v. 01.03 by AvM
Trevally Harbour & Kiel Canal Pilot v2.9
Trevally Tutorial - All v0.2(for OHIIv1.3)
AOB slide ruller for TDW UIs and MO by stoianm (german)
Church's Compass Dials Mod v2.1 - Option Two
SC_Music_DasBoot
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
Updated_Depth_Scales_by_gap_for_v7_1_0
IO_StrategicMap_4_7_for_TDWv710
IO_MapCourseLine_normal pencil_mod
MarineQuadratKarte
ShapeTextures_NO
gap - Sonar Sound Collection v 1.0 for SH5 - Booming
TDW_Ship_Inertia_1_1_0
IRAI_0_0_39_Inertia_Damage
Reboot's Water Drips 1.1
Dark_Interiors_V1
stoianm lights
stoianm wwii color(gray)
TDW_GenericPatcher_v_1_0_74_0

Fifi
02-15-13, 08:13 PM
No, i didn't changed RPM manually.
Only thing i remember, is it happened as soon as i enabled Ship inertia...
So i deleted it, but issue still stayed :o

After that, had to make a clean install (at least new fresh data folder) for a new mod list ---> problem was gone! And i didn't reactivate Ship Inertia of course :)

...untill recently.
I enabled TDW_IRAI_Inertia_Damage + TDW_Ship_Inertia_1_1_0 at the end of my list, and no more hydro problems nor CTDs :-?
So i keep them like that, because i like the way boats react with it :up:

gap
02-15-13, 08:21 PM
@ Wetton

I don't see anything in your mod list that could cause your problem, except for Ship Inertia indeed.

Does disabling it make hydro contacts audible again?

As Fifi seems to suggest, something could be corrupted in your game installation :hmmm:

Wetton
02-15-13, 08:32 PM
@ Wetton

I don't see anything in your mod list that could cause your problem, except for Ship Inertia indeed.

Does disabling it make hydro contacts audible again?

As Fifi seems to suggest, something could be corrupted in your game installation :hmmm:
I'll try a new installation tommorow.I hope that's the problem.By the way,is it better to activate TDW Generic Patcher first or last?I have seen some mod lists that activate it first and other last.Funny thing is that i have made my list exactly like Fifi's suggested one in his post.
Thanks!

Fifi
02-15-13, 09:35 PM
It seems TDW patcher last is better.

A new install + a correct mods order should run SH5 as it is supposed to be :)
Mine is running smooth and nice, so no doubt yours should run as good!
Don't forget to follow Sober's advice to start new career with OHII Full:
Here http://www.subsim.com/radioroom/showpost.php?p=1836878&postcount=3
And doing like that:
Start the game and play the tutorial without any mods enabled .
Once you have completed the tutorial and recieved the green tick in the bunker exit the game .
Load all the mods with the mod enabler (JSGME) .
Start the game and click on New Campaign / accept / type in silentotto while on the choose campaign screen to show all the hidden campaigns .
Click on a campaign (if you click on Coastal Waters then choose Skip Tutorial ) then click on Start .
Once in the bunker hit the Esc key and go to the in game difficulty options and choose your options .
Click on Load Game and load the Autosave Enter Base Save again.
Once in the bunker again click on the technical officer (he is standing against the wall) to enter the upgrade screen .
Choose any upgrades you can afford then exit the upgrade screen .
Click on the flotilla commander (he is standing to the right of the technical officer) and when on the briefing map click on Skip to stop the animation then choose a mission by clicking on an iron cross then click on request mission.
The Baltic Operations objective on the top left will turn orange (if chosen coastal Waters as the campaign start) .
Click on the X on the mission briefing map top right of the screen to exit out of the mission briefing map .
Click on the flotilla commander again and choose Lets start the new patrol.

Wetton
02-15-13, 10:35 PM
It seems TDW patcher last is better.

A new install + a correct mods order should run SH5 as it is supposed to be :)
Mine is running smooth and nice, so no doubt yours should run as good!
Don't forget to follow Sober's advice to start new career with OHII Full:
Here http://www.subsim.com/radioroom/showpost.php?p=1836878&postcount=3
And doing like that:
Do you also use TDW No Hydrophone On Surface No Aircraft Spotting,before or after the patcher?Is it needed?

Fifi
02-15-13, 11:03 PM
If needed, activate before patcher.
With real nav, i don't need it (my post second list) :)
If you're using the rotative hydrophone ingame, you don't need the first one either.

Trevally.
02-16-13, 04:45 AM
I'm facing the same problem Fifi.But even if I lock the target with my scope,the scope goes down automatically upon exiting the scope station in order to go to the hydro station to listen to my target.How exactly do you do it?
Thanks!

You can configure it using OptionsFileEditorViewer... New UI/data/Applications..

:up:

C:\Ubisoft\Silent Hunter 5\data\Scripts\Menu\TheDarkWraithUserOptions.py

#[OPTION]
#CATEGORY=Automatics
#TYPE=0
#DESCRIPTION=Automatically fully lower attack periscope when leaving attack scope station
#VALUES=
#DEFAULT=True
#; when leaving the attack periscope station does the scope automatically fully lower?
#; change below to either True or False
AutomaticallyFullyLowerAttackScope = True

Wetton
02-16-13, 09:50 AM
Re-installed everything from scratch...the problem remains.:doh:

Fifi
02-16-13, 10:47 AM
Damn! :-?

Have you enabled the hydro broken fix (or whatever it's called) in TDW patcher?

Otherwise i really don't see what could be your problem :nope:

Wetton
02-17-13, 01:36 PM
Damn! :-?

Have you enabled the hydro broken fix (or whatever it's called) in TDW patcher?

Otherwise i really don't see what could be your problem :nope:

Yes,I have it enabled.The only thing is that I only test these at single missions,not in career mode.Is there a chance it should work fine in a career?

Fifi
02-17-13, 02:51 PM
Sorry, no idea :-?