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gap
10-02-13, 08:38 AM
Brilliant Gap!:yeah:

Let's see if it is working before saying wether it is brilliant or not :03:


Now, is this mean that RSD 5.2 is needed where i should remove GHG damage box(uboat sensors.zon) and also set uhydrophonerecivers to destructable=Yes in the zone.cfg?

no, you don't need to change anything in uboat sensors.zon. With my patch, the old sensor should be ignored by the game (at least in my intentions, hope it works). As for the destructible property of the hydrophone zone, yes, I forgot to switch it to "yes", so you need to edit that setting.


Dont you think that damage box is to big(in you patch), do you have some reason for that?

I have just copied/pasted the same box/sphere settings you had previously set for the old sensor :yep:

gap
10-02-13, 08:44 AM
Is it correct that not all damage labels are pointing towards their appropriate location or is this a sign that I have a modconflict ?

I see, this means that you already use some mod for GUI, Nauticawolf maybe? Try to remove it... You see, i implemented only textures from Nauticawolf's mod, slot's layout is default...Got it?

Maybe I am wrong, but I remember having seen similarly misplaced "damage labels" in some of your screenies, Vecko. I don't know exactly how their position is set, but possibly Menu Editor is required to move the around :hmm2:

vdr1981
10-02-13, 08:46 AM
Let's see if it is working before saying wether it is brilliant or not :03:



no, you don't need to change anything in uboat sensors.zon. With my patch, the old sensor should be ignored by the game (at least in my intentions, hope it works). As for the destructible property of the hydrophone zone, yes, I forgot to switch it to "yes", so you need to edit that setting.



I have just copied/pasted the same box/sphere settings you had previously set for the old sensor :yep:

Tested ...It works!:up:
I'll do necessary changes, inplement this in the main RSD mod, give you the credits, and rename mod to "R.S.D.-Revorked Submarine damage v5.2 by vdr1981/Gap". Is that OK with you? :P

gap
10-02-13, 08:48 AM
And now i'm 100% sure, that SHcollisin.act CTD is related exclusively to fast shooting guns!

yess!!!

as I had already wrote, this is exactly what I had experienced long ago, during my tests with ship-mounted machine guns. It has nothing to do with your mod.


I've set their trav. and elev tolerances to 0 (gunsradars.sim) so they can't shoot directly without miss all the time and no more CTD's... I think i'll kill little bastards, en least for my use...:D

At last those tolerance settings work for AI guns! Brilliant :yeah:

You can't imagine how much I and Volodya struggled with them on U-boat Flaks :yep:

vdr1981
10-02-13, 08:49 AM
Maybe I am wrong, but I remember having seen similarly misplaced "damage labels" in some of your screenies, Vecko. I don't know exactly how their position is set, but possibly Menu Editor is required to move the around :hmm2:

Guys. now you are nitpicking ...:D

gap
10-02-13, 08:55 AM
Tested ...It works!:up:

:up: :woot:


I'll do necessary changes, inplement this in the main RSD mod, give you the credits, and rename mod to "R.S.D.-Revorked Submarine damage v5.2 by vdr1981/Gap". Is that OK with you? :P

You don't really need to. I am happy enough that some of my theories proved correct, that while messing with those files we are learning a lot and, above all, that this mod is coming along nicely :sunny:

To update R.E.M now!

gap
10-02-13, 08:59 AM
Guys. now you are nitpicking ...:D

No problem, I can try placing them correctly. If I manage doing it, I will send you the edited files, but you should tell me how exactly you added the new labels in the damage menu. :up:

Interface cleanness is very important to me :03:

plj
10-02-13, 09:00 AM
I see, this means that you already use some mod for GUI, Nauticawolf maybe? Try to remove it... You see, i implemented only textures from Nauticawolf's mod, slot's layout is default...Got it?

Although , i think that your layout is much better...:D

You are right, I have Nauticalwolf's mod .. this is their respective order in my list.

Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
R.S.D. - Reworked Submarine Damage v5.1 by vdr1981

I'll try removing it and report back. Altho I think I'll wait for the 5.2 .. else I'll keep bussy setting course 243 and rolling a cigarette :yep:

vdr1981
10-02-13, 09:10 AM
At last those tolerance settings work for AI guns! Brilliant :yeah:

You can't imagine how much I and Volodya struggled with them on U-boat Flaks :yep:

Sure they do... Those "fire tolerances" (def value 1 for all guns) are basically AI "trigger happy" settings... Will they shoot only when barrel is perfectly aligned with target or will they have more "freedom" to spend the ammunition.

For example, i use (for mid calibers deck guns, on destroyers mostly) settings ~0.6(elev. speed), ~10(rotate speed), ~5 deg. (elev/trav tolerance) . This gives me less accurate AI, let's say 1/10 from 5-6km(sometimes more,sometimes less)...

And also i have a theory why AI is more precise from larger distances...Maybe because there is a limit for waves/wake render around player's sub...So when destroyer shooting at you from 7 km, he's actually gliding on perfectly smooth surface...As distance decreases, he's starting to piching up/down and also starting to lose his precision...

gap
10-02-13, 09:12 AM
You are right, I have Nauticalwolf's mod .. this is their respective order in my list.

I'll try removing it and report back.

Keep us informed on any misplaced damage label, or missing connection line :up:

vdr1981
10-02-13, 09:17 AM
Keep us informed on any misplaced damage label, or missing connection line :up:

Gap, you are the perfectionist!:D

Tell me what you think about my findings regarding AI precision...

gap
10-02-13, 09:47 AM
Gap, you are the perfectionist!:D

Yes, I am. This is one of the worst weak points of my personality, when applied to big projects... :shifty:


Tell me what you think about my findings regarding AI precision...

See below :03:

Sure they do... Those "fire tolerances" (def value 1 for all guns) are basically AI "trigger happy" settings... Will they shoot only when barrel is perfectly aligned with target or will they have more "freedom" to spend the ammunition.

There are two different "theories" on the meaning of tolerance setting:

- one is that they are the maximum allowed deviation from ideal aiming for the gun to actually fire. In other words: the bigger their setting, the lesser gun's accuracy, to detriment of rates of fire (Max error angle and Max fire wait in Sim.cfg might also come into the picture).
This explaination seems to be confirmed by your experince and by the fact that IIRC during my and Volodya's tests on Flak guns, a value of 0 prevented AI crew from firing the gun (i.e. the gun didn't have a firing tolerance window). Moreover I remember TDW having said something on this subject that also confirms this explaination.

- another explaination that I have read on the forum, is that they are the maximum gyrostabilization angle. In other words, the bigger their setting, the more stabilized the gun, the more accurate its aiming, especially noticeable on heavy seas.


For example, i use (for mid calibers deck guns, on destroyers mostly) settings ~0.6(elev. speed), ~10(rotate speed), ~5 deg. (elev/trav tolerance) . This gives me less accurate AI, let's say 1/10 from 5-6km(sometimes more,sometimes less)...

Traverse/elevation rates of WWII naval guns, as well as their nominal and practical rates of fire, their dispersion (which made them more or lesser accurate) and their effective and nominal fire ranges, varied greatly from Nation to Nation and from gun to gun. Most of their specs are well documented, and making the game to reflect those specs as closely as possible is the aim of the "Historical Gun Specs" project. I have on my HD a spreadsheet with data on the guns featured in game. I can send it your way, if you want to have a look into it :up:


And also i have a theory why AI is more precise from larger distances...Maybe because there is a limit for waves/wake render around player's sub...So when destroyer shooting at you from 7 km, he's actually gliding on perfectly smooth surface...As distance decreases, he's starting to piching up/down and also starting to lose his precision...

This is a likely theory. :yep:

Have you tried messing with the two Waves amplitude and Waves attenuation settings in Sim.cfg? They could apply to the problem you are describing.

plj
10-02-13, 09:50 AM
Keep us informed on any misplaced damage label, or missing connection line :up:

Well ... I removed the 'conflict' mod .. and started a new campaign ... eyes closed this time, perhaps thats the issue (j/k) ..

Now all damage labels are left and right aligned to the damage screen, and virtualy none of the lines line up to their appropriate labels.

http://imageshack.us/g/1/10339008/

gap
10-02-13, 09:58 AM
Well ... I removed the 'conflict' mod .. and started a new campaign ... eyes closed this time, perhaps thats the issue (j/k) ..

Now all damage labels are left and right aligned to the damage screen, and virtualy none of the lines line up to their appropriate labels.

http://imageshack.us/g/1/10339008/

Thank you plj, the misplacement of the labels and their being in German, makes them of little use for the average player, ma included. :doh:

What do you think Vecko? I would make German equipment names optional, after that I need for a new set of screenies with English equipment names by plj (:D), and then I will try moving those equipment labels around and adding missing lines. What do you think, guys? :)

vdr1981
10-02-13, 10:20 AM
- another explaination that I have read on the forum, is that they are the maximum gyrostabilization angle. In other words, the bigger their setting, the more stabilized the gun, the more accurate its aiming, especially noticeable on heavy seas.



No way...This is not the case, i'm sure of it... Trav/elev tolerance is "window" when AI will have green light to pull the triger. That's where AI skill kicks in(veteran, elite, poor,) .If they are skilled enough, they will be able to pull the triger at just right time to hit the target. If AI is on "poor settings", they will shoot again, but their "triggering" time wont be so accurate . This is how SH AI gunners are made...

Imaging your self using fixed deck gun in the rough seas... The only way to hit your target is to follow pitching of the ship and to pull the trigger at right time, right?
Now , your ability to pull the trigger at right time would be AI skill setings(poor, elite) and trav/elev tolerance would be something like captain instructions "do not shoot on that ship IF you can't pull the triger with deviation less then 5 degerees sailor!"...do you understand my creepy English Gap?:D

EDIT :
[AI Cannons]
;The degrees at which the AI could be off when aiming guns at you
Max error angle=4.5 ;[deg] was 3, increased 33%
Max fire range=7000 ;[m] was 6000
Max fire wait=12 ;[s]
Remember angle setings from Sim.cfg modified by TDW(IRAI)? It does nothing when you put some extreme value in here, like 60 degrees or something. This is because (probably) AI angle limit is already set to 1 in gunsradars.sim and value from SIm.cfg is just something like overall AI elev/trav angle limit with lower priority...


What do you think Vecko? I would make German equipment names optional, after that I need for a new set of screenies with English equipment names by plj (:D), and then I will try moving those equipment labels around and adding missing lines. What do you think, guys? :)

Sure why not, or you should save your skills for something bigger, like torpedo tubes and TDC maybe?:D
Or maybe we could find new images for GUI, without lines and -problem solved...:D

plj
10-02-13, 10:33 AM
Thought I'd let you know that the 2 mod's together created multiple system freeze's .. after removing that other one, my game has been stable and my computer hasnt frozen anymore.

I agree that it would be nice to have stuff properly labeled, but the primary goal, more realistic damage, is more important then the polish to me .. at least at the moment.

Mostly because I figure that the polish wont require a new campaign, while the important stuff does .. but that's just personal preference :p

vdr1981
10-02-13, 11:04 AM
I've edited your sensors2.zon file a bit, by default zone is place in the middle of the sub. Could this be proper GHG sensors location? (attachment)

EDIT:
Just tested a bit more...Two stupid crash dives in shallow waters and you can say goodbye to hydrophone...No CTD,freezes, savable...And Benno can't hear a ****...:D

Thought I'd let you know that the 2 mod's together created multiple system freeze's .. after removing that other one, my game has been stable and my computer hasnt frozen anymore.



Good finding!

plj
10-02-13, 01:58 PM
Just so you dont miss it ... this (http://img571.imageshack.us/img571/1264/d6s3.jpg) looks kinda odd as well

vdr1981
10-02-13, 02:12 PM
Just so you dont miss it ... this (http://img571.imageshack.us/img571/1264/d6s3.jpg) looks kinda odd as well

LoL Yes, :D I've noticed that too...Everything will be fixed...Eventually...:hmm2:

gap
10-02-13, 05:24 PM
No way...This is not the case, i'm sure of it... Trav/elev tolerance is "window" when AI will have green light to pull the triger.

...

...do you understand my creepy English Gap?:D

Yes, at all.

Thank you for sharing your findings Vecko, your arguments sound perfectly plausible. :yep:


EDIT :
[AI Cannons]
;The degrees at which the AI could be off when aiming guns at you
Max error angle=4.5 ;[deg] was 3, increased 33%
Max fire range=7000 ;[m] was 6000
Max fire wait=12 ;[s]
Remember angle setings from Sim.cfg modified by TDW(IRAI)? It does nothing when you put some extreme value in here, like 60 degrees or something. This is because (probably) AI angle limit is already set to 1 in gunsradars.sim and value from SIm.cfg is just something like overall AI elev/trav angle limit with lower priority...

It makes sense as well. Probably the least value between the global parameter 'Max error angle' and the individual tolerance factors, is applied for each gun.

At this point I wonder how the other 'Max fire wait' parameter is used in game :hmm2:


I agree that it would be nice to have stuff properly labeled, but the primary goal, more realistic damage, is more important then the polish to me .. at least at the moment.

Mostly because I figure that the polish wont require a new campaign, while the important stuff does .. but that's just personal preference :p


Sure why not, or you should save your skills for something bigger, like torpedo tubes and TDC maybe?:D
Or maybe we could find new images for GUI, without lines and -problem solved...:D

Those lines are useful, and the damage interface mod that you have merged into R.S.D. is beautiful, let's make good use of it. :03:

We will focus on more important features first, and once we will have a complete picture, with all the new equimpent damage labels in place, we will deal with the needed interface adjustements (labels naming and correct placing) as lats task. What do you think guys?

I've edited your sensors2.zon file a bit, by default zone is place in the middle of the sub. Could this be proper GHG sensors location? (attachment)

I don't get you here. :hmmm:

Boxes and spheres must be centered on their owner object. This is how the new .zon file is set, in conformity with the settings you had used for the stock GHG sensor (copied/pasted your own settings).

This has nothing to do with the placement of the sensor on boat's 3d model. Since you ask it, GHG and Balkon Gerat are fitted on the H01 bone, and KDB is linked on the H02 bone. I know it from u-boats' sns files. I didn't check where the above bones are placed, but I suppose in the bow section, near the keel for bone H01 and on deck for H02. If you wanted to move hydrophone sensors you should move those bones using GR2 Editor.

One last note: I actually ignore what is the use (if any) of .sns and .eqp files for human playable units. Changing their settings don't have any effect in game (at least apparently), maybe for reference? I have still to find how equipment/armament bones on U-boat 3d models are linked to their respective "slots" in upc and upge files. :hmm2:


EDIT:
Just tested a bit more...Two stupid crash dives in shallow waters and you can say goodbye to hydrophone...No CTD,freezes, savable...And Benno can't hear a ****...:D

hurray! :yeah:

be wise when setting sensor's AP and crash depth zone settings, or we will get deaf after the first deep diving :03:

Just so you dont miss it ... this (http://img571.imageshack.us/img571/1264/d6s3.jpg) looks kinda odd as well

LoL Yes, :D I've noticed that too...Everything will be fixed...Eventually...:hmm2:

Torpedoes orientation? That is easy to fix: one needs just to flip their textures. I should already have the fix somewhere on my HD, by the way :)

Mikemike47
10-02-13, 09:58 PM
Download link title at bottom of post #1 says version 5.2.

Once you click on the link, the file name says "R.S.D.- Reworked Submarine Damage v5.3" and version 5.3 is stated in the link title (http://www.subsim.com/radioroom/downloads.php?do=file&id=4199&act=down) there.

Typo error or what has changed in version 5.3? No 5.3 change log information is given.

vdr1981
10-03-13, 08:32 AM
Download link title at bottom of post #1 says version 5.2.

Once you click on the link, the file name says "R.S.D.- Reworked Submarine Damage v5.3" and version 5.3 is stated in the link title (http://www.subsim.com/radioroom/downloads.php?do=file&id=4199&act=down) there.

Typo error or what has changed in version 5.3? No 5.3 change log information is given.

Not an error.. I was just too lazy to write one line for change log...:)

vdr1981
10-03-13, 09:29 AM
I don't get you here.

Boxes and spheres must be centered on their owner object. This is how the new .zon file is set, in conformity with the settings you had used for the stock GHG sensor (copied/pasted your own settings).
Yes, sry about that, i was a bit confused when i merged main sub gr2 and sensors2.dat.



Its's fixed with v5.3 and, that's it , for now...I think i'll slow down with new updates and let people actually to sail a bit so they could report any strange behavior of the game that could be RSD related...

I'm particularly interested if you experience strange game behavior in following situations:

- CTD or game freeze when equipment is destroyed
- Strange sinking mechanic
- Behavior in the campaign after save/load with destroyed equipment
- If crew reporting detection of radar signals after RWR antenna has been destroyed
- U-boat upgrades, are they properly shown and placed on submarine.

I cant remember anything other than that... R.S.D. only effects U-Boat systems and their damage so any other problem should not be related to this mod ,like CTD when torpedo struck, critical explosion of merchants and so on... I hope this mod will make game more exciting, realistic and challenging...

gap
10-03-13, 09:55 AM
Yes, sry about that, i was a bit confused when i merged main sub gr2 and sensors2.dat.

Merging those files doesn't give any useful information: they are not spatially overlapping. As I have told you yesterday, equipments are linked to unit models through special equipment linking bones :yep:



Its's fixed with v5.3 and, that's it , for now...I think i'll slow down with new updates and let people actually to sail a bit so they could report any strange behavior of the game that could be RSD related...

I agree :up:

Any plan for future new features/fixes? Let me know if you have a todo list, for me to look into game files for the feasibility of the planned features

P.S: this is the link to the gun data spreadsheet that I was talking about yesterday: :salute:
http://www.mediafire.com/download/htnbngcyqwtu8ac/guns_data.xlsx

vdr1981
10-03-13, 10:17 AM
Tnx Gap, I'll do that...And that document kicks ass...:up:

gap
10-03-13, 12:14 PM
And that document kicks ass...:up:

Glad you like it :up:

plj
10-03-13, 05:08 PM
Is it possible that your mod conflicts with [R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible] ?

I get hydro contacts while at flank on the surface :o

gap
10-03-13, 05:12 PM
Is it possible that your mod conflicts with [R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible] ?

I get hydro contacts while at flank on the surface :o

Which hydrophone?

vdr1981
10-03-13, 05:35 PM
Hm... Good find Plj. GHG Hydrophones. Could this be because of new sensor file? You talked something about udate of REM Gap?

gap
10-03-13, 05:40 PM
Hm... Good find Plj. GHG Hydrophones. Could this be because of new sensor file? You talked something about udate of REM Gap?

:sign_yeah:

The "new" (destroyable) GHG is not affected by R.E.M's tweaks. All other hydrophones are unchanged. I will prepare a R.E.M. patch for R.S.D. (or an R.S.D patch for R.E.M? :hmm2:) as soon as possible :up:

vdr1981
10-03-13, 05:45 PM
Nice!:up:

SnipersHunter
10-04-13, 03:17 AM
:sign_yeah:

The "new" (destroyable) GHG is not affected by R.E.M's tweaks. All other hydrophones are unchanged. I will prepare a R.E.M. patch for R.S.D. (or an R.S.D patch for R.E.M? :hmm2:) as soon as possible :up:

Thanks Gap:up:

plj
10-04-13, 03:19 AM
Great .. I thought I mucked up again :p Thanx gap!

vdr1981
10-04-13, 02:39 PM
Maybe i could help with REM update if you are busy with something else Gap?

gap
10-04-13, 03:10 PM
Maybe i could help with REM update if you are busy with something else Gap?

Sorry, today I was too absorbed with our crossed discussions on the forum to work on it.

R.E.M's hydrophone settings are a bit complicated: each sensor got three SensorData controllers, each set for different u-boat depths and detection ranges. Only the first controller is applied for player, whereas the three of them are active for AI sonarman. Nonetheless, they must be sorted in a specific order for them to work together correctly :doh:

If you wanted to do the work yourself, you should locate the appropriate controllers in R.E.M's sim file (IIRC I placed them toward the end of the file), paste them in the sim file of the destructible GHG, and change their parent Id to point to the GHG node in the dat file. This is best done in S3d. You should repeat the process for the three versions of R.E.M.

You can have a go at it, if you want, or I can do it myself tonight (in case I stay home), or tomorrow :up:

SnipersHunter
10-04-13, 03:14 PM
Very interesting ...:hmmm:

vdr1981
10-04-13, 03:26 PM
SM.

You can have a go at it, if you want, or I can do it myself tonight (in case I stay home), or tomorrow :up:


I think I'll wait...I don't wont to screw up something...:o

SnipersHunter
10-04-13, 03:29 PM
Just a question are you planning more features in the future?

gap
10-04-13, 03:37 PM
I think I'll wait...I don't wont to screw up something...:o

Going to have a few with my gang.
Work on the R.E.M patches postponed until tomorrow... morning if I will be in conditions :D

http://www.sherv.net/cm/emoticons/drink/drinking-beer.gif

vdr1981
10-04-13, 03:45 PM
Going to have a few with my gang.
Work on the R.E.M patches postponed until tomorrow... morning if I will be in conditions :D

http://www.sherv.net/cm/emoticons/drink/drinking-beer.gif

Have a nice time Gap! :D

http://www.youtube.com/watch?v=_ZSiHfED1Cw

SnipersHunter
10-04-13, 03:51 PM
Thomsen is best kaleu :arrgh!:
Stay tuned for the REM Patch

Mikemike47
10-04-13, 10:08 PM
CTD Happened at a new campaign using silentotto right as the bunker is being shown. Trying battle of the Mediterranean.

Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V8 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers best ever fog V22 SH5
sobers waves mod V12 27032013
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith - all New UIs v7.5 is test version 12
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_TDW_MessBoxMinWidth - stand alone from TDW I think
Manos Scopes-patch for 5x4
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Submarine's .sim&cfg (mod engine ratio + ind cont patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
NDD_Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
OHII v2.2 Sobers Terrain fix
Open Horizons II - Hospital Ship Texture Fix v1
OH II Minefield map for TDWs Ui
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Crew scripting by TheDarkWraith
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
Reworked U-boat Guns (incomplete version)
sobers Depth of Field V6 SH5
sobers map colors SH5 V1
Shadow Improvement Mod
TDW_GenericPatcher_v_1_0_149_0
Voice, Sounds & Help
Dialogs(xx) and sound cfg - [WIP] Voices Reloaded testing
Reworked Submarine Damage v5.3
Update:
Repeated same process as above, but removed version 5.3 and added Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1, then Reworked Submarine Damage v4, no CTD at campaign start then.

LMD
10-05-13, 02:01 AM
Guys, 1 short question - to enable AI's ability to use radio to contact other units in Generic Patcher, it's said to install SM_Wounded_Unit_Radioing mod.
Well it also has zone.cfg file.Do I have to installl it before or after R.S.D?

Thanks in advance!

plj
10-05-13, 05:22 AM
You can ignore it. The zones.cfg in RSD already contains the needed entries. Just compared the two files .. they differ in some values used, but otherwise are identical, except for the added features for RSD.

The zones.cfg for the other mission is just to give the radio room a gigantic size, so even I can hit it with a deckgun.

Please someone correct me if I'm wrong, but to the best of my ability, this seems to be the case.

vdr1981
10-05-13, 05:36 AM
Please someone correct me if I'm wrong, but to the best of my ability, this seems to be the case.

Zone.cfg can't define size of the object...It contains definitions for them, HP values, armor and how how will they behave when damage is taken...Damage zones for objects are placed in .zon files.

vdr1981
10-05-13, 05:39 AM
CTD Happened at a new campaign using silentotto right as the bunker is being shown. Trying battle of the Mediterranean.


Do you remember fault module name? How many times did you try to enter campaign ,only once or couple of times?
I'm asking you this because i experienced the same CTD(MCV something) couple of times, but on next try, everything seems to be OK...This happens mostly if i chose new campaign right after some other campaign, without exiting game...
Edit:
No CTD here...

Mikemike47
10-05-13, 10:13 AM
Do you remember fault module name? How many times did you try to enter campaign ,only once or couple of times?
I'm asking you this because i experienced the same CTD(MCV something) couple of times, but on next try, everything seems to be OK

No fault module name produced in event viewer. I was not running debug view program. I reproduced the problem 4 times.

vdr1981
10-05-13, 10:26 AM
What about other campaigns?
Remove Menu and textures folders from RSD and try again...

plj
10-05-13, 10:28 AM
CTD Happened at a new campaign using silentotto right as the bunker is being shown. Trying battle of the Mediterranean.


OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
Open Horizons II - Hospital Ship Texture Fix v1
Reworked U-boat Guns (incomplete version)
Voice, Sounds & Help
Dialogs(xx) and sound cfg
Update:
Repeated same process as above, but removed version 5.3 and added Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1, then Reworked Submarine Damage v4, no CTD at campaign start then.

What I left of your list is sortof the difference with my current list. Mainly cuz I cant find the first 2 and have no need for the rest. I'll try later today if I can produce the same error and report back. How is your .exe patched ? Could that be relevant ?

vdr1981
10-05-13, 12:12 PM
Any luck Mike?

Mikemike47
10-05-13, 12:36 PM
Any luck Mike?
I am running some more tests first without removing Menu and textures folders.

Strange, I have a very fast internet connection, just downloaded v5.3, using piriform defraggler. It is telling me I have about 10 *.dds files that have 6 fragments a piece for v5.3.

If above still does not work, then I'll remove Remove Menu and textures folders as suggested from v 5.3. All I've seen so far in the differences between files in Menu and textures folders between RSubdamage and Nauticalwolf's Damage and Torpedo UI(b) Mod v1.1 is time difference for a few files but others in same folder are identical.

vdr1981
10-05-13, 01:01 PM
Strange, I have a very fast internet connection, just downloaded v5.3, using piriform defraggler. It is telling me I have about 10 *.dds files that have 6 fragments a piece for v5.3.



I dont get you here quite well... Fast connection? v5.3 is only `~5MB in size? Can you elaborate a bit more this about "fragments and pieces"?:06:

Mikemike47
10-05-13, 01:36 PM
Fast connection? v5.3 is only `~5MB in size? Can you elaborate a bit more this about "fragments and pieces"?:06:
Poor wording on my part. 10 dds files being reported to have been fragmented in 6 places for each file. I am going to redownload the mod and try again. I have add smaller internet services in the past, connect than drop a connection, including while downloading a file.


All I've seen so far in the differences between files in Menu and textures folders between RSubdamage and Nauticalwolf's Damage and Torpedo UI(b) Mod v1.1 is time difference for a few files but others in same folder are identical.
Still had a CTD in the mod order I posted yesterday after defragging, one attempt. Still had a CTD when I enabled Nauticalwolf's Damage and Torpedo UI(b) Mod v1.1 AFTER RSD version 5.3, tried once.
I must be an isolated incident since I am only having problems. I am still using silentotto when starting a career. I do not want to completely start over YET since I just started over from another mess that was my fault from Mare Nostrum from game save thread (http://www.subsim.com/radioroom/showthread.php?t=207885). All because I deleted my game save data too soon with a batch file I've used for years!!

This time I will turn on debug view.

plj
10-05-13, 02:13 PM
This is where it get's interesting. If I silentotto my way to Battle for the Med., I CTD with the following error.

Problem Event Name: BEX
Application Name: SH5.exe
Application Version: 1.2.0.0
Application Timestamp: 562b9a96
Fault Module Name: MSVCR90.dll
Fault Module Version: 9.0.30729.6161
Fault Module Timestamp: 4dace5b9
Exception Offset: 00036bf4
Exception Code: c0000417
Exception Data: 00000000
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1043
Additional Information 1: 1075
Additional Information 2: 1075a11da2f0a944cd32a4c2e93bfdde
Additional Information 3: db56
Additional Information 4: db56786942cd4f1813c0dce551a5b0f6

Google on that reveals this topic (http://www.subsim.com/radioroom/showthread.php?t=201655).

I'll leave the first guesses to people with more knowledge on the subject.

My current modlist is:


Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
OH II Minefield map for TDWs Ui
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0
<Patcher 'mod'>

vdr1981
10-05-13, 02:49 PM
************************************************** **********************************************
goto - Control Panel\Programs\Programs and Features

look for - Visual C++ 2008 Redistributable 9.0.30729.4974

if you have it - delete it
************************************************** ***********************************************


Maybe this, from Sober's instructions?

volodya61
10-05-13, 02:51 PM
This is where it get's interesting. If I silentotto my way to Battle for the Med., I CTD with the following error...

All that I can say about it I already said here - http://www.subsim.com/radioroom/showpost.php?p=2121984&postcount=236

9.0.30729.6161 is MS Visual C++ 2008 latest version.. MSVCR90.dll is its library..
I think it's broken game's engine and isn't related on the particular mods.. that's common error that I see when I've enabled too much 'heavy' mods..

volodya61
10-05-13, 02:54 PM
************************************************** **********************************************
goto - Control Panel\Programs\Programs and Features

look for - Visual C++ 2008 Redistributable 9.0.30729.4974

if you have it - delete it
************************************************** ***********************************************


Maybe this, from Sober's instructions?

That's old and (I think so) wrong instruction.. you can't play this game without Visual C++ 2008..

plj
10-05-13, 03:44 PM
All that I can say about it I already said here - http://www.subsim.com/radioroom/showpost.php?p=2121984&postcount=236

9.0.30729.6161 is MS Visual C++ 2008 latest version.. MSVCR90.dll is its library..
I think it's broken game's engine and isn't related on the particular mods.. that's common error that I see when I've enabled too much 'heavy' mods..

Assuming Mikemike47 has the same error, this sounds like the most plausible explanation to me.

I'll believe one version of VC++ introducing an error, but I refuse to accept that all versions of VC++ would be the issue .. since that would clearly make the reverse statement more intelligent .. given millions of people experience no issues with VC++ ... just us sh5 users ;)

Could doing a restore of my save folder to the situation right after installation improve this or is it irrelevant that the save folder contains stuff ?

Mikemike47
10-05-13, 03:54 PM
Assuming Mikemike47 has the same error, this sounds like the most plausible explanation to me.
My event viewer is not reporting anything back with Visual C++ errors relating to SH5. I still have that version installed. Been down that path before so many times, deleted that version, deleted different versions of same year for a visual C++, and it never solved anything for me.

plj
10-05-13, 04:35 PM
Tested a few other scenario's:

Compatability mode (XP sp3) => CTD
Unpatched .exe => CTD
Clean save folder => CTD

All with silentotto and Battle for the Med.


@volodya61 .. given your remarks, what would you considder 'heavy' mods so I can test that theory ?

EDIT: should we perhaps create a new topic for this ?

volodya61
10-05-13, 05:09 PM
@volodya61 .. given your remarks, what would you considder 'heavy' mods so I can test that theory ?

What do I call a 'heavy' mod? mods that bring into the game a lot new/changes or their own libraries..
In my experience these mods are -

NewUIs
Open Horizons
MTNS
Harbour Addition
FX Update
Equipment Upgrade Fix (or my edition of this mod)
TDW AI-sub Crew
TDW Ship Inertia
Sub Flags (for some reason)
Reworked U-boat Guns (Gap's and my unreleased mod)
perhaps this mod (Reworked Submarine Damage) too..

Mikemike47
10-06-13, 08:22 AM
Mainly cuz I cant find the first 2 and have no need for the rest.

I just used the search within OH thread with partial names and quick to find
ORP Gryf and HMS Rocket no reflection patch (http://www.mediafire.com/?9ep6c50rwab010o)

plj
10-06-13, 08:42 AM
I just used the search within OH thread with partial names and quick to find
ORP Gryf and HMS Rocket no reflection patch (http://www.mediafire.com/?9ep6c50rwab010o)


I did a quick search, and had planned to read through the thing from start to end ... I just suck I guess :p Thanx, again :D

EDIT: yay, the other: http://www.mediafire.com/download/52o2vu996ausvb3/Open+Horizons+II+-+Hospital+Ship+Texture+Fix+v+1.rar

Mikemike47
10-06-13, 09:16 AM
RSD v5.3 starting at a new campaign, NO silentotto, works fine.

RSD v5.3 starting at a new campaign, WITH silentotto, getting a CTD no event viewer log, I did not run debug view. The CTD happens right at the bunker as the guy says "Sure thing, what do you have in mind." I did not push the upgrade or torpedo option yet. This is always the same symptoms with the guy speaking for all CTDs when mentioned below.

I have concluded that I can not use silentotto and RSD v5.3 at the moment. At least for Mare Nostrum and Battle of Mediterranean. At the moment, I do not feel like testing other campaigns with silentotto and RSD v5.3.

I deleted the menu and texture folders as suggested, then used silentotto and RSD v5.3 and got the CTD starting a new campaign.

My last game saved was with the Battle of Mediterranean campaign using mods posted at #292 but removed RSD v5.3. I then enabled Nauticalwolf's Damage and Torpedo_UI(b)_Mod_v1.1 and then RSD v4. I started this game by using silentotto and picked the Mediterranean campaign. Saved, and exited out of the game. I disabled Nauticalwolf's Damage and Torpedo_UI(b)_Mod_v1.1 and then RSD v4, I enabled RSD v5.3.

This time I started a new campaign, but DID Not use silent otto. I started the coastal waters mission fully loaded and at the bunker of Kiel, I then loaded my save from Battle of Mediterranean campaign using mods posted at #292 WITH RSD v5.3. Whola, :timeout::haha: it works where I left off at the last save.

vdr1981
10-06-13, 10:15 AM
But we still can't pinpoint wich files from v5.3 causing problems for you? :hmmm:

Best solution would be to install last good noCTD mod combination and than to manually add one by one file(or folder) from v5.3... That could eventually tell us something and I could do some changes if necessary.


This time I started a new campaign, but DID Not use silent otto. I started the coastal waters mission fully loaded and at the bunker of Kiel, I then loaded my save from Battle of Mediterranean campaign using mods posted at #292 WITH RSD v5.3. Whola, :timeout::haha: it works where I left off at the last save.

Hm, You used save created with v4 and load it after you have enabled v5.3?

Mikemike47
10-06-13, 10:22 AM
But we still can't pinpoint wich files from v5.3 causing problems for you? :hmmm:
So I suspect it is any file(s) except from the menu or texture folders.
Best solution would be to install last good noCTD mod combination and than to manually add one by one file(or folder) from v5.3... That could eventually tell us something and I could do some changes if necessary.

Hm, You used save created with v4 and load it after you have enabled v5.3?
Sure, did. V4 was enabled after Nauticalwolf's Damage and Torpedo UI (b)Mod v1.1. Now I am about to play with that last save using v5.3. I forgot mention this: I saw one change though. Hull integrity was at 100% using Nauticalwolf's Damage and Torpedo UI (b)Mod v1.1 and RSD v4. Hull integrity was at 75% using RSD v5.3.

plj
10-06-13, 10:26 AM
not only that, this also made his dead savegame come to live again.

Mikemike47
10-06-13, 10:32 AM
not only that, this also made his dead savegame come to live again.
Not really. Using silentotto and v5.3, I never attempted to save the game right before I CTD at the bunker. Was I missing some facts on my part somewhere?

vdr1981
10-06-13, 11:17 AM
Not really. Using silentotto and v5.3, I never attempted to save the game right before I CTD at the bunker. Was I missing some facts on my part somewhere?

I never attempted the opposite...First thing when i enter campaign using silentotto is game save/reload becuase of the missing upgrade bug... :hmmm:

And those dds files from menu and textures folders are just textures and they do not have any special purpose in this mod. They are just an eye candy and RSD works withouth them also. To say that problem is caused by some file outside of those folders isn't helpful at all, i already know that... :03:

P.S. It's pitty because we don't have more impressions regarding this mod... I'm still not quite sure is this an isolated incident or maybe something else...

plj
10-06-13, 11:23 AM
My last game saved was with the Battle of Mediterranean campaign using mods posted at #292 but removed RSD v5.3. I then enabled Nauticalwolf's Damage and Torpedo_UI(b)_Mod_v1.1 and then RSD v4. I started this game by using silentotto and picked the Mediterranean campaign. Saved, and exited out of the game. I disabled Nauticalwolf's Damage and Torpedo_UI(b)_Mod_v1.1 and then RSD v4, I enabled RSD v5.3.

This time I started a new campaign, but DID Not use silent otto. I started the coastal waters mission fully loaded and at the bunker of Kiel, I then loaded my save from Battle of Mediterranean campaign using mods posted at #292 WITH RSD v5.3. Whola, :timeout::haha: it works where I left off at the last save.
Does this not mean you repaired your save ? Or more accurately, managed to trick the game into accepting it again .. ?

Mikemike47
10-06-13, 12:35 PM
And those dds files from menu and textures folders are just textures and they do not have any special purpose in this mod. They are just an eye candy and RSD works without them also.
I know.
To say that problem is caused by some file outside of those folders isn't helpful at all, i already know that... :03:

I know. I'll look at the 7C type files first since that is the sub in the recent campaigns that are crashing SH5. Or probably eliminate a file one at a time until I can find a bug or error. Yes, it could be anything not related to 7C sub, too.
I had too many crashes issues since Sep 29. The CTDs came close to making me want to post nothing more for a few days or put SH5 on hold for a few days.
I want to have a little more fun with the game first before I start to hunt for the problem again.

gap
10-06-13, 12:42 PM
Is the mod overwriting any UI mod files? :hmmm:

vdr1981
10-06-13, 12:52 PM
Is the mod overwriting any UI mod files? :hmmm:

Yes, since v5.2 and GHG patch... .sns files.

gap
10-06-13, 01:04 PM
Yes, since v5.2 and GHG patch... .sns files.

Any menu page? :hmmm:

A second thought: has any of you guys tried removing all his saved campaigns from the documents folder (so that the game won't see them), started a whole new campaign (with RSD enabled), and then loaded Mare Nostrum using the silentotto cheat?

vdr1981
10-06-13, 01:08 PM
Any menu page? :hmmm:



Only upc, upcge, and zon files...

Any progres with REM patch? Campaign is unplayable like this...:D

Mikemike47
10-06-13, 02:17 PM
Is the mod overwriting any UI mod files? :hmmm:
And maybe the answer was right in front of me when I enabled v5.3 last?
Yes, since v5.2 and GHG patch... .sns files.
I am going to disable all **.sns files for starters. P.S I never used 5.2. I went from 4 to 5.3.

Found this in the folder, NSS_Uboat7c41.SNS. Could a simple change like NSS_Uboat7c41.sns be the problem? Just wondering since I do not know how exact information has to be for how this react with one another.

gap
10-06-13, 02:32 PM
And maybe the answer was right in front of me when I enabled v5.3 last?

I am going to disable all **.sns files for starters. P.S I never used 5.2. I went from 4 to 5.3.

Found this in the folder, NSS_Uboat7c41.SNS. Could a simple change like NSS_Uboat7c41.sns be the problem? Just wondering since I do not know how exact information has to be for how this react with one another.

Did the problem start with RSD v 5.3?

I don't think RSD's sns are the problem, neither their settings nor the usage of lower case letters instead of capital ones, but try removing them anyway. If loading Mare Nostrum will still CTD your game, try following my suggestion @ post #324 :hmm2:

Mikemike47
10-06-13, 02:47 PM
Did the problem start with RSD v 5.3?
Yes. It could have saved old data from my recovering game save data thread.

try following my suggestion @ post #324 :hmm2:

That is my next step. If it is old game save data. I even deleted old campaigns, etc. all ready. Just kept my current save information. It will be a first for me, I've been playing since SH2, if deleting all game data in my documents folder will correct a CTD experience.

plj
10-06-13, 02:49 PM
A second thought: has any of you guys tried removing all his saved campaigns from the documents folder (so that the game won't see them), started a whole new campaign (with RSD enabled), and then loaded Mare Nostrum using the silentotto cheat?

I asked if this was needed, I'm about to try that with the latest test version of NewUI's (I was on 5).

I'll clean my save folder and get to it.

gap
10-06-13, 03:15 PM
That is my next step. If it is old game save data. I even deleted old campaigns, etc. all ready. Just kept my current save information. It will be a first for me, I've been playing since SH2, if deleting all game data in my documents folder will correct a CTD experience.

Don't delete it: just move it somewhere else where the game won't see it :yep:

RSD adds some new destroyable sensors to the game. For some of them their status is now stored in savegames, so it is likely that savegame's file structure changes also. I don't know how the "silentotto" cheat works exactly, bu it is possible that when selecting a campaign with this method, game reads part of the needed information from a saved campaign. Possibly not the last one which, I suppose, you have started with RSD enabled. When comparing the old saved information with the new equipment settings, the game goes haywire.

It is just a conjecture, but I can't think of any other reason for RSD crashing the game for some but not for everyone, and only when silentotto is used :hmmm:

plj
10-06-13, 03:32 PM
After my first trial and error with sh5 mod installation, I zipped a copy of a pristine savedir .. I just renamed my old one, unzipped the backup, copied over my main.cfg and tried again: CTD for Battle of the Mediteranian

The idea put forward by volodya about these 'heavy' mods just being to much for the engine .. it sounds logical .. even more so given the fact that others before us had similar issues back in january ..

Any test scenario's that could help narrow stuff down ? I dont mind having to restart the game a gazillion times.

gap
10-06-13, 03:56 PM
After my first trial and error with sh5 mod installation, I zipped a copy of a pristine savedir .. I just renamed my old one, unzipped the backup, copied over my main.cfg and tried again: CTD for Battle of the Mediteranian

The idea put forward by volodya about these 'heavy' mods just being to much for the engine .. it sounds logical .. even more so given the fact that others before us had similar issues back in january .

Yes, but why the game starts normally with RSD enabled on a fresh campaign start? And why Vecko can load Mare Nostrum with no issues, did he get a Nasa computer? Moreoever, IIRC your and Mike's mod list are not particularly long :hmmm:

At this point I want to try myself...

plj
10-06-13, 04:01 PM
Just a stupid thought perhaps, but could it be due to equipment/ships/planes/whatever not being in the game before this campaign, but now needing to be placed for the campaign and thus erring out because of an issue with it ?

Or, and given it's a VC++ error, could it be due to a functioncall where an integer is expected but a float or string is passed, possibly due to changes by any of the mods in question ?

volodya61
10-06-13, 04:02 PM
The idea put forward by volodya about these 'heavy' mods just being to much for the engine .. it sounds logical .. even more so given the fact that others before us had similar issues back in january ..

I had similar issues since I started play this game back in February 2012 and tried to enable together NewUIs + Open Horizons + MTNS (great mod btw)..
These mods work together only in the following combinations -
NewUIs + Open Horizons or
MaGUI + Open Horizons + MTNS

plj
10-06-13, 04:06 PM
What does MTNS stand for ? :smug:

volodya61
10-06-13, 04:08 PM
What does MTNS stand for ? :smug:

http://www.subsim.com/radioroom/showthread.php?t=183101

plj
10-06-13, 04:15 PM
Hmz .. only logical connection that might have with our list is 'Expanded Navies by Cybermat47 v.1.0.01' perhaps .. how similar where your problems ?

vdr1981
10-06-13, 04:29 PM
If you can say for X2 5000+ AMD athlon NASA computer then OK...:D

I would suggest nice clean fresh installation of SH5 , to different location on your HD(to confuse any remaining registry entry)...Hard times bring hard measures... :smug:

volodya61
10-06-13, 04:34 PM
Hmz .. only logical connection that might have with our list is 'Expanded Navies by Cybermat47 v.1.0.01' perhaps .. how similar where your problems ?

These mods (MTNS and Expanded Navies) can not be compared.. MTNS is dozens of imported models/ships plus a full edited campaign for them..
Problems? the same as always - CTD on campaign start..

gap
10-06-13, 05:04 PM
Just a stupid thought perhaps, but could it be due to equipment/ships/planes/whatever not being in the game before this campaign, but now needing to be placed for the campaign and thus erring out because of an issue with it ?

ship/planes/whatever, no, equipments (and only equipments) yes: RSD brings at least a new equipment in game (my destructible version of the GHG sensor), and changes the settings of many other equipments. But everything should be okay on a fresh campaign start :yep:

Or, and given it's a VC++ error, could it be due to a functioncall where an integer is expected but a float or string is passed, possibly due to changes by any of the mods in question ?

This is a much more likely conjecture, even though it stills it doesn't explain why Vecko can start Mare Nostrum normally...

If you can say for X2 5000+ AMD athlon NASA computer then OK...:D

I would suggest nice clean fresh installation of SH5 , to different location on your HD(to confuse any remaining registry entry)...Hard times bring hard measures... :smug:

Have you tried reproducing plj's and Mike's mod list, and launching mare nostrum?

More: taking the cue from the last post by ply, can you check that you have not entered numeric values in the wrong format unadvertently (wrong characters, wrong parameter naming, decimals instead of integers, commas as decimal separators instead of full stops, etc)?

These mods (MTNS and Expanded Navies) can not be compared..

You cannot compare either RSD with MTNS, DynEnv, FXU or OH: this mod doesn't add new memory-intesive 3d models; doesn't add new campaign layers; doesn't add new particle generators to the game, doesn't create many new sets of parameters. If you look at its files, they are essentially stock files, and the entries recorded in them are more or less the same number as EUF's, whose files were used as base. RSD mostly changes some existing settings and it swaps a sensor with another sensor (whose 3d model is a 3-vertex mesh). The only significant addition are the new damage boxes, but if that was the problem, I would wait the game to crash on patrol loading or on impact detection, not specifically at the start of Mare Nostrum :hmmm:

volodya61
10-06-13, 05:12 PM
You cannot compare either RSD with MTNS, DynEnv or OH: this mod doesn't add new memory-intesive 3d models; doesn't add new campaign layers; doesn't create many new sets of parameters. It mostly changes some existing settings and it swap a sensor with another sensor (whose 3d model is a 3-vertex mesh). The only significant addition are the new damage boxes, but if that was the problem, I would wait the game to crash on patrol loading or on impact detection, not specifically at the start of Mare Nostrum :hmmm:

Did you read my post with 'heavy' mods in my experience?

http://www.subsim.com/radioroom/showpost.php?p=2123977&postcount=306
http://www.subsim.com/radioroom/showpost.php?p=2124036&postcount=311

PS: I already said it before, this game and its errors can not be subjected to logical analysis..

gap
10-06-13, 05:26 PM
PS: I already said it before, this game and its errors can not be subjected to logical analysis..

:har: :haha: :D :lol: :) :hmm2: :o :doh: :-? :wah:

said enough...

vdr1981
10-07-13, 02:50 AM
OK guys, we spend all of our options and we need to take more dramatic steps...I wont you to take following steps in order to save you (and me) from further frustration...

1. Delete your SH5 installation completely (including SH5 folder from my documents) and make a new one . (Clear reg.base, change path to the main SH5 folder)

2. Use TDW generic patcher.

3. This is my mod list...Install mods in this particular order, you can skip some mods but DO NOT install anything which is not in the list.
Accurate German Flags
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - No U-Mark
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith#1
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Nauticalwolf's_Periscope_Mod_v1.0
TDC Graphics by Naights v1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2.2
Expanded Navies by Cybermat47 v.1.0.01
Sobers Terrain fix for OH2 V2.2
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MFCMCCDLite
RPM Hydrophone v2.2 -for OHII full v2.2-
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Fix clock rear torpedo room VIIA
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
sobers no footstep sound mod
sobers water splash anim SH5
Submarine's .sim&cfg (modified for engine ratio patches)
gap - armaments & equipments patch v 0.2
sobers bad weather deck gun V5 SH5

Do not install RSD yet!

4. Now start mare nostrum/mediteran campaign...

5. If everything is OK then, install RSDv5.3. and try to start campaign again.

6. If CTD again then we go to "stage 2"...

plj
10-07-13, 04:06 AM
This is a much more likely conjecture, even though it stills it doesn't explain why Vecko can start Mare Nostrum normally...

I can also start Mare Nostrum without issue. Entered base, started patrol, no CTD.

Same can NOT be said for Battle for the Mediteranean, which CTD's as expected at campaign start.

I did not change my modlist yet, except for some stuff that's unrelated like the debris from explosions and red flares. Just to be ocercomplete, again my currently used modlist and order:

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
Sobers Terrain fix for OH2 V2.2
Open Horizons II - Hospital Ship Texture Fix v 1
OH II Minefield map for TDWs Ui
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0
TDW_GenericPatcher_v_1_0_149_0It seems to me the issue is related to campaignstart for Battle for the Mediterranean and nothing else. We seem to be able to start all other campaigns, more or less .. perhaps a few others give CTD's too.
Would it be helpfull to know which campaigns can be started using silentotto and which ones cant ? If so, I'll make that list first.

@vdr1981: Does your test protocol still make sense with this in mind ? (I can start Mare Nostrum, not Battle for the Med)

Also, any reason why you left OHII out ?

EDIT: Could it be the sub model you get in that campaign ? Also, I know it has been brought up before but donno what it was again, but my sub dives to snorkeldepth in dock, then comes back up .. could it hit the bottom in BftM and die, causing a CTD ?

Stormfly
10-07-13, 04:43 AM
iam at a point that i cant start a campaig at all using "silentotto" and RSD 5.3.... using a version pre 5.2 allowed me at least other campaigns but not mare nostrum.

i wont allow someone dictating a modlist for me, but i can see some things i miss maybe, i have a look on it.

vdr1981
10-07-13, 05:12 AM
@vdr1981: Does your test protocol still make sense with this in mind ? (I can start Mare Nostrum, not Battle for the Med)

Also, any reason why you left OHII out ?

Yes ,because i can start all of the campaigns using silentotto...You don't need to do this but i think this is the most efficient way to somehow find some conclusions...

OH II 2.2 full is there...



i wont allow someone dictating a modlist ...
I'm sorry if I hurt your vanity...My mod list is tested and work just fine and i think it should be used as a starting point for further testing.
Now , if you are 100% sure that RSD is responsible for your CTD problems, that's really easy to solve...

plj
10-07-13, 08:10 AM
I can also start Mare Nostrum without issue. Entered base, started patrol, no CTD.

Same can NOT be said for Battle for the Mediteranean, which CTD's as expected at campaign start.

I did not change my modlist yet, except for some stuff that's unrelated like the debris from explosions and red flares. Just to be ocercomplete, again my currently used modlist and order:

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
Sobers Terrain fix for OH2 V2.2
Open Horizons II - Hospital Ship Texture Fix v 1
OH II Minefield map for TDWs Ui
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0
TDW_GenericPatcher_v_1_0_149_0It seems to me the issue is related to campaignstart for Battle for the Mediterranean and nothing else. We seem to be able to start all other campaigns, more or less .. perhaps a few others give CTD's too.
Would it be helpfull to know which campaigns can be started using silentotto and which ones cant ? If so, I'll make that list first.


EDIT: Could it be the sub model you get in that campaign ? Also, I know it has been brought up before but donno what it was again, but my sub dives to snorkeldepth in dock, then comes back up .. could it hit the bottom in BftM and die, causing a CTD ?
Quoted for visability

Mikemike47
10-07-13, 10:00 AM
Added a post at the Open Horizon's thread about CTDs and version 5.3. May Trevally has an idea with silentotto.

Update:
Thanks gap. In reference to silentotto: "Yes, it was used by devs (and by Zedi & Trevally) to quicly test each campaign."

gap
10-07-13, 10:43 AM
I can also start Mare Nostrum without issue. Entered base, started patrol, no CTD.

Same can NOT be said for Battle for the Mediteranean, which CTD's as expected at campaign start.

Seems that I have started the Mare Nostrum/Battle for the Mediterranean misunderstanding, sorry for that.

So, CTD's only happen when starting BATTLE OF THE MEDITERRANEAN using silentotto, and with R.S.D. 5.2 or higher enabled.

Probably it has already been asked/answered in some previous post, but just to put it clear: have all of the three above conditions to be true for CTD's to happen? Did RSD versions previous to 5.2 have the same issue? If that was true, the problem would likely be my destructible GHG patch, though I can't see how it relates to the aforementioned campaign :hmm2:


Would it be helpfull to know which campaigns can be started using silentotto and which ones cant ? If so, I'll make that list first.

Any campaign :yep:


Just to be ocercomplete, again my currently used modlist and order:

Okay, this is helpfull, I will examine your mods one by one, and see if something in them could conflict with RSD or cause in any other way your problem :up:


EDIT: Could it be the sub model you get in that campaign ? Also, I know it has been brought up before but donno what it was again, but my sub dives to snorkeldepth in dock, then comes back up .. could it hit the bottom in BftM and die, causing a CTD ?

Yes, I thought about it: your newly assigned boat striking the sea bottom and suffering fatal damage due to the way RSD is set... unfortunately no new U-boat command is assigned during Battle of the Mediterranean: :hmm2:
http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2

@ Vecko, is your sub similarly diving when at dock?

We should also ask Trevally if the layers of that campaign are especially overcrowded, thus explaining a CTD by "heavy mods overlapping" as suggested by Volodya.

Another idea that came to my mind is that during Battle of the Mediterranean an equipment upgrade which is broken due to an incompatibility issue between RSD and EUF, could become available by date, thus revealing the problem...

EUF is a bit confusing as it comes in a lot of separate packages: main mod, patch, patch hotfix. To make things even worst, ther is even an EUF_UBoat_FX by the same TheBeast, and sober's available by date patch:

- @ Vecko, have you made sure that your upc/upcge files are based on EUF's ones, with EUF's submods enabled in the right order?

- I have noticed tha the copy of EUF's Patch_1_HotFix featured in Vecko's mod list is marked by an hash (#), whereas plj's one has not it. Are you guy sure that they are exactly the same mod?

- A while ago I and some other forum member had noticed that the upc file contained in Patch_1 (available by date) V9 by sober ignored the Patch_1_Hotfix, thus missing some entries and/or having in it some wrong references to items which had been changed in other files. I think Sober has allready corrected the mistake. Just in case: have you guys checked its UpgradePacks.upc file for errors? Except for UnitUpgradePackIntervalOptions settings, other settings should be identical to the ones of the hotfix :yep:

- has any of yo run TDW's mod validator? Sometimes it can spot little mistakes than an human eyes would easily overlook :up:

plj
10-07-13, 10:59 AM
- I have noticed tha the copy of EUF's Patch_1_HotFix featured in Vecko's mod list is marked by an hash (#), whereas plj's one has not it. Are you guy sure that they are exactly the same mod?
Yeah, I just removed the stupid hashtag :p

- A while ago I and some other forum member had noticed that the upc file contained in Patch_1 (available by date) V9 by sober ignored the Patch_1_Hotfix, thus missing some entries and/or having in it some wrong references to items which had been changed in other files. I think Sober has allready corrected the mistake. Just in case: have you guys checked its UpgradePacks.upc file for errors? Except for UnitUpgradePackIntervalOptions settings, other settings should be identical to the ones of the hotfix :yep:

I'll have no idea how to check that tbh. I'll have a look and see if I can figure it out :p

- has any of yo run TDW's mod validator? Sometimes it can spot little mistakes than an human eyes would easily overlook :up:
running it now .. cant find a few things .. will try to reproduce a report or something ..

plj
10-07-13, 11:40 AM
Silent Hunter 5 Validator v2.0.6.0 by TheDarkWraith

Validation results from D:\Games\Silent Hunter 5

Countries defined:
Albania
American
Argentina
Australian
Belgium
Brazil
British
Bulgaria
Canadian
China
Colombia
Croatia
Cuba
Denmark
Environmental
Egypt
Estonia
Faroe Island
Finland
France
FreeFrench
FreePoland
FreeBelgium
FreeNorway
FreeFinland
FreeGreece
FreeNetherland
FreeSweden
FreeDenmark
German
Greece
Iceland
India
Ireland
Italian
Japan
Latvia
Lithuania
Mexico
Netherlands
NewZealand
Nicaragua
Norway
Panama
Poland
Portugal
Romania
Russia
RedCross
SouthAfrica
Spain
Sweden
Turkey
Uruguay
Venezuela
World
Yugoslavia

Classes defined:
DBJu87Stuka (302)
USDiveBomber (302)
FBBeaufighter (301)
FBCorsair (300)
FW190a5 (300)
FBHurricaneMkIIc (300)
FBMosquitoMkVI (301)
FBMosquitoMkXVIII (301)
FBP38 (300)
FBP47 (300)
FBP51Mustang (300)
FBUSCVEarlyWar (300)
FBUSEarlyWar (300)
USFighter (300)
FBf109 (300)
FFulmar (300)
FHurricaneMkI (300)
FC200 (300)
LBJu290 (301)
LBSAnson (304)
LBSFW200 (304)
G4MBetty (301)
LBSH6K (304)
H8K (304)
LBSUSEarlyWar (304)
LBSUSLateWar (304)
LBSUSMedWar (304)
LBB17Fortress (301)
LBJu88 (301)
LBWellington (304)
LTBSM79Sparviero (303)
FSAR196 (304)
SBV138 (304)
SSunderland (304)
SUSFloatEarlyWar (304)
SUSHeavyBomberMedWar (304)
SUSHeavyBomberVLR (304)
LBSUSSearchPlane (304)
SZ501 (304)
TBAvenger (303)
TBBeaufort (303)
TBSwordfish (303)
TBUSCVLateWar (303)
USTorpedoBomber (303)
Barrage_Balloon (306)
Buoy_D2_FL (105)
Buoy_G1_FL (105)
Buoy_G2_FL (105)
Buoy_O1_FL (105)
Buoy_R1_FL (105)
Buoy_R2_FL (105)
SpecOpsSmallBoat (14)
Dolphin (107)
Floating_Mine (107)
Floating_Mine_Chain (107)
Floating_Mine_Chain_16 (107)
HBWhale (107)
Iceberg (107)
IcebergM1 (107)
IcebergM2 (107)
IcebergM3 (107)
IcebergS1 (107)
JPFish01 (104)
JPFish02 (104)
JPGunBoat01 (0)
JPGunBoat02 (0)
AGCC2Appalachian (109)
AGPCarlPeters (100)
GeAuxCruiser (102)
AMCKomet (13)
AMCPatroclus (13)
AMCPenguin (13)
AMCRawalpindi (13)
NAMC_Z (107)
AODithmarschen (100)
TugBoat (104)
BBBismark (11)
BBDuilio (11)
BBFuso (11)
BBKingGeorgeV (20)
BBHMSDukeOfYork (20)
BBKongo (11)
BBLittorio (11)
BBNelson (11)
BBNewYork (11)
BBNorthCarolina (11)
BBProvence (11)
BBQueenElizabeth (11)
BBRoyalSovereign (11)
BBSchleswigHolstein (11)
BBYamato (20)
BCDeutschland (10)
BCHood (10)
BCRenown (10)
BCScharnhorst (10)
CAHipper (7)
CACounty (7)
CAFurutaka (7)
CAKent (7)
CAHMSSuffolk (7)
CANorthampton (7)
CAPrinzEugen (7)
CATrento (7)
CLAgano (6)
CLBartolomeo (6)
CLBrooklyn (6)
CLDido (6)
CLEmden (6)
CLKonigsberg (6)
CLLeander (6)
CLMontecuccoli (6)
COBathurst (1)
COFlower (1)
CVEArcher (8)
CVEAttacker (8)
CVEAudacity (8)
CVEAvenger (8)
CVEBogue (8)
CVECharger (8)
CVGrafZeppelin (9)
CVELongIsland (8)
CVESangamon (8)
CVArkRoyal (9)
CVGlorious (9)
CVEagle (9)
CVFurious (9)
CVHermes (9)
CVIllustrious (9)
DDAB (4)
DDAkizuki (4)
DDAsashio (4)
DDClemson (4)
DDDraug (4)
DDFletcher (4)
DDGrom (4)
DDKeith (4)
DDMinekaze (4)
DDMutsuki (4)
DDRocket (4)
DDSoldati (4)
DDSomers (4)
DDTown (4)
DDTribal (4)
DDType34 (4)
DDType36N (4)
DDV&W (4)
DDHMSWalker (17)
DDWicher (4)
DEBuckley (3)
DEEvarts (3)
DERiver (2)
FFBlackSwan (2)
FFHMSStork (17)
FishingBoat (104)
CoastalBoat (104)
HOSP (109)
KL (102)
KLCSC2SB1 (102)
NKLEhrenfels (102)
NKLNorthSands (102)
KLWarSupplies (102)
KMCSAkita (108)
KMCSC1B (102)
KMSSHogIsland (108)
KMKHogIslandWarSupplies (102)
KSCSN3SA1 (108)
KSCSTaihosan (108)
KSSSKasagisan (108)
NKSEms (102)
LifeboatSmall (105)
LifeboatLarge (105)
LL (102)
LLWarSupplies (102)
LST (103)
LSMFPD (15)
PSTyohei_Z (107)
MLGryf (12)
OLDale (101)
T3Cimmaron (101)
OMRanger (101)
OSHaruna (101)
OSHaruna_Z (107)
PCThetis (0)
PHMauretania (109)
PLC3Middleton (102)
PLConteVerde (109)
NPL_Hap (103)
PPQueenMary (109)
PSTyohei (108)
PTElco (0)
PCTrawler (0)
NSampan01 (104)
NSampan02 (104)
NSampan03 (104)
SC497 (0)
SCSubchaser (0)
TRFelixRoussel (103)
TROronsay (103)
TR (103)
TRWilhelmGustloff (103)
VV (102)
Subnet (107)
Survivor (106)
Tug_Z (107)
SSTypeIIA (200)
SSTypeIIA_AI (200)
SSTypeVIIA (200)
SSTypeVIIA_AI (200)
SSTypeVIIA_U30 (200)
SSTypeVIIB (200)
SSTypeVIIB_AI (200)
SSTypeVIIB_U99 (200)
SSTypeVIIC (200)
SSTypeVIIC41 (200)
SSTypeVIIC41_AI (200)
SSTypeVIIC_AI (200)
SSTypeVIIC_U552 (200)
SSUndine (200)
SKoMidget (200)
AsianVillage (408)
Block_Ship (408)
Block_Ship2 (408)
Christian_Church (408)
CapeMayNAS_US (406)
ElizabethCityNAS_US (406)
GrenierAB_US (406)
LakehurstNAS_US (406)
LangleyAB_US (406)
LargeAirBaseGB (406)
LargeAirBaseGe (406)
LargeAirBaseIt (406)
LargeAirBaseRAF (406)
LargeAirBaseUS (406)
MaltaAirBaseGB (406)
MitchelAB_US (406)
NewYorkNAS_US (406)
NorfolkNAS_US (406)
NormalAirBaseGB (406)
NormalAirBaseGe (406)
NormalAirBaseIt (406)
NormalAirBaseJP (406)
NormalAirBaseRAF (406)
NormalAirBaseUS (406)
QuonsetNAS_US (406)
SmallAirBaseGB (406)
SmallAirBaseGe (406)
SmallAirBaseIt (406)
SmallAirBaseRAF (406)
SmallAirBaseUS (406)
SquantumNAS_US (406)
WestoverAB_US (406)
Landing_Pier (408)
Landing_Pier2 (408)
Landing_Pier3 (408)
CDLargeTurret (403)
CDMediumTurret (403)
CDSmallTurret (403)
NavalBase (407)

Roster:
Albania:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
PCTrawler (0=Patrol Craft)
American:
USDiveBomber (302=Dive Bomber)
FBCorsair (300=Fighter)
FBP38 (300=Fighter)
FBP47 (300=Fighter)
FBP51Mustang (300=Fighter)
FBUSCVEarlyWar (300=Fighter)
FBUSEarlyWar (300=Fighter)
USFighter (300=Fighter)
LBB17Fortress (301=Bomber)
LBSUSEarlyWar (304=Patrol)
LBSUSLateWar (304=Patrol)
LBSUSMedWar (304=Patrol)
SUSFloatEarlyWar (304=Patrol)
SUSHeavyBomberMedWar (304=Patrol)
TBAvenger (303=Torpedo Bomber)
TBUSCVLateWar (303=Torpedo Bomber)
USTorpedoBomber (303=Torpedo Bomber)
CapeMayNAS_US (406=Airbase)
CDLargeTurret (403=Artillery)
CDMediumTurret (403=Artillery)
CDSmallTurret (403=Artillery)
ElizabethCityNAS_US (406=Airbase)
GrenierAB_US (406=Airbase)
LakehurstNAS_US (406=Airbase)
LangleyAB_US (406=Airbase)
LargeAirBaseUS (406=Airbase)
MitchelAB_US (406=Airbase)
NavalBase (407=Naval Base)
NewYorkNAS_US (406=Airbase)
NorfolkNAS_US (406=Airbase)
NormalAirBaseUS (406=Airbase)
QuonsetNAS_US (406=Airbase)
SmallAirBaseUS (406=Airbase)
SquantumNAS_US (406=Airbase)
WestoverAB_US (406=Airbase)
AGCC2Appalachian (109=Rare Troop Transport)
BBNewYork (11=Battleship)
BBNorthCarolina (11=Battleship)
CANorthampton (7=Heavy Cruiser)
CLBrooklyn (6=Light Cruiser)
CoastalBoat (104=Coastal Vessel)
COFlower (1=Corvette)
CVEBogue (8=Escort Carrier)
CVECharger (8=Escort Carrier)
CVELongIsland (8=Escort Carrier)
CVESangamon (8=Escort Carrier)
DDClemson (4=Destroyer)
DDFletcher (4=Destroyer)
DDSomers (4=Destroyer)
DEBuckley (3=Destroyer Escort)
DEEvarts (3=Destroyer Escort)
FishingBoat (104=Coastal Vessel)
KL (102=Cargo)
KLCSC2SB1 (102=Cargo)
KLWarSupplies (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMCSC1B (102=Cargo)
KMKHogIslandWarSupplies (102=Cargo)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
LLWarSupplies (102=Cargo)
LST (103=Troop Transport)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
HOSP (109=Rare Troop Transport)
NPL_Hap (103=Troop Transport)
T3Cimmaron (101=Tanker)
OMRanger (101=Tanker)
OSHaruna (101=Tanker)
OSHaruna_Z (107=Z ships)
PCThetis (0=Patrol Craft)
PHMauretania (109=Rare Troop Transport)
PLC3Middleton (102=Cargo)
PSTyohei (108=Rare Cargo ship)
PSTyohei_Z (107=Z ships)
PTElco (0=Patrol Craft)
SC497 (0=Patrol Craft)
SpecOpsSmallBoat (14=Special OPS Boat)
TugBoat (104=Coastal Vessel)
VV (102=Cargo)
Argentina:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
Australian:
FBBeaufighter (301=Bomber)
FBHurricaneMkIIc (300=Fighter)
FBMosquitoMkVI (301=Bomber)
FBMosquitoMkXVIII (301=Bomber)
FBUSCVEarlyWar (300=Fighter)
FFulmar (300=Fighter)
FHurricaneMkI (300=Fighter)
LBSAnson (304=Patrol)
LBSUSLateWar (304=Patrol)
LBSUSMedWar (304=Patrol)
LBSUSSearchPlane (304=Patrol)
LBWellington (304=Patrol)
SSunderland (304=Patrol)
SUSFloatEarlyWar (304=Patrol)
SUSHeavyBomberVLR (304=Patrol)
TBBeaufort (303=Torpedo Bomber)
TBSwordfish (303=Torpedo Bomber)
TBUSCVLateWar (303=Torpedo Bomber)
LargeAirBaseGB (406=Airbase)
LargeAirBaseRAF (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseGB (406=Airbase)
NormalAirBaseRAF (406=Airbase)
SmallAirBaseGB (406=Airbase)
SmallAirBaseRAF (406=Airbase)
CACounty (7=Heavy Cruiser)
CLLeander (6=Light Cruiser)
CoastalBoat (104=Coastal Vessel)
COBathurst (1=Corvette)
COFlower (1=Corvette)
DDTribal (4=Destroyer)
DDV&W (4=Destroyer)
DERiver (2=Frigate)
FishingBoat (104=Coastal Vessel)
KL (102=Cargo)
KLCSC2SB1 (102=Cargo)
KLWarSupplies (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMCSC1B (102=Cargo)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
LLWarSupplies (102=Cargo)
GeAuxCruiser (102=Cargo)
HOSP (109=Rare Troop Transport)
NKLNorthSands (102=Cargo)
NPL_Hap (103=Troop Transport)
OMRanger (101=Tanker)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
PLC3Middleton (102=Cargo)
PSTyohei (108=Rare Cargo ship)
PTElco (0=Patrol Craft)
TugBoat (104=Coastal Vessel)
VV (102=Cargo)
Belgium:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
Brazil:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMCSC1B (102=Cargo)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
NAMC_Z (107=Z ships)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
British:
FBBeaufighter (301=Bomber)
FBHurricaneMkIIc (300=Fighter)
FBMosquitoMkVI (301=Bomber)
FBMosquitoMkXVIII (301=Bomber)
FBUSCVEarlyWar (300=Fighter)
FFulmar (300=Fighter)
FHurricaneMkI (300=Fighter)
LBSAnson (304=Patrol)
LBSUSLateWar (304=Patrol)
LBSUSMedWar (304=Patrol)
LBSUSSearchPlane (304=Patrol)
LBWellington (304=Patrol)
SSunderland (304=Patrol)
SUSFloatEarlyWar (304=Patrol)
SUSHeavyBomberVLR (304=Patrol)
TBBeaufort (303=Torpedo Bomber)
TBSwordfish (303=Torpedo Bomber)
TBUSCVLateWar (303=Torpedo Bomber)
CDLargeTurret (403=Artillery)
CDMediumTurret (403=Artillery)
CDSmallTurret (403=Artillery)
LargeAirBaseGB (406=Airbase)
LargeAirBaseRAF (406=Airbase)
MaltaAirBaseGB (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseGB (406=Airbase)
NormalAirBaseRAF (406=Airbase)
SmallAirBaseGB (406=Airbase)
SmallAirBaseRAF (406=Airbase)
AGCC2Appalachian (109=Rare Troop Transport)
AMCPatroclus (13=Auxiliary Cruiser)
AMCRawalpindi (13=Auxiliary Cruiser)
BBHMSDukeOfYork (20=Super Battleship)
BBKingGeorgeV (20=Super Battleship)
BBNelson (11=Battleship)
BBQueenElizabeth (11=Battleship)
BBRoyalSovereign (11=Battleship)
BCHood (10=Battlecruiser)
BCRenown (10=Battlecruiser)
CAHMSSuffolk (7=Heavy Cruiser)
CAKent (7=Heavy Cruiser)
CLDido (6=Light Cruiser)
CoastalBoat (104=Coastal Vessel)
COFlower (1=Corvette)
CVArkRoyal (9=Fleet Carrier)
CVEagle (9=Fleet Carrier)
CVEArcher (8=Escort Carrier)
CVEAttacker (8=Escort Carrier)
CVEAudacity (8=Escort Carrier)
CVEAvenger (8=Escort Carrier)
CVFurious (9=Fleet Carrier)
CVGlorious (9=Fleet Carrier)
CVHermes (9=Fleet Carrier)
CVIllustrious (9=Fleet Carrier)
DDAB (4=Destroyer)
DDHMSWalker (17=Elite Destroyer escort)
DDKeith (4=Destroyer)
DDRocket (4=Destroyer)
DDTown (4=Destroyer)
DDTribal (4=Destroyer)
DDV&W (4=Destroyer)
FFBlackSwan (2=Frigate)
FFHMSStork (17=Elite Destroyer escort)
FishingBoat (104=Coastal Vessel)
JPFish01 (104=Coastal Vessel)
JPFish02 (104=Coastal Vessel)
KL (102=Cargo)
KLCSC2SB1 (102=Cargo)
KLWarSupplies (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMCSC1B (102=Cargo)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
LST (103=Troop Transport)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
HOSP (109=Rare Troop Transport)
NKLNorthSands (102=Cargo)
NPL_Hap (103=Troop Transport)
OLDale (101=Tanker)
T3Cimmaron (101=Tanker)
OMRanger (101=Tanker)
OSHaruna (101=Tanker)
OSHaruna_Z (107=Z ships)
PCTrawler (0=Patrol Craft)
PHMauretania (109=Rare Troop Transport)
PLC3Middleton (102=Cargo)
PPQueenMary (109=Rare Troop Transport)
PSTyohei (108=Rare Cargo ship)
PSTyohei_Z (107=Z ships)
PTElco (0=Patrol Craft)
SpecOpsSmallBoat (14=Special OPS Boat)
TROronsay (103=Troop Transport)
TR (103=Troop Transport)
TugBoat (104=Coastal Vessel)
Tug_Z (107=Z ships)
VV (102=Cargo)
SSUndine (200=Submarine)
Bulgaria:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
Canadian:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
COFlower (1=Corvette)
DDAB (4=Destroyer)
DDTown (4=Destroyer)
DDV&W (4=Destroyer)
DERiver (2=Frigate)
FishingBoat (104=Coastal Vessel)
KL (102=Cargo)
KLWarSupplies (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
PTElco (0=Patrol Craft)
SpecOpsSmallBoat (14=Special OPS Boat)
TugBoat (104=Coastal Vessel)
China:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
TugBoat (104=Coastal Vessel)
Colombia:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
Cuba:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
Denmark:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
Egypt:
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
PSTyohei (108=Rare Cargo ship)
Environmental:
Barrage_Balloon (306=Environmental)
AsianVillage (408=Environmental)
Block_Ship (408=Environmental)
Block_Ship2 (408=Environmental)
Christian_Church (408=Environmental)
Landing_Pier (408=Environmental)
Landing_Pier2 (408=Environmental)
Landing_Pier3 (408=Environmental)
Buoy_D2_FL (105=Life Raft)
Buoy_G1_FL (105=Life Raft)
Buoy_G2_FL (105=Life Raft)
Buoy_O1_FL (105=Life Raft)
Buoy_R1_FL (105=Life Raft)
Buoy_R2_FL (105=Life Raft)
Dolphin (107=Z ships)
Floating_Mine (107=Z ships)
Floating_Mine_Chain (107=Z ships)
Floating_Mine_Chain_16 (107=Z ships)
HBWhale (107=Z ships)
Iceberg (107=Z ships)
IcebergM1 (107=Z ships)
IcebergM2 (107=Z ships)
IcebergM3 (107=Z ships)
IcebergS1 (107=Z ships)
JPFish01 (104=Coastal Vessel)
JPFish02 (104=Coastal Vessel)
NSampan01 (104=Coastal Vessel)
NSampan02 (104=Coastal Vessel)
NSampan03 (104=Coastal Vessel)
Subnet (107=Z ships)
Estonia:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
Faroe Island:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
Finland:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
France:
NavalBase (407=Naval Base)
BBProvence (11=Battleship)
CoastalBoat (104=Coastal Vessel)
COFlower (1=Corvette)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
FreeBelgium:
CoastalBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
FreeDenmark:
CoastalBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
FreeFinland:
CoastalBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KSCSN3SA1 (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
FreeFrench:
FBBeaufighter (301=Bomber)
FBHurricaneMkIIc (300=Fighter)
FBMosquitoMkVI (301=Bomber)
FBMosquitoMkXVIII (301=Bomber)
FBUSCVEarlyWar (300=Fighter)
FFulmar (300=Fighter)
FHurricaneMkI (300=Fighter)
LBSAnson (304=Patrol)
LBSUSLateWar (304=Patrol)
LBSUSMedWar (304=Patrol)
LBSUSSearchPlane (304=Patrol)
LBWellington (304=Patrol)
SSunderland (304=Patrol)
SUSFloatEarlyWar (304=Patrol)
SUSHeavyBomberVLR (304=Patrol)
TBBeaufort (303=Torpedo Bomber)
TBSwordfish (303=Torpedo Bomber)
TBUSCVLateWar (303=Torpedo Bomber)
LargeAirBaseGB (406=Airbase)
LargeAirBaseRAF (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseGB (406=Airbase)
NormalAirBaseRAF (406=Airbase)
SmallAirBaseGB (406=Airbase)
SmallAirBaseRAF (406=Airbase)
CoastalBoat (104=Coastal Vessel)
COFlower (1=Corvette)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
JPFish01 (104=Coastal Vessel)
JPFish02 (104=Coastal Vessel)
KL (102=Cargo)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
NKLNorthSands (102=Cargo)
OLDale (101=Tanker)
OMRanger (101=Tanker)
PLC3Middleton (102=Cargo)
TRFelixRoussel (103=Troop Transport)
TugBoat (104=Coastal Vessel)
VV (102=Cargo)
SSUndine (200=Submarine)
FreeGreece:
CoastalBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
OSHaruna (101=Tanker)
FreeNetherland:
CoastalBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
SSUndine (200=Submarine)
FreeNorway:
CoastalBoat (104=Coastal Vessel)
DDV&W (4=Destroyer)
KLCSC2SB1 (102=Cargo)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
FreePoland:
CoastalBoat (104=Coastal Vessel)
DDV&W (4=Destroyer)
KLCSC2SB1 (102=Cargo)
KSCSN3SA1 (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
FreeSweden:
CoastalBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
German:
FSAR196 (304=Patrol)
DBJu87Stuka (302=Dive Bomber)
FBf109 (300=Fighter)
FW190a5 (300=Fighter)
LBJu290 (301=Bomber)
LBJu88 (301=Bomber)
LBSFW200 (304=Patrol)
SBV138 (304=Patrol)
CDLargeTurret (403=Artillery)
CDMediumTurret (403=Artillery)
CDSmallTurret (403=Artillery)
LargeAirBaseGe (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseGe (406=Airbase)
SmallAirBaseGe (406=Airbase)
AGPCarlPeters (100=Replenishment)
AMCKomet (13=Auxiliary Cruiser)
AMCPenguin (13=Auxiliary Cruiser)
AODithmarschen (100=Replenishment)
BBBismark (11=Battleship)
BBSchleswigHolstein (11=Battleship)
BCDeutschland (10=Battlecruiser)
BCScharnhorst (10=Battlecruiser)
CAHipper (7=Heavy Cruiser)
CAPrinzEugen (7=Heavy Cruiser)
CLEmden (6=Light Cruiser)
CLKonigsberg (6=Light Cruiser)
CoastalBoat (104=Coastal Vessel)
CVGrafZeppelin (9=Fleet Carrier)
DDType34 (4=Destroyer)
DDType36N (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KMCSC1B (102=Cargo)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
LSMFPD (15=Landing Craft)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
HOSP (109=Rare Troop Transport)
NKLEhrenfels (102=Cargo)
NKSEms (102=Cargo)
NPL_Hap (103=Troop Transport)
OSHaruna (101=Tanker)
OSHaruna_Z (107=Z ships)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
PSTyohei_Z (107=Z ships)
PTElco (0=Patrol Craft)
SpecOpsSmallBoat (14=Special OPS Boat)
TRWilhelmGustloff (103=Troop Transport)
TugBoat (104=Coastal Vessel)
Tug_Z (107=Z ships)
SSTypeIIA_AI (200=Submarine)
SSTypeVIIA (200=Submarine)
SSTypeVIIA_AI (200=Submarine)
SSTypeVIIA_U30 (200=Submarine)
SSTypeVIIB (200=Submarine)
SSTypeVIIB_AI (200=Submarine)
SSTypeVIIB_U99 (200=Submarine)
SSTypeVIIC (200=Submarine)
SSTypeVIIC41 (200=Submarine)
SSTypeVIIC41_AI (200=Submarine)
SSTypeVIIC_AI (200=Submarine)
SSTypeVIIC_U552 (200=Submarine)
Greece:
NavalBase (407=Naval Base)
AGCC2Appalachian (109=Rare Troop Transport)
CoastalBoat (104=Coastal Vessel)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMCSC1B (102=Cargo)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
LST (103=Troop Transport)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
T3Cimmaron (101=Tanker)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
VV (102=Cargo)
Iceland:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
India:
FBBeaufighter (301=Bomber)
FBHurricaneMkIIc (300=Fighter)
FBMosquitoMkVI (301=Bomber)
FBMosquitoMkXVIII (301=Bomber)
FBUSCVEarlyWar (300=Fighter)
FFulmar (300=Fighter)
FHurricaneMkI (300=Fighter)
LBSAnson (304=Patrol)
LBSUSLateWar (304=Patrol)
LBSUSMedWar (304=Patrol)
LBSUSSearchPlane (304=Patrol)
LBWellington (304=Patrol)
SSunderland (304=Patrol)
SUSFloatEarlyWar (304=Patrol)
SUSHeavyBomberVLR (304=Patrol)
TBBeaufort (303=Torpedo Bomber)
TBSwordfish (303=Torpedo Bomber)
TBUSCVLateWar (303=Torpedo Bomber)
LargeAirBaseGB (406=Airbase)
LargeAirBaseRAF (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseGB (406=Airbase)
NormalAirBaseRAF (406=Airbase)
SmallAirBaseGB (406=Airbase)
SmallAirBaseRAF (406=Airbase)
CoastalBoat (104=Coastal Vessel)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
JPFish01 (104=Coastal Vessel)
JPFish02 (104=Coastal Vessel)
KL (102=Cargo)
KLCSC2SB1 (102=Cargo)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
NKLNorthSands (102=Cargo)
OMRanger (101=Tanker)
PCTrawler (0=Patrol Craft)
PLC3Middleton (102=Cargo)
TugBoat (104=Coastal Vessel)
VV (102=Cargo)
Ireland:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
Italian:
FC200 (300=Fighter)
LTBSM79Sparviero (303=Torpedo Bomber)
SZ501 (304=Patrol)
LargeAirBaseIt (406=Airbase)
NavalBase (407=Naval Base)
NormalAirBaseIt (406=Airbase)
SmallAirBaseIt (406=Airbase)
BBDuilio (11=Battleship)
BBLittorio (11=Battleship)
CATrento (7=Heavy Cruiser)
CLBartolomeo (6=Light Cruiser)
CLMontecuccoli (6=Light Cruiser)
CoastalBoat (104=Coastal Vessel)
DDSoldati (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
PCTrawler (0=Patrol Craft)
PLConteVerde (109=Rare Troop Transport)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
Tug_Z (107=Z ships)
Japan:
G4MBetty (301=Bomber)
LBSH6K (304=Patrol)
H8K (304=Patrol)
NavalBase (407=Naval Base)
NormalAirBaseJP (406=Airbase)
BBFuso (11=Battleship)
BBKongo (11=Battleship)
BBYamato (20=Super Battleship)
CAFurutaka (7=Heavy Cruiser)
CLAgano (6=Light Cruiser)
CoastalBoat (104=Coastal Vessel)
DDAkizuki (4=Destroyer)
DDAsashio (4=Destroyer)
DDMinekaze (4=Destroyer)
DDMutsuki (4=Destroyer)
JPFish01 (104=Coastal Vessel)
JPFish02 (104=Coastal Vessel)
JPGunBoat01 (0=Patrol Craft)
JPGunBoat02 (0=Patrol Craft)
KL (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
NSampan01 (104=Coastal Vessel)
NSampan02 (104=Coastal Vessel)
NSampan03 (104=Coastal Vessel)
OSHaruna (101=Tanker)
OSHaruna_Z (107=Z ships)
PSTyohei (108=Rare Cargo ship)
SCSubchaser (0=Patrol Craft)
SKoMidget (200=Submarine)
Latvia:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
Lithuania:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
Mexico:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KMCSC1B (102=Cargo)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
Netherlands:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
COFlower (1=Corvette)
DDTown (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
SSUndine (200=Submarine)
New Zealand:
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
NewZealand:
NavalBase (407=Naval Base)
CLDido (6=Light Cruiser)
CoastalBoat (104=Coastal Vessel)
COFlower (1=Corvette)
DDTribal (4=Destroyer)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
NAMC_Z (107=Z ships)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
Nicaragua:
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
Norway:
CDLargeTurret (403=Artillery)
CDMediumTurret (403=Artillery)
CDSmallTurret (403=Artillery)
NavalBase (407=Naval Base)
AGCC2Appalachian (109=Rare Troop Transport)
CoastalBoat (104=Coastal Vessel)
DDDraug (4=Destroyer)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMCSC1B (102=Cargo)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
NAMC_Z (107=Z ships)
T3Cimmaron (101=Tanker)
OSHaruna_Z (107=Z ships)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
PSTyohei_Z (107=Z ships)
TugBoat (104=Coastal Vessel)
Tug_Z (107=Z ships)
VV (102=Cargo)
SSUndine (200=Submarine)
Panama:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMCSC1B (102=Cargo)
KMSSHogIsland (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
LL (102=Cargo)
GeAuxCruiser (102=Cargo)
OMRanger (101=Tanker)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
VV (102=Cargo)
Poland:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
DDGrom (4=Destroyer)
DDV&W (4=Destroyer)
DDWicher (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMCSC1B (102=Cargo)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
MLGryf (12=Minelayer)
GeAuxCruiser (102=Cargo)
NAMC_Z (107=Z ships)
OMRanger (101=Tanker)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
SSUndine (200=Submarine)
Portugal:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
JPFish01 (104=Coastal Vessel)
JPFish02 (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
RedCross:
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
HOSP (109=Rare Troop Transport)
Romania:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
Russia:
NavalBase (407=Naval Base)
BBRoyalSovereign (11=Battleship)
CoastalBoat (104=Coastal Vessel)
DDTown (4=Destroyer)
DDTribal (4=Destroyer)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMCSC1B (102=Cargo)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
SSUndine (200=Submarine)
SouthAfrica:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
DDV&W (4=Destroyer)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
Spain:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
Sweden:
NavalBase (407=Naval Base)
CoastalBoat (104=Coastal Vessel)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
Turkey:
NavalBase (407=Naval Base)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
TugBoat (104=Coastal Vessel)
Uruguay:
NavalBase (407=Naval Base)
FishingBoat (104=Coastal Vessel)
KSCSN3SA1 (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)
Venezuela:
NavalBase (407=Naval Base)
FishingBoat (104=Coastal Vessel)
KLCSC2SB1 (102=Cargo)
KMCSAkita (108=Rare Cargo ship)
KMSSHogIsland (108=Rare Cargo ship)
KSCSN3SA1 (108=Rare Cargo ship)
KSCSTaihosan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
OSHaruna (101=Tanker)
PCTrawler (0=Patrol Craft)
PSTyohei (108=Rare Cargo ship)
World:
FishingBoat (104=Coastal Vessel)
SpecOpsSmallBoat (14=Special OPS Boat)
Yugoslavia:
NavalBase (407=Naval Base)
FishingBoat (104=Coastal Vessel)
KSCSN3SA1 (108=Rare Cargo ship)
KSSSKasagisan (108=Rare Cargo ship)
LifeboatLarge (105=Life Raft)
LifeboatSmall (105=Life Raft)
GeAuxCruiser (102=Cargo)
PCTrawler (0=Patrol Craft)

Current ignore list:
data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp
data\Land\LCD_LargeTurret\LCD_LargeTurret.sns
data\Land\LCD_MediumTurret\LCD_MediumTurret.eqp
data\Land\LCD_MediumTurret\LCD_MediumTurret.sns
data\Land\LCD_SmallTurret\LCD_SmallTurret.eqp
data\Land\LCD_SmallTurret\LCD_SmallTurret.sns
data\Sea\Buoy_D2_FL\Buoy_D2_FL.eqp
data\Sea\Buoy_D2_FL\Buoy_D2_FL.sns
data\Sea\Buoy_G1_FL\Buoy_G1_FL.sns
data\Sea\Buoy_G2_FL\Buoy_G2_FL.eqp
data\Sea\Buoy_G2_FL\Buoy_G2_FL.sns
data\Sea\Buoy_O1_FL\Buoy_O1_FL.sns
data\Sea\Buoy_R1_FL\Buoy_R1_FL.sns
data\Sea\Buoy_R2_FL\Buoy_R2_FL.eqp
data\Sea\Buoy_R2_FL\Buoy_R2_FL.sns
data\Sea\Floating_Mine\Floating_Mine.sns
data\Sea\Floating_Mine_Chain\Floating_Mine_Chain.s ns
data\Sea\Floating_Mine_Chain_16\Floating_Mine_Chai n_16.sns
data\Sea\Subnet\Subnet.sns

Country errors:
no errors

Country ignores:
no ignores

Roster errors:
New Zealand not found in defined countries

Roster ignores:
no ignores

Classes errors:
D:\Games\Silent Hunter 5\data\Air\Barrage_Balloon\Barrage_Balloon.eqp doesn't exist!
D:\Games\Silent Hunter 5\data\Air\Barrage_Balloon\Barrage_Balloon.sns doesn't exist!
D:\Games\Silent Hunter 5\data\Air\Lowres_Arado\Lowres_Arado.cfg missing!
D:\Games\Silent Hunter 5\data\Air\Lowres_Bucaneer\Lowres_Bucaneer.cfg missing!
D:\Games\Silent Hunter 5\data\Air\Lowres_Buffalo\Lowres_Buffalo.cfg missing!
D:\Games\Silent Hunter 5\data\Air\Lowres_Fairey_Swordfish\Lowres_Fairey_S wordfish.cfg missing!
D:\Games\Silent Hunter 5\data\Air\Lowres_Floatplane\Lowres_Floatplane.cfg missing!
D:\Games\Silent Hunter 5\data\Air\Lowres_Wallrus\Lowres_Wallrus.cfg missing!
D:\Games\Silent Hunter 5\data\Sea\NCL_Leander\NCL_Leander.sns doesn't exist!
D:\Games\Silent Hunter 5\data\Sea\NDD_Type36A\NDD_Type36A.cfg missing!
D:\Games\Silent Hunter 5\data\Land\AsianVillage\AsianVillage.eqp doesn't exist!
D:\Games\Silent Hunter 5\data\Land\AsianVillage\AsianVillage.sns doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Block_Ship\Block_Ship.eqp doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Block_Ship\Block_Ship.sns doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Block_Ship2\Block_Ship2.eqp doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Block_Ship2\Block_Ship2.sns doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Christian_Church\Christian_Church.eqp doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Christian_Church\Christian_Church.sns doesn't exist!
D:\Games\Silent Hunter 5\data\Land\LAB_LargeAirBaseGB_MG\LAB_LargeAirBase GB_MG.cfg missing!
D:\Games\Silent Hunter 5\data\Land\LAB_NormalAirBaseGB_MG\LAB_NormalAirBa seGB_MG.cfg missing!
D:\Games\Silent Hunter 5\data\Land\LAB_SmallAirBaseGB_MG\LAB_SmallAirBase GB_MG.cfg missing!
D:\Games\Silent Hunter 5\data\Land\Landing_Pier\Landing_Pier.eqp doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Landing_Pier\Landing_Pier.sns doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Landing_Pier2\Landing_Pier2.eqp doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Landing_Pier2\Landing_Pier2.sns doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Landing_Pier3\Landing_Pier3.eqp doesn't exist!
D:\Games\Silent Hunter 5\data\Land\Landing_Pier3\Landing_Pier3.sns doesn't exist!

Classes ignores:
D:\Games\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.eqp ignored
D:\Games\Silent Hunter 5\data\Sea\Buoy_D2_FL\Buoy_D2_FL.sns ignored
D:\Games\Silent Hunter 5\data\Sea\Buoy_G1_FL\Buoy_G1_FL.sns ignored
D:\Games\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.eqp ignored
D:\Games\Silent Hunter 5\data\Sea\Buoy_G2_FL\Buoy_G2_FL.sns ignored
D:\Games\Silent Hunter 5\data\Sea\Buoy_O1_FL\Buoy_O1_FL.sns ignored
D:\Games\Silent Hunter 5\data\Sea\Buoy_R1_FL\Buoy_R1_FL.sns ignored
D:\Games\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.eqp ignored
D:\Games\Silent Hunter 5\data\Sea\Buoy_R2_FL\Buoy_R2_FL.sns ignored
D:\Games\Silent Hunter 5\data\Sea\Floating_Mine\Floating_Mine.sns ignored
D:\Games\Silent Hunter 5\data\Sea\Floating_Mine_Chain\Floating_Mine_Chain .sns ignored
D:\Games\Silent Hunter 5\data\Sea\Floating_Mine_Chain_16\Floating_Mine_Ch ain_16.sns ignored
D:\Games\Silent Hunter 5\data\Sea\Subnet\Subnet.sns ignored
D:\Games\Silent Hunter 5\data\Land\LCD_LargeTurret\LCD_LargeTurret.eqp ignored
D:\Games\Silent Hunter 5\data\Land\LCD_LargeTurret\LCD_LargeTurret.sns ignored
D:\Games\Silent Hunter 5\data\Land\LCD_MediumTurret\LCD_MediumTurret.eqp ignored
D:\Games\Silent Hunter 5\data\Land\LCD_MediumTurret\LCD_MediumTurret.sns ignored
D:\Games\Silent Hunter 5\data\Land\LCD_SmallTurret\LCD_SmallTurret.eqp ignored
D:\Games\Silent Hunter 5\data\Land\LCD_SmallTurret\LCD_SmallTurret.sns ignored

DefSide errors:
Missing DefSide entries for New Zealand in \data\Roster\DefSide.cfg

DefSide ignores:
no ignores

Campaign errors:
Arctic_Convoys:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_Historical_Bases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_map_locations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_ThreatZones.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A irbases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A rctic_Convoys_Obj.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\C ommon.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\C onvoys.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\e ditor_locations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\E nvironment.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\F ishing.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\H arbors.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\L ocationNames.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\O cean_liners.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P layerBases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P oliticalTerritory1939.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P ortDefense.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P ortTraffic_AC.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\T askforces.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\T raffic.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\U boats.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\W olfpacks.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\C ampaign.cfg:
no errors
Battle_of_Mediterranean:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\1942febMediterana.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Airbases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Battle_of_the_Mediterranean_Obj.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_ForcaA_Completed.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_FortressGibraltar_Completed.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Historical_Bases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Malta10Flotilla_Completed.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_map_locations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Op_Pedestal.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_SiegeOfMalta_Completed.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_ThreatZones.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Common.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Convoys.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\editor_locations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Environment.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Fishing.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Harbors.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\LocationNames.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Ocean_liners.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PlayerBases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PoliticalTerritory1939.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PortDefense.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PortTraffic_BM.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Taskforces.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Traffic.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Uboats.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Wolfpacks.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Campaign.cfg:
no errors
Black_May:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Airbas es.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Black_ May_Obj.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_His torical_Bases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_map _locations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_Sup ply_Milkcow.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_Thr eatZones.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Common .mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Convoy s.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\D_Day. mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\editor _locations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Enviro nment.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Fishin g.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Harbor s.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Locati onNames.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Ocean_ liners.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Player Bases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Politi calTerritory1939.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\PortDe fense.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\PortTr affic_BY.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Taskfo rces.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Traffi c.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Uboats .mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Wolfpa cks.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Campai gn.cfg:
no errors
Common:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Airbases. mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Common.mi s:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Convoys.m is:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\editor_lo cations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Environme nt.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Harbors.m is:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\LocationN ames.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Ocean_lin ers.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PlayerBas es.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Political Territory1939.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_AC.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BM.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BP.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BY.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_DW.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_HT.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_MN.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_OD.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_TG.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_WA.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Taskforce s.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Traffic.m is:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Uboats.mi s:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Wolfpacks .mis:
no errors
Distant_Waters:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\A irbases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\C ommon.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\C onvoys.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D istant_Waters_Obj.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_Historical_Bases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_map_locations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_Supply_Milkcow.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_ThreatZones.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\e ditor_locations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\E nvironment.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\F ishing.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\H arbors.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\L ocationNames.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\O cean_liners.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P layerBases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P oliticalTerritory1939.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P ortDefense.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P ortTraffic_DW.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\T askforces.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\T raffic.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\U boats.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\W olfpacks.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\C ampaign.cfg:
no errors
Happy_Times:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Airb ases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Comm on.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Conv oys.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\edit or_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Envi ronment.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Fish ing.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Happ y_Times_Obj.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Harb ors.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\HT_H istorical_Bases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\HT_M ap_Locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\HT_T hreatZones.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Loca tionNames.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Ocea n_liners.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Play erBases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Poli ticalTerritory1939.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Port Defense.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Port Traffic_HT.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Task forces.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Traf fic.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Uboa ts.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Wolf packs.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Camp aign.cfg:
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Mare_Nostrum:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Air bases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Com mon.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Con voys.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\edi tor_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Env ironment.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Fis hing.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Har bors.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Loc ationNames.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Mar e_Nostrum_Obj.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\MN_ Historical_Bases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\MN_ map_location.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\MN_ ThreatZones.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Oce an_liners.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Pla yerBases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Pol iticalTerritory1939.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Por tDefense.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Por tTraffic_MN.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Tas kforces.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Tra ffic.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Ubo ats.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Wol fpacks.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Cam paign.cfg:
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Monsun_Gruppe:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\3. 4372323.437232.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Airbases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Common.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Convoys.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Environment.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Fishing.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Harbour.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PlayerBases - Copy.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PlayerBases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PortDefence.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PortTraffic.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Taskforces.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Traffic.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_TZ.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Uboats_Subs.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Airbases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Common.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Convoys.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Environment.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Harbour.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Ocean_liners.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_PlayerBases_Full.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_PortDefense_full.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_PortTraffic.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Taskforces.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Traffic.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Uboats.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Wolfpacks.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Be ira.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Co mmon.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Di ego_suarez.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\ed itor_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Ha rbour.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Lo cationNames.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\MG _Historical_Bases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\MG _Historical_Bases_thfeu58.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\MG _map_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\MG _Supply_Milkcow.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\MG _ThreatZones.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Mo nsun_Gruppe_Obj.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Pl ayerBases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Po liticalTerritory1939.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Ro yal_Oak.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Tr evally Special.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\UK _France_Fishing.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Ca mpaign.cfg:
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Operation_Drumbeat:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Airbases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Common.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Convoys.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\editor_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Environment.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Fishing.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Harbors.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\LocationNames.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Ocean_liners.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_Historical_Bases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_map_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_Supply_Milkcow.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_ThreatZones.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Operation_Drumbeat_Obj.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PlayerBases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PoliticalTerritory1939.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PortDefense.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PortTraffic_OD.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Royal_Oak.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Taskforces.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Traffic.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Uboats.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Wolfpacks.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Campaign.cfg:
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The_Black_Pit:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ai rbases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\At lantic_Air_Gap_obj.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _Historical_Bases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _Malta_German.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _map_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _Supply_Milkcow.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _ThreatZones.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _TOTW.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Co mmon.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Co nvoys.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\ed itor_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\En vironment.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Fi shing.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ha rbors.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Lo cationNames.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Oc ean_liners.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Pl ayerBase.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Pl ayerBases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Po liticalTerritory1939.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Po rtDefense.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Po rtTraffic_BP.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ro yal_Oak.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ta skforces.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Tr affic.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ub oats.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Wo lfpacks.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ca mpaign.cfg:
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Total_Germany:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ai rbases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ca rriers_removed.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Co mmon.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Co nvoys.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Da nzig.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\ed itor_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\En vironment.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Fi shing.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ha rbors.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Lo cationNames.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Oc ean_liners.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Pl ayerBases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Po liticalTerritory1939.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Po rtDefense.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Po rtTraffic_TG.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ro yal_Oak.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ta skforces.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ta skforces_TG.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _BCW_BoG_Completed.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _BCW_Completed.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _BoG_Completed.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _Historical_Bases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _map_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _ThreatZones.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\To tal_Germany_OBJ.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Tr affic.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Tu torial_mission.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ty peII.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ub oats.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\We serubung.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Wo lfpacks.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ca mpaign.cfg:
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Turning_Point:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ai rbases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _Historical_Bases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _map_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _Supply_Milkcow.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _ThreatZones.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Co mmon.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Co nvoys.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\D_ Day.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\ed itor_locations.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\En vironment.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Fi shing.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ha rbors.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Lo cationNames.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Oc ean_liners.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Pl ayerBases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Po liticalTerritory1939.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Po rtDefense.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Po rtTraffic_BY.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ro yal_Oak.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ta skforces.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Tr affic.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Tu rning_point_Obj.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ub oats.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Wo lfpacks.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ca mpaign.cfg:
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Western_Approaches:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Airbases.mis:
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D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Common.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Convoys.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\editor_locations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Environment.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Escort_Skirmishes_Obj.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Fishing.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Harbors.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\LocationNames.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Ocean_liners.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PlayerBases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PoliticalTerritory1939.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PortDefense.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PortTraffic_WA.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Royal_Oak.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Taskforces.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Traffic.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Uboats.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\WA_Historical_Bases.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\WA_map_locations.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\WA_ThreatZones.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Wolfpacks.mis:
no errors
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Campaign.cfg:
no errors

Campaign ignores:
Arctic_Convoys:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_Historical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_map_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A C_ThreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A irbases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\A rctic_Convoys_Obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\C ommon.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\C onvoys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\e ditor_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\E nvironment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\F ishing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\H arbors.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\L ocationNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\O cean_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P layerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P oliticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P ortDefense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\P ortTraffic_AC.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\T askforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\T raffic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\U boats.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Arctic_Convoys\W olfpacks.mis:
no ignores
Battle_of_Mediterranean:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\1942febMediterana.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Airbases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Battle_of_the_Mediterranean_Obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_ForcaA_Completed.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_FortressGibraltar_Completed.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Historical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Malta10Flotilla_Completed.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_map_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_Op_Pedestal.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_SiegeOfMalta_Completed.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\BoM_ThreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Common.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Convoys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\editor_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Environment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Fishing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Harbors.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\LocationNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Ocean_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PlayerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PoliticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PortDefense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\PortTraffic_BM.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Taskforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Traffic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Uboats.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Battle_of_Medite rranean\Wolfpacks.mis:
no ignores
Black_May:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Airbas es.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Black_ May_Obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_His torical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_map _locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_Sup ply_Milkcow.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\BM_Thr eatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Common .mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Convoy s.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\D_Day. mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\editor _locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Enviro nment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Fishin g.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Harbor s.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Locati onNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Ocean_ liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Player Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Politi calTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\PortDe fense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\PortTr affic_BY.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Taskfo rces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Traffi c.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Uboats .mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Black_May\Wolfpa cks.mis:
no ignores
Common:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Airbases. mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Common.mi s:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Convoys.m is:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\editor_lo cations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Environme nt.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Harbors.m is:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\LocationN ames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Ocean_lin ers.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PlayerBas es.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Political Territory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_AC.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BM.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BP.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_BY.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_DW.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_HT.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_MN.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_OD.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_TG.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\PortTraff ic_WA.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Taskforce s.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Traffic.m is:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Uboats.mi s:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Common\Wolfpacks .mis:
no ignores
Distant_Waters:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\A irbases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\C ommon.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\C onvoys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D istant_Waters_Obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_Historical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_map_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_Supply_Milkcow.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\D W_ThreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\e ditor_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\E nvironment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\F ishing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\H arbors.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\L ocationNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\O cean_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P layerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P oliticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P ortDefense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\P ortTraffic_DW.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\T askforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\T raffic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\U boats.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Distant_Waters\W olfpacks.mis:
no ignores
Happy_Times:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Airb ases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Comm on.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Conv oys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\edit or_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Envi ronment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Fish ing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Happ y_Times_Obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Harb ors.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\HT_H istorical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\HT_M ap_Locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\HT_T hreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Loca tionNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Ocea n_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Play erBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Poli ticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Port Defense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Port Traffic_HT.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Task forces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Traf fic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Uboa ts.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Happy_Times\Wolf packs.mis:
no ignores
Mare_Nostrum:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Air bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Com mon.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Con voys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\edi tor_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Env ironment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Fis hing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Har bors.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Loc ationNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Mar e_Nostrum_Obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\MN_ Historical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\MN_ map_location.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\MN_ ThreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Oce an_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Pla yerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Pol iticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Por tDefense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Por tTraffic_MN.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Tas kforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Tra ffic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Ubo ats.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Mare_Nostrum\Wol fpacks.mis:
no ignores
Monsun_Gruppe:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\3. 4372323.437232.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Airbases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Common.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Convoys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Environment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Fishing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Harbour.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PlayerBases - Copy.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PlayerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PortDefence.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_PortTraffic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Taskforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Traffic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_TZ.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\As ia_Uboats_Subs.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Airbases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Common.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Convoys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Environment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Harbour.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Ocean_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_PlayerBases_Full.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_PortDefense_full.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_PortTraffic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Taskforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Traffic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Uboats.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\At lantic_Wolfpacks.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Be ira.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Co mmon.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Di ego_suarez.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\ed itor_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Ha rbour.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Lo cationNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\MG _Historical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\MG _Historical_Bases_thfeu58.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\MG _map_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\MG _Supply_Milkcow.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\MG _ThreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Mo nsun_Gruppe_Obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Pl ayerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Po liticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Ro yal_Oak.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\Tr evally Special.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Monsun_Gruppe\UK _France_Fishing.mis:
no ignores
Operation_Drumbeat:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Airbases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Common.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Convoys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\editor_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Environment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Fishing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Harbors.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\LocationNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Ocean_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_Historical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_map_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_Supply_Milkcow.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\OD_ThreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Operation_Drumbeat_Obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PlayerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PoliticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PortDefense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\PortTraffic_OD.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Royal_Oak.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Taskforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Traffic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Uboats.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Operation_Drumbe at\Wolfpacks.mis:
no ignores
The_Black_Pit:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ai rbases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\At lantic_Air_Gap_obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _Historical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _Malta_German.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _map_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _Supply_Milkcow.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _ThreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\BP _TOTW.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Co mmon.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Co nvoys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\ed itor_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\En vironment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Fi shing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ha rbors.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Lo cationNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Oc ean_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Pl ayerBase.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Pl ayerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Po liticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Po rtDefense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Po rtTraffic_BP.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ro yal_Oak.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ta skforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Tr affic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Ub oats.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\The_Black_Pit\Wo lfpacks.mis:
no ignores
Total_Germany:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ai rbases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ca rriers_removed.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Co mmon.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Co nvoys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Da nzig.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\ed itor_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\En vironment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Fi shing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ha rbors.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Lo cationNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Oc ean_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Pl ayerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Po liticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Po rtDefense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Po rtTraffic_TG.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ro yal_Oak.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ta skforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ta skforces_TG.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _BCW_BoG_Completed.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _BCW_Completed.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _BoG_Completed.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _Historical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _map_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\TG _ThreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\To tal_Germany_OBJ.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Tr affic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Tu torial_mission.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ty peII.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Ub oats.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\We serubung.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Wo lfpacks.mis:
no ignores
Turning_Point:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ai rbases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _Historical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _map_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _Supply_Milkcow.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\BM _ThreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Co mmon.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Co nvoys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\D_ Day.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\ed itor_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\En vironment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Fi shing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ha rbors.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Lo cationNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Oc ean_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Pl ayerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Po liticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Po rtDefense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Po rtTraffic_BY.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ro yal_Oak.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ta skforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Tr affic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Tu rning_point_Obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Ub oats.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Turning_Point\Wo lfpacks.mis:
no ignores
Western_Approaches:
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Airbases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Common.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Convoys.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\editor_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Environment.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Escort_Skirmishes_Obj.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Fishing.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Harbors.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\LocationNames.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Ocean_liners.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PlayerBases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PoliticalTerritory1939.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PortDefense.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\PortTraffic_WA.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Royal_Oak.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Taskforces.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Traffic.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Uboats.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\WA_Historical_Bases.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\WA_map_locations.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\WA_ThreatZones.mis:
no ignores
D:\Games\Silent Hunter 5\data\Campaigns\CampaignProjects\Western_Approach es\Wolfpacks.mis:
no ignores

Saved campaign errors:
C:\Users\p\My Documents\SH5\data\Users\Oscar Entwickler:
C:\Users\p\My Documents\SH5\data\Users\Oscar Entwickler\Campaign-2013-10-07_1045:
no errors
C:\Users\p\My Documents\SH5\data\Users\Oscar Entwickler\Campaign-2013-10-07_1045\Campaign.cfg:
no errors
C:\Users\p\My Documents\SH5\data\Users\Oscar Entwickler\Campaign-2013-10-07_1054:
no errors
C:\Users\p\My Documents\SH5\data\Users\Oscar Entwickler\Campaign-2013-10-07_1054\Campaign.cfg:
no errors
C:\Users\p\My Documents\SH5\data\Users\PLJ:
C:\Users\p\My Documents\SH5\data\Users\PLJ\Campaign-2013-10-06_2219:
no errors
C:\Users\p\My Documents\SH5\data\Users\PLJ\Campaign-2013-10-06_2219\Campaign.cfg:
no errors
C:\Users\p\My Documents\SH5\data\Users\PLJ\Campaign-2013-10-06_2244:
no errors
C:\Users\p\My Documents\SH5\data\Users\PLJ\Campaign-2013-10-06_2244\Campaign.cfg:
no errors
C:\Users\p\My Documents\SH5\data\Users\PLJ\Campaign-2013-10-07_1315:
no errors
C:\Users\p\My Documents\SH5\data\Users\PLJ\Campaign-2013-10-07_1315\Campaign.cfg:
no errors

Saved campaign ignores:
C:\Users\p\My Documents\SH5\data\Users\Oscar Entwickler:
C:\Users\p\My Documents\SH5\data\Users\Oscar Entwickler\Campaign-2013-10-07_1045:
no ignores
C:\Users\p\My Documents\SH5\data\Users\Oscar Entwickler\Campaign-2013-10-07_1054:
no ignores
C:\Users\p\My Documents\SH5\data\Users\PLJ:
C:\Users\p\My Documents\SH5\data\Users\PLJ\Campaign-2013-10-06_2219:
no ignores
C:\Users\p\My Documents\SH5\data\Users\PLJ\Campaign-2013-10-06_2244:
no ignores
C:\Users\p\My Documents\SH5\data\Users\PLJ\Campaign-2013-10-07_1315:
no ignores


Search for 'error' or 'missing' within this WOT for clues... my level of understanding of the filestructure of the game is non existant, so I cant comment on this.

volodya61
10-07-13, 11:52 AM
Search for 'error' or 'missing' within this WOT for clues... my level of understanding of the filestructure of the game is non existant, so I cant comment on this.

It's not a JSGMEModValidator report as Gap mentioned.. it's SHValidator report.. a bit different things..

vdr1981
10-07-13, 12:19 PM
1. @ Vecko, is your sub similarly diving when at dock?

2. - @ Vecko, have you made sure that your upc/upcge files are based on EUF's ones, with EUF's submods enabled in the right order?



1. Yes, always...

2. You see my modlist above (#343)? If that is correct order than answer is yes...Note that most of the EUF files are overwriten by OHII...

Basically , i installed sobers mod list, edited files and then repack them into the mod...That is IMO the safest way to ensure compatibility...Everything should be easy visible when you installing mod with JSGME.

P.S. Gap, do you have installed SH5 at all?

Mikemike47
10-07-13, 01:00 PM
Seems that I have started the Mare Nostrum/Battle for the Mediterranean misunderstanding, sorry for that.

So, CTD's only happen when starting BATTLE OF THE MEDITERRANEAN using silentotto, and with R.S.D. 5.2 or higher enabled.

In case of you missed my posts somewhere on this thread. I never played version 5.2. I always have CTDs with silentotto and/or Mare Nostrum, Battle of Medittteranean using v5.3. Both campaigns. Same campaigns and silent otto worked fine with Nautical....Torpedo and version 4. I do not have download corruption either for v5.3 since I tested that.

Mikemike47
10-07-13, 01:13 PM
- I have noticed tha the copy of EUF's Patch_1_HotFix featured in Vecko's mod list is marked by an hash (#), whereas plj's one has not it. Are you guy sure that they are exactly the same mod?

Yeah, I just removed the stupid hashtag :p

Mute point. Not the problem with version 5.3.
It's been so so long ago since I fixed that. I fixed just the title as in #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix to Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix. I am not at my gaming computer at the moment. I do not recall if anything within file/folder structures were fixed anymore.
Mod list at post #292, page 20. I referencing back to this modlist so many times with the current CTDs that some of us subsimmers are having, I have it memorized. :har::rotfl2::haha:
With my mod list, I think the only thing that, IIRC, is out of date is ??tamarac, what is the word??? sound coating according to picture in support documentation and have available in Dec. 1941. I'm bad :down:since I did not notify anyone. I probably could fix it and forward to everyone, using proper procedures, etc. Is dates in the upcge files?

plj
10-07-13, 01:13 PM
It's not a JSGMEModValidator report as Gap mentioned.. it's SHValidator report.. a bit different things..
whoops :oops::haha:

JSGME Mod Validator v1.0.11.0 by TheDarkWraith

D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_ByTheDarkWraith test version 12\MODS\NewUIs_TDC_7_5_0_ByTheDarkWraith\data\Appl ications\JSGME mod validator\jsgmemodvalidator.cfg exists=True
Reading in items to look for in mods...
not looking for any items

using Silent Hunter 5

SH5 version is 1.2.0.0

MODS installed:
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
Sobers Terrain fix for OH2 V2.2
Open Horizons II - Hospital Ship Texture Fix v 1
OH II Minefield map for TDWs Ui
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
Reworked U-boat Guns (incomplete version)
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0
TDW_GenericPatcher_v_1_0_149_0

Validating mods...

Validating D:\Games\Silent Hunter 5\MODS\Accurate German Flags
D:\Games\Silent Hunter 5\MODS\Accurate German Flags installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers game loading tips V8 SH5
D:\Games\Silent Hunter 5\MODS\sobers game loading tips V8 SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\DBM Background Video
D:\Games\Silent Hunter 5\MODS\DBM Background Video installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Grossdeutscher Rundfunk
D:\Games\Silent Hunter 5\MODS\Grossdeutscher Rundfunk installed correctly

Validating D:\Games\Silent Hunter 5\MODS\U-Boat Watch Crew Routine SFX
D:\Games\Silent Hunter 5\MODS\U-Boat Watch Crew Routine SFX installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Messervy_s_gramophone_pack1
D:\Games\Silent Hunter 5\MODS\Messervy_s_gramophone_pack1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\SteelViking's Interior Mod V1.2
D:\Games\Silent Hunter 5\MODS\SteelViking's Interior Mod V1.2 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\SteelViking's Interior Mod V1.2.2 Patch
D:\Games\Silent Hunter 5\MODS\SteelViking's Interior Mod V1.2.2 Patch installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Fuel Gauge WoGaDi_SteelViking's Interior
D:\Games\Silent Hunter 5\MODS\Fuel Gauge WoGaDi_SteelViking's Interior installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Fix clock rear torpedo room VIIA
D:\Games\Silent Hunter 5\MODS\Fix clock rear torpedo room VIIA installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Depth Charge Range Fix
D:\Games\Silent Hunter 5\MODS\Depth Charge Range Fix installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Capthelms Audio+SV Touch Ups
D:\Games\Silent Hunter 5\MODS\Capthelms Audio+SV Touch Ups installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers multi color mod V5
D:\Games\Silent Hunter 5\MODS\sobers multi color mod V5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\DynEnv v2.9 - 1. Main Mod
D:\Games\Silent Hunter 5\MODS\DynEnv v2.9 - 1. Main Mod installed correctly

Validating D:\Games\Silent Hunter 5\MODS\DynEnv v2.9 - No Underwater Impurity Patch
D:\Games\Silent Hunter 5\MODS\DynEnv v2.9 - No Underwater Impurity Patch installed correctly

Validating D:\Games\Silent Hunter 5\MODS\DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
D:\Games\Silent Hunter 5\MODS\DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters installed correctly

Validating D:\Games\Silent Hunter 5\MODS\DynEnv v2.9 - 9. Sobers Best Ever Tweaks
D:\Games\Silent Hunter 5\MODS\DynEnv v2.9 - 9. Sobers Best Ever Tweaks installed correctly

Validating D:\Games\Silent Hunter 5\MODS\DynEnv v2.9 - 12. Sounds
D:\Games\Silent Hunter 5\MODS\DynEnv v2.9 - 12. Sounds installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Small_trees_SH5_V1
D:\Games\Silent Hunter 5\MODS\Small_trees_SH5_V1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers smoke screen V1 SH5 (DynEnv compatible)
D:\Games\Silent Hunter 5\MODS\sobers smoke screen V1 SH5 (DynEnv compatible) installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers water splash anim SH5
D:\Games\Silent Hunter 5\MODS\sobers water splash anim SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers best ever fog V22 SH5
D:\Games\Silent Hunter 5\MODS\sobers best ever fog V22 SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers base sky mechanics V1
D:\Games\Silent Hunter 5\MODS\sobers base sky mechanics V1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers better terrain v3 SH5
D:\Games\Silent Hunter 5\MODS\sobers better terrain v3 SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers waves mod V12 27032013
D:\Games\Silent Hunter 5\MODS\sobers waves mod V12 27032013 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers more trees SH5
D:\Games\Silent Hunter 5\MODS\sobers more trees SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Window Lights Redone V1
D:\Games\Silent Hunter 5\MODS\Window Lights Redone V1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\New Torpedo Door Sound Mix
D:\Games\Silent Hunter 5\MODS\New Torpedo Door Sound Mix installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Pascal-sh5-Crew-Uniforms 06.2012
D:\Games\Silent Hunter 5\MODS\Pascal-sh5-Crew-Uniforms 06.2012 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\SH5_7A_Conning_Fix
D:\Games\Silent Hunter 5\MODS\SH5_7A_Conning_Fix installed correctly

Validating D:\Games\Silent Hunter 5\MODS\SteelViking's Bunker Fixes V1.0
D:\Games\Silent Hunter 5\MODS\SteelViking's Bunker Fixes V1.0 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\German U-Boat Hydrophone SFX
D:\Games\Silent Hunter 5\MODS\German U-Boat Hydrophone SFX installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_byTheBeast
D:\Games\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_byTheBeast installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1
D:\Games\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
D:\Games\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
D:\Games\Silent Hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober installed correctly

Validating D:\Games\Silent Hunter 5\MODS\EUF_UBoat_FX_v0_0_3_ byTheBeast
D:\Games\Silent Hunter 5\MODS\EUF_UBoat_FX_v0_0_3_ byTheBeast installed correctly

Validating D:\Games\Silent Hunter 5\MODS\SH5 Longer Repairs v.1
D:\Games\Silent Hunter 5\MODS\SH5 Longer Repairs v.1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\FX_Update_0_0_22_ByTheDarkWraith
D:\Games\Silent Hunter 5\MODS\FX_Update_0_0_22_ByTheDarkWraith installed correctly

Validating D:\Games\Silent Hunter 5\MODS\FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
D:\Games\Silent Hunter 5\MODS\FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) installed correctly

Validating D:\Games\Silent Hunter 5\MODS\FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
D:\Games\Silent Hunter 5\MODS\FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches) installed correctly

Validating D:\Games\Silent Hunter 5\MODS\AI_sub_crew_1_0_2_TheDarkWraith
D:\Games\Silent Hunter 5\MODS\AI_sub_crew_1_0_2_TheDarkWraith installed correctly

Validating D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_ByTheDarkWraith
D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_ByTheDarkWraith installed correctly

Validating D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_alt_officer_wounded_by_Tor pedo
D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_alt_officer_wounded_by_Tor pedo installed correctly

Validating D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_Real_Navigation
D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_Real_Navigation installed correctly

Validating D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_jimimadrids_map_tools
D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_jimimadrids_map_tools installed correctly

Validating D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
D:\Games\Silent Hunter 5\MODS\NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Sjizzles - Charts for NewUIs part1_07.06.2013
D:\Games\Silent Hunter 5\MODS\Sjizzles - Charts for NewUIs part1_07.06.2013 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Sjizzles - Charts for NewUIs part 2_07.06.2013
D:\Games\Silent Hunter 5\MODS\Sjizzles - Charts for NewUIs part 2_07.06.2013 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Sjizzles - Charts for NewUIs part 3_24.06.2013
D:\Games\Silent Hunter 5\MODS\Sjizzles - Charts for NewUIs part 3_24.06.2013 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Sjizzles - Charts for NewUIs part 4_20.07.2013
D:\Games\Silent Hunter 5\MODS\Sjizzles - Charts for NewUIs part 4_20.07.2013 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Manos Scopes-patch for 16x9
D:\Games\Silent Hunter 5\MODS\Manos Scopes-patch for 16x9 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Submarine's .sim&cfg (modified for engine ratio + independent control patches)
D:\Games\Silent Hunter 5\MODS\Submarine's .sim&cfg (modified for engine ratio + independent control patches) installed correctly

Validating D:\Games\Silent Hunter 5\MODS\gap - armaments & equipments patch v 0.2
D:\Games\Silent Hunter 5\MODS\gap - armaments & equipments patch v 0.2 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\IRAI_0_0_39_ByTheDarkWraith
D:\Games\Silent Hunter 5\MODS\IRAI_0_0_39_ByTheDarkWraith installed correctly

Validating D:\Games\Silent Hunter 5\MODS\IRAI_0_0_39_ByTheDarkWraith_Patch_1
D:\Games\Silent Hunter 5\MODS\IRAI_0_0_39_ByTheDarkWraith_Patch_1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\R.E.M_by_Xrundel_TheBeast_1.2
D:\Games\Silent Hunter 5\MODS\R.E.M_by_Xrundel_TheBeast_1.2 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
D:\Games\Silent Hunter 5\MODS\R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible installed correctly

Validating D:\Games\Silent Hunter 5\MODS\silentmichal's interior mod 1.2.3
D:\Games\Silent Hunter 5\MODS\silentmichal's interior mod 1.2.3 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Church's Compass Dials Mod v2.2 - Option One
D:\Games\Silent Hunter 5\MODS\Church's Compass Dials Mod v2.2 - Option One installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Cerberus62 Corrected Depth Charge Projector 1.0
D:\Games\Silent Hunter 5\MODS\Cerberus62 Corrected Depth Charge Projector 1.0 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Flower_Class_Corvette_Pack
D:\Games\Silent Hunter 5\MODS\Flower_Class_Corvette_Pack installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Soldati Fix
D:\Games\Silent Hunter 5\MODS\Soldati Fix installed correctly

Validating D:\Games\Silent Hunter 5\MODS\NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
D:\Games\Silent Hunter 5\MODS\NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Expanded Navies by Cybermat47 v.1.0.01
D:\Games\Silent Hunter 5\MODS\Expanded Navies by Cybermat47 v.1.0.01 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\smaller flags for Warships 1_0b
D:\Games\Silent Hunter 5\MODS\smaller flags for Warships 1_0b installed correctly

Validating D:\Games\Silent Hunter 5\MODS\OPEN HORIZONS II_full v2.2
D:\Games\Silent Hunter 5\MODS\OPEN HORIZONS II_full v2.2 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
D:\Games\Silent Hunter 5\MODS\OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Sobers Terrain fix for OH2 V2.2
D:\Games\Silent Hunter 5\MODS\Sobers Terrain fix for OH2 V2.2 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Open Horizons II - Hospital Ship Texture Fix v 1
D:\Games\Silent Hunter 5\MODS\Open Horizons II - Hospital Ship Texture Fix v 1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\OH II Minefield map for TDWs Ui
D:\Games\Silent Hunter 5\MODS\OH II Minefield map for TDWs Ui installed correctly

Validating D:\Games\Silent Hunter 5\MODS\RPM Hydrophone v2.2.1
D:\Games\Silent Hunter 5\MODS\RPM Hydrophone v2.2.1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\R.S.D. - Reworked Submarine Damage v5.3 by vdr1981
D:\Games\Silent Hunter 5\MODS\R.S.D. - Reworked Submarine Damage v5.3 by vdr1981 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\SH5Lifeboats by Rongel TDW stoianm v2.1
D:\Games\Silent Hunter 5\MODS\SH5Lifeboats by Rongel TDW stoianm v2.1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\SH5Lifeboat Wooden ver. 0.2
D:\Games\Silent Hunter 5\MODS\SH5Lifeboat Wooden ver. 0.2 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\SkyBaron's Bold SFX for SH5 1.0
D:\Games\Silent Hunter 5\MODS\SkyBaron's Bold SFX for SH5 1.0 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\SkyBaron's Leigh Light for SH5 1.1
D:\Games\Silent Hunter 5\MODS\SkyBaron's Leigh Light for SH5 1.1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Reworked Morale and Abilities v.1.1
D:\Games\Silent Hunter 5\MODS\Reworked Morale and Abilities v.1.1\data doesn't exist!

Validating D:\Games\Silent Hunter 5\MODS\MightyFine Crew Mod 1.2.1 Alt w beards
D:\Games\Silent Hunter 5\MODS\MightyFine Crew Mod 1.2.1 Alt w beards installed correctly

Validating D:\Games\Silent Hunter 5\MODS\MFCMCCDLite
D:\Games\Silent Hunter 5\MODS\MFCMCCDLite installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Speech fixes and additions (english version)
D:\Games\Silent Hunter 5\MODS\Speech fixes and additions (english version) installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers green crew training V4 SH5
D:\Games\Silent Hunter 5\MODS\sobers green crew training V4 SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\TDW FX Fix for Sobers chimney smoke
D:\Games\Silent Hunter 5\MODS\TDW FX Fix for Sobers chimney smoke installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers Lights Cfg V5 SH5
D:\Games\Silent Hunter 5\MODS\sobers Lights Cfg V5 SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Trevally Tutorial - All v0.2(for OHIIv1.3)
D:\Games\Silent Hunter 5\MODS\Trevally Tutorial - All v0.2(for OHIIv1.3) installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Krauters Automated Scripts (v5_0_0 compatible)
D:\Games\Silent Hunter 5\MODS\Krauters Automated Scripts (v5_0_0 compatible) installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Trevally Automated Scripts v0.6
D:\Games\Silent Hunter 5\MODS\Trevally Automated Scripts v0.6 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Trevally Harbour & Kiel Canal Pilot v3.1
D:\Games\Silent Hunter 5\MODS\Trevally Harbour & Kiel Canal Pilot v3.1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Trevally TDC Help v2
D:\Games\Silent Hunter 5\MODS\Trevally TDC Help v2 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\MadMaxs_SH5_Subdiesel (mono) v2
D:\Games\Silent Hunter 5\MODS\MadMaxs_SH5_Subdiesel (mono) v2 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
D:\Games\Silent Hunter 5\MODS\gap - Sonar Sound Collection v 1.0 for SH5 - Distorted installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers no footstep sound mod
D:\Games\Silent Hunter 5\MODS\sobers no footstep sound mod installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers Realistic contrast V6 SH5
D:\Games\Silent Hunter 5\MODS\sobers Realistic contrast V6 SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\EQuaTool 01.01 by AvM - Large Style
D:\Games\Silent Hunter 5\MODS\EQuaTool 01.01 by AvM - Large Style installed correctly

Validating D:\Games\Silent Hunter 5\MODS\AOB slide ruller for TDW UIs and MO by stoianm
D:\Games\Silent Hunter 5\MODS\AOB slide ruller for TDW UIs and MO by stoianm installed correctly

Validating D:\Games\Silent Hunter 5\MODS\gap - HD 1 deg Scope Bearing v 1.0
D:\Games\Silent Hunter 5\MODS\gap - HD 1 deg Scope Bearing v 1.0 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers deck crew always whispering v2 SH5
D:\Games\Silent Hunter 5\MODS\sobers deck crew always whispering v2 SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers hud sounds V1 SH5
D:\Games\Silent Hunter 5\MODS\sobers hud sounds V1 SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Reworked U-boat Guns (incomplete version)
D:\Games\Silent Hunter 5\MODS\Reworked U-boat Guns (incomplete version) installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers Depth of Field (DOF) V6 SH5
D:\Games\Silent Hunter 5\MODS\sobers Depth of Field (DOF) V6 SH5 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\sobers map colors SH5 V1
D:\Games\Silent Hunter 5\MODS\sobers map colors SH5 V1 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\Shadow Improvement ModLR
D:\Games\Silent Hunter 5\MODS\Shadow Improvement ModLR installed correctly

Validating D:\Games\Silent Hunter 5\MODS\SH5 External Cargo 1.0
D:\Games\Silent Hunter 5\MODS\SH5 External Cargo 1.0 installed correctly

Validating D:\Games\Silent Hunter 5\MODS\TDW_GenericPatcher_v_1_0_149_0
D:\Games\Silent Hunter 5\MODS\TDW_GenericPatcher_v_1_0_149_0\data doesn't exist!

Checking for items to look for...
no items to look for defined

Determining each mod conflict's conflicting files...

Mod conflicts:
+D = creation dates equal, -D = creation dates not equal
+A = last accessed dates equal, -A = last accessed dates not equal
+W = last accessed write dates equal, -M = last accessed write dates not equal
+S = sizes equal, -S = sizes not equal

SteelViking's Interior Mod V1.2.2 Patch conflicts with SteelViking's Interior Mod V1.2
\data\Cfg\Lights.cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_interior_submari ne.cfg -D -A -W -S
\data\Sound\Metal_Door_5_Close.wav -D -A -W -S
\data\Sound\Metal_Door_5_Open.wav -D -A -W -S
\data\Submarine\Common\Rooms\Room_CR.sim -D -A -W -S
\data\Textures\TNormal\tex\comand_room(1024)_1.dds -D -A -W -S
\data\Textures\TNormal\tex\conning_tower_room_01.d ds -D -A -W -S
\data\Textures\TNormal\tex\CR7_cadrane.dds -D -A -W +S
\data\Textures\TNormal\tex\diesel_engine_room_01.d ds -D -A -W -S
\data\Textures\TNormal\tex\doors_rust.dds -D -A -W +S
\data\Textures\TNormal\tex\electric_engine_room_01 .dds -D -A -W -S
\data\Textures\TNormal\tex\electric_engine_room_02 .dds -D -A -W -S
\data\Textures\TNormal\tex\quarter_room1_01.dds -D -A -W -S
\data\Textures\TNormal\tex\quarter_room1_02.dds -D -A -W +S
\data\Textures\TNormal\tex\quarter_room2_01 .dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_03_N.dds -D -A -W +S
\data\Textures\TNormal\tex\tile_metal_11.dds -D -A -W +S
\data\Textures\TNormal\tex\torpedo_room_01.dds -D -A -W -S

Fuel Gauge WoGaDi_SteelViking's Interior conflicts with SteelViking's Interior Mod V1.2
\data\Submarine\Common\Rooms\Room_DER.GR2 -D -A -W -S
\data\Submarine\Common\Rooms\Room_DER.sim -D -A -W -S

sobers multi color mod V5 conflicts with SteelViking's Interior Mod V1.2
\data\Textures\TNormal\tex\tile_metal_01.dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_02.dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_03.dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_04.dds -D -A -W -S
\data\Textures\TNormal\tex\tile_metal_05.dds -D -A -W -S

DynEnv v2.9 - 1. Main Mod conflicts with SteelViking's Interior Mod V1.2
\data\Cfg\Lights.cfg -D -A -W -S

DynEnv v2.9 - 9. Sobers Best Ever Tweaks conflicts with SteelViking's Interior Mod V1.2
\data\Cfg\Lights.cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_interior_submari ne.cfg -D -A -W -S

Pascal-sh5-Crew-Uniforms 06.2012 conflicts with SteelViking's Interior Mod V1.2
\data\Textures\TNormal\tex\binocular_D.dds -D -A -W -S

Equipment_Upgrades_Fix_v1_4_Patch_1 conflicts with SteelViking's Interior Mod V1.2
\data\Objects\Sensors\NSS_Uboat_Senzors.dds -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 conflicts with SteelViking's Interior Mod V1.2
\data\Submarine\Common\Rooms\Room_QR1.sim -D -A -W -S

silentmichal's interior mod 1.2.3 conflicts with SteelViking's Interior Mod V1.2
\data\Submarine\Common\Rooms\Room_CR.GR2 -D -A -W -S
\data\Submarine\Common\Rooms\Room_QR1.GR2 -D -A -W -S
\data\Submarine\Common\Rooms\Room_QR1.sim -D -A -W -S
\data\Textures\TNormal\tex\curtain.dds -D -A -W -S
\data\Textures\TNormal\tex\curtain_N_PARALLAX.dds -D -A -W -S

sobers Lights Cfg V5 SH5 conflicts with SteelViking's Interior Mod V1.2
\data\Cfg\Lights.cfg -D -A -W -S

sobers Depth of Field (DOF) V6 SH5 conflicts with SteelViking's Interior Mod V1.2
\data\Filters\ColorCorrection\hdr_interior_submari ne.cfg -D -A -W -S

Capthelms Audio+SV Touch Ups conflicts with U-Boat Watch Crew Routine SFX
\data\Sound\amb_OceanSkyline_Q.wav -D -A -W -S

DynEnv v2.9 - 1. Main Mod conflicts with SteelViking's Interior Mod V1.2.2 Patch
\data\Cfg\Lights.cfg -D -A -W -S

DynEnv v2.9 - 9. Sobers Best Ever Tweaks conflicts with SteelViking's Interior Mod V1.2.2 Patch
\data\Cfg\Lights.cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_interior_submari ne.cfg -D -A -W -S

sobers Lights Cfg V5 SH5 conflicts with SteelViking's Interior Mod V1.2.2 Patch
\data\Cfg\Lights.cfg -D -A -W -S

sobers Depth of Field (DOF) V6 SH5 conflicts with SteelViking's Interior Mod V1.2.2 Patch
\data\Filters\ColorCorrection\hdr_interior_submari ne.cfg -D -A -W -S

DynEnv v2.9 - No Underwater Impurity Patch conflicts with DynEnv v2.9 - 1. Main Mod
\data\Misc\impurity.dds -D -A -W -S

DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters conflicts with DynEnv v2.9 - 1. Main Mod
\data\Env\EnvColors_Polar.cfg -D -A -W -S
\data\Env\EnvColors_Polar_A.cfg -D -A -W -S
\data\Env\EnvColors_Polar_A_luv.cfg -D -A -W -S
\data\Env\EnvColors_Polar_luv.cfg -D -A -W -S
\data\Env\EnvColors_Temperate.cfg -D -A -W +S
\data\Env\EnvColors_Temperate_A.cfg -D -A -W +S
\data\Env\EnvColors_Temperate_A_luv.cfg -D -A -W -S
\data\Env\EnvColors_Temperate_luv.cfg -D -A -W -S
\data\Env\EnvColors_Tropical.cfg -D -A -W +S
\data\Env\EnvColors_Tropical_A.cfg -D -A -W -S
\data\Env\EnvColors_Tropical_A_luv.cfg -D -A -W -S
\data\Env\EnvColors_Tropical_luv.cfg -D -A -W -S

DynEnv v2.9 - 9. Sobers Best Ever Tweaks conflicts with DynEnv v2.9 - 1. Main Mod
\data\Cfg\Lights.cfg -D -A -W -S
\data\Env\FogDistances.cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_exterior.cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_underwater.cfg -D -A -W -S
\data\Shaders\Sky\SkyPS_SH5.fx -D -A -W -S

Small_trees_SH5_V1 conflicts with DynEnv v2.9 - 1. Main Mod
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\0.Taigas and Dry Lands\vegetation_taiga_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\1.Small Vegetation and Temperate Alpina\vegetation_small_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\3.Arctic Tundra\vegetation_tundra_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_autumn.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_spring.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\4.Grasslands and Open Areas\vegetation_gl_winter.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\7.Savannas\v egetation_savanna_summer.dds -D -A -W +S
\data\Terrain\Textures_and_Vegetation\7.Savannas\v egetation_savanna_winter.dds -D -A -W +S

sobers smoke screen V1 SH5 (DynEnv compatible) conflicts with DynEnv v2.9 - 1. Main Mod
\data\Library\Baza_FX.dat -D -A -W +S

sobers water splash anim SH5 conflicts with DynEnv v2.9 - 1. Main Mod
\data\Textures\TNormal\tex\water_splash_anim.dds -D -A -W -S

sobers best ever fog V22 SH5 conflicts with DynEnv v2.9 - 1. Main Mod
\data\Env\FogDistances.cfg -D -A -W -S

sobers base sky mechanics V1 conflicts with DynEnv v2.9 - 1. Main Mod
\data\Shaders\Sky\SkyPS_SH5.fx -D -A -W -S

EUF_UBoat_FX_v0_0_3_ byTheBeast conflicts with DynEnv v2.9 - 1. Main Mod
\data\Misc\caustics_anim1.dds -D -A -W -S
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.fx -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.fx -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.FX.fx -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.fx -D -A -W -S

FX_Update_0_0_22_ByTheDarkWraith conflicts with DynEnv v2.9 - 1. Main Mod
\data\Textures\TNormal\tex\water_splash.dds -D -A -W +S

sobers Lights Cfg V5 SH5 conflicts with DynEnv v2.9 - 1. Main Mod
\data\Cfg\Lights.cfg -D -A -W -S

sobers Depth of Field (DOF) V6 SH5 conflicts with DynEnv v2.9 - 1. Main Mod
\data\Filters\ColorCorrection\hdr_exterior.cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_underwater.cfg -D -A -W -S

DynEnv v2.9 - 12. Sounds conflicts with Capthelms Audio+SV Touch Ups
\data\Sound\amb_Wind1_Q.wav -D -A -W -S
\data\Sound\Depth charges exploding at surface.wav -D -A -W -S
\data\Sound\Depth charges exploding under-water.wav -D -A -W -S

OPEN HORIZONS II_full v2.2 conflicts with Capthelms Audio+SV Touch Ups
\data\Sound\motor_Diesel_LOOP.wav -D -A -W -S
\data\Sound\Submarine_diesel_exterior.wav -D -A -W -S

MadMaxs_SH5_Subdiesel (mono) v2 conflicts with Capthelms Audio+SV Touch Ups
\data\Sound\motor_Diesel_LOOP.wav -D -A -W -S
\data\Sound\Submarine_diesel_exterior.wav -D -A -W -S

sobers best ever fog V22 SH5 conflicts with DynEnv v2.9 - 9. Sobers Best Ever Tweaks
\data\Env\FogDistances.cfg -D -A -W +S

sobers base sky mechanics V1 conflicts with DynEnv v2.9 - 9. Sobers Best Ever Tweaks
\data\Shaders\Sky\SkyPS_SH5.fx -D -A -W +S

sobers better terrain v3 SH5 conflicts with DynEnv v2.9 - 9. Sobers Best Ever Tweaks
\data\Terrain\Terrain.cfg -D -A -W +S

sobers waves mod V12 27032013 conflicts with DynEnv v2.9 - 9. Sobers Best Ever Tweaks
\data\Env\SeaParameters.cfg -D -A -W -S

EUF_UBoat_FX_v0_0_3_ byTheBeast conflicts with DynEnv v2.9 - 9. Sobers Best Ever Tweaks
\data\Misc\underwater_disp_map.dds -D -A -W -S

sobers Lights Cfg V5 SH5 conflicts with DynEnv v2.9 - 9. Sobers Best Ever Tweaks
\data\Cfg\Lights.cfg -D -A -W +S

sobers Depth of Field (DOF) V6 SH5 conflicts with DynEnv v2.9 - 9. Sobers Best Ever Tweaks
\data\Filters\ColorCorrection\hdr_exterior.cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_interior_bunker. cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_interior_submari ne.cfg -D -A -W -S
\data\Filters\ColorCorrection\hdr_underwater.cfg -D -A -W -S

sobers waves mod V12 27032013 conflicts with sobers smoke screen V1 SH5 (DynEnv compatible)

Church's Compass Dials Mod v2.2 - Option One conflicts with sobers smoke screen V1 SH5 (DynEnv compatible)

OPEN HORIZONS II_full v2.2 conflicts with sobers smoke screen V1 SH5 (DynEnv compatible)

RPM Hydrophone v2.2.1 conflicts with sobers smoke screen V1 SH5 (DynEnv compatible)

sobers no footstep sound mod conflicts with sobers smoke screen V1 SH5 (DynEnv compatible)

sobers Realistic contrast V6 SH5 conflicts with sobers smoke screen V1 SH5 (DynEnv compatible)

sobers map colors SH5 V1 conflicts with sobers smoke screen V1 SH5 (DynEnv compatible)

German U-Boat Hydrophone SFX conflicts with DynEnv v2.9 - 12. Sounds
\data\Sound\amb_Hydrophone.wav -D -A -W -S
\data\Sound\Depth charges splashing on water surface 1_hyd.wav -D -A -W -S
\data\Sound\Depth charges splashing on water surface 2_hyd.wav -D -A -W -S
\data\Sound\Depth charges splashing on water surface 3_hyd.wav -D -A -W -S

gap - Sonar Sound Collection v 1.0 for SH5 - Distorted conflicts with DynEnv v2.9 - 12. Sounds
\data\Sound\Sonar.wav -D -A -W -S

Equipment_Upgrades_Fix_v1_4_Patch_1 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\Menu\Pages\Page WeaponsAndSensors.ini -D -A -W -S
\data\Menu\Skins\German\Gui\Upgrade\Uboat_7C_camo_ d.dds -D -A -W +S
\data\Objects\Sensors\coatings.sim -D -A -W -S
\data\Objects\Sensors\Uboot_Sensor_parts.dat -D -A -W -S
\data\Objects\Sensors\Uboot_Sensor_parts.dat.Grann yIDs -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.sns -D -A -W -S
\data\Textures\TNormal\tex\Conning_7C_01_camo_d.dd s -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_01_N_camo_d. dds -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_02_camo_d.dd s -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_02_N_camo_d. dds -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_02_O01.dds -D -A -W -S
\data\UPCDataGE\UPCLocalization\UPCLocalization.ts r -D -A -W -S
\data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S
\data\UPCDataGE\UPCUnitsData\UpgradePacks.upc -D -A -W -S
\data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S

Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S

Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCUnitsData\Ammunition.upc -D -A -W -S
\data\UPCDataGE\UPCUnitsData\UpgradePacks.upc -D -A -W -S
\Documentation\Equip_Upgrade_Dates.jpg -D -A -W +S
\Documentation\Readtme.txt -D -A -W +S
\Documentation\tooltip.jsgme -D -A -W +S

EUF_UBoat_FX_v0_0_3_ byTheBeast conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\documentation\tooltip.jsgme -D -A -W -S

SH5 Longer Repairs v.1 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S

NewUIs_TDC_7_5_0_ByTheDarkWraith conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sns -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sns -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S

gap - armaments & equipments patch v 0.2 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\Library\Shells.dsd -D -A -W -S
\data\Library\Shells.zon -D -A -W -S

NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\Textures\TNormal\tex\Conning_7C_02_O01.dds -D -A -W -S

R.S.D. - Reworked Submarine Damage v5.3 by vdr1981 conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S
\Data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S
\Data\UPCDataGE\UPCUnitsData\UnitParts1VIIC.upc -D -A -W -S
\Data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S

MFCMCCDLite conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\UPCDataGE\UPCLocalization\dialogs.tsr -D -A -W -S

Reworked U-boat Guns (incomplete version) conflicts with Equipment_Upgrades_Fix_v1_4_byTheBeast
\data\Objects\Guns\Deck_Gun_GE105mm.sim -D -A -W +S

Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S

Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\UPCDataGE\UPCUnitsData\UpgradePacks.upc -D -A -W -S

EUF_UBoat_FX_v0_0_3_ byTheBeast conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Objects\Snorkels\DG_7A_Snorkle_Hinged.dat -D -A -W -S
\data\Objects\Snorkels\DG_7A_Snorkle_Hinged.sim -D -A -W -S
\data\Objects\Snorkels\DG_7A_Snorkle_Hinged.val -D -A -W -S
\data\Objects\Snorkels\DG_7A_Snorkle_Hinged.zon -D -A -W +S
\data\Objects\Snorkels\DG_7B_Snorkle_Hinged.dat -D -A -W -S
\data\Objects\Snorkels\DG_7B_Snorkle_Hinged.sim -D -A -W -S
\data\Objects\Snorkels\DG_7B_Snorkle_Hinged.val -D -A -W -S
\data\Objects\Snorkels\DG_7B_Snorkle_Hinged.zon -D -A -W -S
\data\Objects\Snorkels\DG_7C41_Snorkle_Hinged.dat -D -A -W -S
\data\Objects\Snorkels\DG_7C41_Snorkle_Hinged.sim -D -A -W -S
\data\Objects\Snorkels\DG_7C41_Snorkle_Hinged.val -D -A -W -S
\data\Objects\Snorkels\DG_7C41_Snorkle_Hinged.zon -D -A -W -S
\data\Objects\Snorkels\DG_7C_Snorkle_Hinged.dat -D -A -W -S
\data\Objects\Snorkels\DG_7C_Snorkle_Hinged.sim -D -A -W -S
\data\Objects\Snorkels\DG_7C_Snorkle_Hinged.val -D -A -W -S
\data\Objects\Snorkels\DG_7C_Snorkle_Hinged.zon -D -A -W -S

SH5 Longer Repairs v.1 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S

FX_Update_0_0_22_ByTheDarkWraith conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Objects\Sensors\UBoot_Sensors.GR2 -D -A -W +S
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

NewUIs_TDC_7_5_0_ByTheDarkWraith conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Cfg\Contacts.cfg -D -A -W -S
\data\Objects\Sensors\UBoot_Sensors.GR2 -D -A -W +S
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S

IRAI_0_0_39_ByTheDarkWraith conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Textures\TNormal\tex\Conning_7C_01.dds -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_01_N.dds -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_02.dds -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_02_N.dds -D -A -W +S
\data\Textures\TNormal\tex\Conning_7C_02_O01.dds -D -A -W -S
\data\Textures\TNormal\tex\Uboat7C_deck.dds -D -A -W +S
\data\Textures\TNormal\tex\Uboat7C_deck_N.dds -D -A -W +S
\data\Textures\TNormal\tex\Uboat7C_O01.dds -D -A -W +S
\data\Textures\TNormal\tex\Uboat7C_structure.dds -D -A -W +S
\data\Textures\TNormal\tex\Uboat7C_structure_N.dds -D -A -W +S
\data\Textures\TNormal\tex\Uboat7_body.dds -D -A -W +S
\data\Textures\TNormal\tex\Uboat7_body_N.dds -D -A -W +S

OPEN HORIZONS II_full v2.2 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.upcge -D -A -W +S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.upcge -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.upcge -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.upcge -D -A -W -S

R.S.D. - Reworked Submarine Damage v5.3 by vdr1981 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1
\Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.upcge -D -A -W -S
\Data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S
\Data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S

FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Library\torpedoes_g7a-e.sim -D -A -W -S
\data\Library\Torpedos_AI.sim -D -A -W -S

FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches) conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Library\torpedoes_g7a-e.sim -D -A -W -S
\data\Library\Torpedos_AI.sim -D -A -W -S

NewUIs_TDC_7_5_0_ByTheDarkWraith conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.fx -D -A -W -S
\data\Objects\Sensors\UBoot_Sensors.GR2 -D -A +W +S
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W +S

IRAI_0_0_39_ByTheDarkWraith conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

OPEN HORIZONS II_full v2.2 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Zones.cfg -D -A -W -S
\data\Library\flag.dat -D -A -W -S
\data\Sea\NF_Boat_1\NF_Boat_1.GR2 -D -A +W +S
\data\Sea\NF_Boat_1\NF_Boat_1_AO01.dds -D -A +W +S
\data\Sea\NF_Boat_1\NF_Boat_1_LOD.GR2 -D -A +W +S
\data\Sea\NF_Boat_1\NF_Boat_1_sil.dds -D -A +W +S
\data\Sound\Sh.sdl -D -A -W -S

RPM Hydrophone v2.2.1 conflicts with FX_Update_0_0_22_ByTheDarkWraith

R.S.D. - Reworked Submarine Damage v5.3 by vdr1981 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\Data\Zones.cfg -D -A -W -S

SH5Lifeboats by Rongel TDW stoianm v2.1 conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Sound\Sh.sdl -D -A -W -S

SkyBaron's Bold SFX for SH5 1.0 conflicts with FX_Update_0_0_22_ByTheDarkWraith

TDW FX Fix for Sobers chimney smoke conflicts with FX_Update_0_0_22_ByTheDarkWraith
\data\Terrain\Locations\CustomAreas\alexandria\ale xandria2.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\augusta\august a.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\Big_generic\Bi g_generic.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\france\Brest\b rest.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\france\Calais\ calais.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\france\Dieppe\ dieppe.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\france\LaPalli ce\lapallice.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\germany\wilhel mshaven.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\gibraltar\gibr altar3.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\kiel\Kiel.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\LaSpezia\La_Sp ezia.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\napoli\napoli4 .sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\norway\navrik. sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\palermo\palerm o.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\pantelleria\pa ntelleria.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\poland\danzig\ danzig.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\poland\hela\he la.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\Small_generic\ small_channel.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\Small_generic\ small_generic.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\Small_generic\ small_generic_mediu.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\taranto\tarant o.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\tobruk\Tobruk. sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\tripoli\Tripol i.sim -D -A -W -S
\data\Terrain\Locations\CustomAreas\valletta\Valle tta.sim -D -A -W +S
\data\Terrain\Locations\CustomAreas\venezia\venezi a.sim -D -A -W -S

FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches) conflicts with FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
\data\Library\torpedoes_g7a-e.sim -D -A -W +S
\data\Library\Torpedos_AI.sim -D -A -W +S

NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Menu\Gui\Layout\OfficerA.dds -D -A -W -S

NewUIs_TDC_7_5_0_Real_Navigation conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Menu\menu.txt -D -A -W -S

NewUIs_TDC_7_5_0_jimimadrids_map_tools conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Menu\Gui\Layout\Hud3.dds -D -A -W +S

Sjizzles - Charts for NewUIs part1_07.06.2013 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith

Sjizzles - Charts for NewUIs part 2_07.06.2013 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith

Sjizzles - Charts for NewUIs part 3_24.06.2013 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith

Sjizzles - Charts for NewUIs part 4_20.07.2013 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith

Manos Scopes-patch for 16x9 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Library\cameras.cam -D -A -W -S

Submarine's .sim&cfg (modified for engine ratio + independent control patches) conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.cfg -D -A -W -S
\data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sim -D -A -W -S
\data\Submarine\NSS_Uboat7a_AI\NSS_Uboat7A_AI.sim -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.cfg -D -A -W -S
\data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sim -D -A -W -S
\data\Submarine\NSS_Uboat7b_AI\NSS_Uboat7b_AI.sim -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.cfg -D -A -W -S
\data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sim -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.cfg -D -A -W -S
\data\Submarine\NSS_Uboat7c41\NSS_Uboat7C41.sim -D -A -W -S
\data\Submarine\NSS_Uboat7c41_AI\NSS_Uboat7C41_AI. sim -D -A -W -S
\data\Submarine\NSS_Uboat7c_AI\NSS_Uboat7C_AI.sim -D -A -W -S
\data\Submarine\NSS_Undine\NSS_Undine.sim -D -A -W -S

IRAI_0_0_39_ByTheDarkWraith conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

Church's Compass Dials Mod v2.2 - Option One conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Menu\Gui\Dials.dds -D -A -W -S

OPEN HORIZONS II_full v2.2 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Menu\Gui\Layout\Flags\Russia.dds -D -A -W +S
\data\RadioMessages\WWIIShipNames.txt -D -A +W +S
\data\RadioMessages\English\1941\03\radiomessages. txt -D -A -W -S
\data\RadioMessages\English\1941\04\radiomessages. txt -D -A -W -S
\data\RadioMessages\English\1943\03\radiomessages. txt -D -A -W -S
\data\Roster\SOANNames.cfg -D -A -W -S
\data\Sea\NKMSS_HogIsland\NKMSS_HogIsland.cfg -D -A -W +S
\data\Sea\NKSCS_N3SA1\NKSCS_N3SA1.cfg -D -A -W +S
\data\Submarine\NSS_Uboat2a\NSS_Uboat2a.dsd -D -A -W -S
\data\Submarine\NSS_Uboat7a_AI\NSS_Uboat7a_AI.dsd -D -A -W -S
\data\Submarine\NSS_Uboat7b_AI\NSS_Uboat7b_AI.dsd -D -A -W -S
\data\Submarine\NSS_Uboat7c41_AI\NSS_Uboat7C41_AI. dsd -D -A -W -S
\data\Submarine\NSS_Uboat7c_AI\NSS_Uboat7c_AI.dsd -D -A -W -S
\data\Submarine\NSS_Undine\NSS_Undine.dsd -D -A -W -S

RPM Hydrophone v2.2.1 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Sea\NAGC_C2Appalachian\NAGC_C2Appalachian.cf g -D -A -W -S
\data\Sea\NAMC_Patroclus\NAMC_Patroclus.cfg -D -A +W +S
\data\Sea\NAMC_Rawalpindi\NAMC_Rawalpindi.cfg -D -A +W +S
\data\Sea\NCL_Brooklyn\NCL_Brooklyn.cfg -D -A +W +S
\data\Sea\NCL_Dido\NCL_Dido.cfg -D -A +W +S
\data\Sea\NCO_Flower\NCO_Flower.cfg -D -A +W +S
\data\Sea\NDD_A&B\NDD_A&B.cfg -D -A +W +S
\data\Sea\NDD_Clemson\NDD_Clemson.cfg -D -A +W +S
\data\Sea\NDD_Fletcher\NDD_Fletcher.cfg -D -A -W +S
\data\Sea\NDD_Keith\NDD_Keith.cfg -D -A +W +S
\data\Sea\NDD_Rocket\NDD_Rocket.cfg -D -A -W +S
\data\Sea\NDD_Somers\NDD_Somers.cfg -D -A -W +S
\data\Sea\NDD_Town\NDD_Town.cfg -D -A +W +S
\data\Sea\NDD_Tribal\NDD_Tribal.cfg -D -A -W -S
\data\Sea\NDD_V&W\NDD_V&W.cfg -D -A +W +S
\data\Sea\NDD_V&W_Walker\NDD_V&W_Walker.cfg -D -A +W +S
\data\Sea\NDE_Buckley\NDE_Buckley.cfg -D -A -W +S
\data\Sea\NDE_Evarts\NDE_Evarts.cfg -D -A +W +S
\data\Sea\NFF_Black_Swan\NFF_Black_Swan.cfg -D -A +W +S
\data\Sea\NFF_Black_Swan_Stork\NFF_Black_Swan_Stor k.cfg -D -A +W +S
\data\Sea\NKL\NKL.cfg -D -A -W +S
\data\Sea\NKLCS_C2SB1\NKLCS_C2SB1.cfg -D -A -W -S
\data\Sea\NKL_WarSupplies\NKL_WarSupplies.cfg -D -A -W +S
\data\Sea\NKMCS_C1B\NKMCS_C1B.cfg -D -A +W +S
\data\Sea\NKMSS_HogIsland\NKMSS_HogIsland.cfg -D -A -W +S
\data\Sea\NKSCS_N3SA1\NKSCS_N3SA1.cfg -D -A -W +S
\data\Sea\NLL\NLL.cfg -D -A -W +S
\data\Sea\NLST_Transport\NLST_Transport.cfg -D -A -W -S
\data\Sea\NOL_T3Cimmaron\NOL_T3Cimmaron.cfg -D -A -W +S
\data\Sea\NOM_Ranger\NOM_Ranger.cfg -D -A -W +S
\data\Sea\NPC_Thetis\NPC_Thetis.cfg -D -A -W +S
\data\Sea\NPH_Mauretania\NPH_Mauretania.cfg -D -A -W -S
\data\Sea\NPL_C3Middleton\NPL_C3Middleton.cfg -D -A +W +S
\data\Sea\NPP_QueenMary\NPP_QueenMary.cfg -D -A -W -S
\data\Sea\Nrtw\Nrtw.cfg -D -A -W +S
\data\Sea\NSC_SC497\NSC_SC497.cfg -D -A -W -S
\data\Sea\NTR_Rawalpindi\NTR_Rawalpindi.cfg -D -A +W +S
\data\Sea\NVV\NVV.cfg -D -A +W +S

R.S.D. - Reworked Submarine Damage v5.3 by vdr1981 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\Data\Submarine\NSS_Uboat2a\NSS_Uboat2a.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.zon -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sns -D -A -W -S
\Data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.SNS -D -A -W -S
\Data\Submarine\NSS_Uboat7c41_AI\NSS_Uboat7c41_AI. sns -D -A -W -S

Speech fixes and additions (english version) conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\data\Cfg\Message_NA.cfg -D -A -W -S

Trevally Tutorial - All v0.2(for OHIIv1.3) conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith

Krauters Automated Scripts (v5_0_0 compatible) conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith

Trevally Automated Scripts v0.6 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith

Trevally Harbour & Kiel Canal Pilot v3.1 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith

Trevally TDC Help v2 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith

EQuaTool 01.01 by AvM - Large Style conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith

TDW_GenericPatcher_v_1_0_149_0 conflicts with NewUIs_TDC_7_5_0_ByTheDarkWraith
\TDWFileUtils.dll -D -A -W +S
\TDWUtils.dll -D -A -W -S

gap - armaments & equipments patch v 0.2 conflicts with Depth Charge Range Fix
\data\Library\ShipParts\guns_radars_01.sim -D -A -W -S

IRAI_0_0_39_ByTheDarkWraith conflicts with Depth Charge Range Fix
\data\Library\DC_barrels.sim -D -A -W -S
\data\Library\ShipParts\guns_radars_01.sim -D -A -W -S

IRAI_0_0_39_ByTheDarkWraith conflicts with gap - armaments & equipments patch v 0.2
\data\Library\ShipParts\guns_radars_01.sim -D -A -W -S
\data\Library\ShipParts\guns_radars_01.zon -D -A -W -S

IRAI_0_0_39_ByTheDarkWraith_Patch_1 conflicts with IRAI_0_0_39_ByTheDarkWraith
\data\Scripts\AI\Ship-weapons.aix -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 conflicts with IRAI_0_0_39_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible conflicts with IRAI_0_0_39_ByTheDarkWraith
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

OPEN HORIZONS II_full v2.2 conflicts with IRAI_0_0_39_ByTheDarkWraith
\data\Air\AS_USFloatEarlyWar\AS_USFloatEarlyWar.eq p -D -A -W -S
\data\Air\AS_USFloatEarlyWar\AS_USFloatEarlyWar.sn s -D -A -W -S

R.S.D. - Reworked Submarine Damage v5.3 by vdr1981 conflicts with IRAI_0_0_39_ByTheDarkWraith
\Data\Library\DC_barrels.ZON -D -A -W -S

SkyBaron's Leigh Light for SH5 1.1 conflicts with IRAI_0_0_39_ByTheDarkWraith
\data\Air\AS_USFloatEarlyWar\AS_USFloatEarlyWar.eq p -D -A -W -S
\data\Air\AS_USHeavyBomberMedWar\AS_USHeavyBomberM edWar.eqp -D -A -W -S

R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible conflicts with R.E.M_by_Xrundel_TheBeast_1.2
\data\Objects\Sensors\UBoot_Sensors.sim -D -A -W -S

silentmichal's interior mod 1.2.3 conflicts with R.E.M_by_Xrundel_TheBeast_1.2
\data\Submarine\Common\Rooms\Room_QR1.sim -D -A -W -S

Flower_Class_Corvette_Pack conflicts with Cerberus62 Corrected Depth Charge Projector 1.0
\Data\Sea\NCO_Flower\NCO_Flower.eqp -D -A -W -S

OPEN HORIZONS II_full v2.2 conflicts with Accurate German Flags
\data\Textures\TNormal\tex\German.dds -D -A -W -S
\data\Textures\TNormal\tex\German_m.dds -D -A -W -S

OPEN HORIZONS II_full v2.2 conflicts with Expanded Navies by Cybermat47 v.1.0.01
\data\Roster\Names.cfg -D -A -W -S
\data\Roster\Australian\Sea\DDTribal.cfg -D -A -W +S
\data\Roster\Australian\Sea\DDV&W.cfg -D -A -W -S
\data\Roster\NewZealand\Sea\PCTrawler.cfg -D -A +W +S
\data\Roster\Norway\Sea\PCTrawler.cfg -D -A +W +S
\data\Roster\Russia\Sea\BBRoyalSovereign.cfg -D -A -W -S

SH5Lifeboats by Rongel TDW stoianm v2.1 conflicts with Expanded Navies by Cybermat47 v.1.0.01

SH5Lifeboat Wooden ver. 0.2 conflicts with Expanded Navies by Cybermat47 v.1.0.01

OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch conflicts with OPEN HORIZONS II_full v2.2
\data\Sea\NDD_Rocket\NDD_Rocket.sim -D -A -W +S

Sobers Terrain fix for OH2 V2.2 conflicts with OPEN HORIZONS II_full v2.2
\data\Terrain\Data\DetailMasks\E021N056_2_6.dds -D -A -W +S
\data\Terrain\Data\DetailMasks\E021N056_2_6.RAW -D -A -W +S
\data\Terrain\Data\DetailMasks\E021N056_2_7.RAW -D -A -W +S
\data\Terrain\Data\DetailMasks\E021N056_3_6.RAW -D -A -W +S
\data\Terrain\Data\DetailMasks\E021N056_3_7.dds -D -A -W +S
\data\Terrain\Data\DetailMasks\E021N056_3_7.RAW -D -A -W +S
\data\Terrain\Data\DetailMasks\W003N059_2_2.RAW -D -A -W +S

Open Horizons II - Hospital Ship Texture Fix v 1 conflicts with OPEN HORIZONS II_full v2.2
\data\Sea\NHOSP\NHOSP.dat -D -A -W -S
\data\Sea\NHOSP\NHOSP_N01.dds -D -A -W +S

RPM Hydrophone v2.2.1 conflicts with OPEN HORIZONS II_full v2.2
\data\Sea\NAMC\NAMC.cfg -D -A -W -S
\data\Sea\NAMC\NAMC.dsd -D -A -W -S
\data\Sea\NAMC\NAMC.sim -D -A -W -S
\data\Sea\NDD_Rocket\NDD_Rocket.sim -D -A -W -S
\data\Sea\NHOSP\NHOSP.cfg -D -A -W +S
\data\Sea\NHOSP\NHOSP.dsd -D -A -W -S
\data\Sea\NHOSP\NHOSP.sim -D -A -W -S
\data\Sea\NKL_North_Sands\NKL_North_Sands.cfg -D -A -W -S
\data\Sea\NKMCS_Akita\NKMCS_Akita.cfg -D -A -W -S
\data\Sea\NKMCS_Akita\NKMCS_Akita.dsd -D -A -W +S
\data\Sea\NKMCS_Akita\NKMCS_Akita.sim -D -A -W -S
\data\Sea\NKMSS_HogIsland\NKMSS_HogIsland.cfg -D -A -W +S
\data\Sea\NKSCS_N3SA1\NKSCS_N3SA1.cfg -D -A -W +S
\data\Sea\NKSCS_Taihosan\NKSCS_Taihosan.cfg -D -A -W -S
\data\Sea\NKSCS_Taihosan\NKSCS_Taihosan.dsd -D -A -W -S
\data\Sea\NKSCS_Taihosan\NKSCS_Taihosan.sim -D -A -W -S
\data\Sea\NKSSS_Kasagisan\NKSSS_Kasagisan.cfg -D -A -W -S
\data\Sea\NKSSS_Kasagisan\NKSSS_Kasagisan.dsd -D -A -W -S
\data\Sea\NKSSS_Kasagisan\NKSSS_Kasagisan.sim -D -A -W -S
\data\Sea\NOL_Dale\NOL_Dale.cfg -D -A +W +S
\data\Sea\NOS_Haruna\NOS_Haruna.cfg -D -A -W +S
\data\Sea\NOS_Haruna\NOS_Haruna.dsd -D -A -W -S
\data\Sea\NOS_Haruna\NOS_Haruna.sim -D -A -W -S
\data\Sea\NPL_Hap\NPL_Hap.cfg -D -A -W +S
\data\Sea\NPL_Hap\NPL_Hap.dsd -D -A -W -S
\data\Sea\NPL_Hap\NPL_Hap.sim -D -A -W -S
\data\Sea\NPS_Tyohei\NPS_Tyohei.cfg -D -A -W +S
\data\Sea\NPS_Tyohei\NPS_Tyohei.dsd -D -A -W -S
\data\Sea\NPS_Tyohei\NPS_Tyohei.sim -D -A -W -S
\data\Sea\NPT\NPT.cfg -D -A -W -S
\data\Sea\NPT\NPT.sim -D -A -W -S
\data\Sea\NTR_Oronsay\NTR_Oronsay.cfg -D -A +W +S

R.S.D. - Reworked Submarine Damage v5.3 by vdr1981 conflicts with OPEN HORIZONS II_full v2.2
\Data\Zones.cfg -D -A -W -S
\Data\Submarine\NSS_Uboat7a\NSS_Uboat7a.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7b\NSS_Uboat7b.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.upcge -D -A -W -S
\Data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.upcge -D -A -W -S

SH5Lifeboats by Rongel TDW stoianm v2.1 conflicts with OPEN HORIZONS II_full v2.2
\data\Sound\Sh.sdl -D -A -W -S

SH5Lifeboat Wooden ver. 0.2 conflicts with OPEN HORIZONS II_full v2.2

SkyBaron's Bold SFX for SH5 1.0 conflicts with OPEN HORIZONS II_full v2.2

SkyBaron's Leigh Light for SH5 1.1 conflicts with OPEN HORIZONS II_full v2.2
\data\Air\AS_USFloatEarlyWar\AS_USFloatEarlyWar.eq p -D -A -W -S
\data\Air\AS_USFloatEarlyWar\FloatingPlane.GR2 -D -A -W -S

MadMaxs_SH5_Subdiesel (mono) v2 conflicts with OPEN HORIZONS II_full v2.2
\data\Sound\motor_Diesel_LOOP.wav -D -A -W -S
\data\Sound\Submarine_diesel_exterior.wav -D -A -W -S

SH5 External Cargo 1.0 conflicts with OPEN HORIZONS II_full v2.2
\data\Campaigns\CampaignProjects\Arctic_Convoys\Gr oupTypeDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\Battle_of_Mediter ranean\GroupTypeDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\Black_May\GroupTy peDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\Distant_Waters\Gr oupTypeDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\Happy_Times\Group TypeDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\Mare_Nostrum\Grou pTypeDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\Monsun_Gruppe\Gro upTypeDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\Operation_Drumbea t\GroupTypeDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\The_Black_Pit\Gro upTypeDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\Total_Germany\Gro upTypeDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\Turning_Point\Gro upTypeDefs.cfg -D -A -W -S
\data\Campaigns\CampaignProjects\Western_Approache s\GroupTypeDefs.cfg -D -A -W -S

RPM Hydrophone v2.2.1 conflicts with Flower_Class_Corvette_Pack
\data\Sea\NCO_Flower\NCO_Flower.sim -D -A -W -S

RPM Hydrophone v2.2.1 conflicts with OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
\data\Sea\NDD_Rocket\NDD_Rocket.sim -D -A -W -S

R.S.D. - Reworked Submarine Damage v5.3 by vdr1981 conflicts with Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
\Data\UPCDataGE\UPCUnitsData\Weapons.upc -D -A -W -S

R.S.D. - Reworked Submarine Damage v5.3 by vdr1981 conflicts with SH5 Longer Repairs v.1
\Data\UPCDataGE\UPCUnitsData\Equipment.upc -D -A -W -S

SH5Lifeboats by Rongel TDW stoianm v2.1 conflicts with RPM Hydrophone v2.2.1

SkyBaron's Bold SFX for SH5 1.0 conflicts with RPM Hydrophone v2.2.1
\data\Sound\sh.sdl -D -A -W -S

SH5Lifeboat Wooden ver. 0.2 conflicts with SH5Lifeboats by Rongel TDW stoianm v2.1
\data\Roster\Albania\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\American\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Argentina\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Australian\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Belgium\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Brazil\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\British\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Bulgaria\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Canadian\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\China\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Colombia\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Cuba\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Denmark\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Egypt\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Estonia\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Faroe Island\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Finland\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\France\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\FreeBelgium\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\FreeDenmark\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\FreeFinland\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\FreeFrench\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\FreeGreece\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\FreeNetherland\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\FreeNorway\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\FreePoland\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\FreeSweden\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\German\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Greece\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Iceland\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\India\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Ireland\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Italian\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Japan\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Latvia\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Lithuania\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Mexico\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Netherlands\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Nicaragua\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Norway\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Panama\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Poland\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Portugal\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\RedCross\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Romania\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Russia\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\SouthAfrica\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Spain\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Sweden\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Turkey\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Uruguay\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Venezuela\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Roster\Yugoslavia\Sea\LifeBoatLarge.cfg -D -A -W +S
\data\Scripts\AI\Crew\Lifeboat_Actions.aix -D -A +W +S
\data\Sea\NLifeBoat_02\barca_pneumatica.dds -D -A +W +S
\data\Sea\NLifeBoat_02\Nlifeboat_02.cfg -D -A -W -S
\data\Sea\NLifeBoat_02\NLifeBoat_02.chr -D -A +W +S
\data\Sea\NLifeBoat_02\NLifeboat_02.dsd -D -A +W +S
\data\Sea\NLifeBoat_02\NLifeboat_02.eqp -D -A +W +S
\data\Sea\NLifeBoat_02\Nlifeboat_02.fx -D -A +W +S
\data\Sea\NLifeBoat_02\NLifeBoat_02.GR2 -D -A -W -S
\data\Sea\NLifeBoat_02\NLifeBoat_02.sim -D -A -W -S
\data\Sea\NLifeBoat_02\Nlifeboat_02.sns -D -A +W +S
\data\Sea\NLifeBoat_02\Nlifeboat_02.zon -D -A -W -S
\data\Sea\NLifeBoat_02\NLifeboat_02_shp.dds -D -A +W +S
\data\Sea\NLifeBoat_02\waypoint_edges.txt -D -A +W +S
\data\Sea\NLifeBoat_02\waypoint_info.txt -D -A +W +S
\data\SingleMissions\Lifeboats\Lifeboats.misge -D -A +W +S
\data\SingleMissions\Lifeboats\Lifeboats.tsr -D -A +W +S
\data\Sound\LifeBoatM1.wav -D -A +W +S
\data\Sound\LifeBoatM2.wav -D -A +W +S

SkyBaron's Bold SFX for SH5 1.0 conflicts with SH5Lifeboats by Rongel TDW stoianm v2.1

MFCMCCDLite conflicts with MightyFine Crew Mod 1.2.1 Alt w beards
\data\Menu\Skins\German\Gui\Crew\engineer.dds -D -A -W +S
\data\Menu\Skins\German\Gui\Crew\navigator.dds -D -A -W +S
\data\Menu\Skins\German\Gui\Crew\watchman.dds -D -A -W +S
\data\Menu\Skins\German\Gui\Crew\xo.dds -D -A -W +S
\data\Scripts\AI\Crew\crash_dive.aix -D -A -W +S
\data\Scripts\AI\Crew\Crew_Idle_Actions_CR.aix -D -A -W -S
\data\Scripts\AI\Crew\Crew_Idle_Actions_DER.aix -D -A -W +S
\data\Scripts\AI\Crew\Crew_Idle_Actions_QR1.aix -D -A -W -S
\data\Scripts\AI\Crew\Crew_Idle_Actions_QR2.aix -D -A -W +S
\data\Scripts\AI\Crew\Crew_Idle_Actions_TRA.aix -D -A -W +S
\data\Scripts\AI\Crew\Crew_Idle_Actions_TRA_7A.aix -D -A -W +S
\data\Scripts\AI\Crew\Crew_Idle_Actions_TRF.aix -D -A -W +S
\data\Scripts\AI\Crew\dive.aix -D -A -W +S
\data\Scripts\AI\Crew\emergency_surface.aix -D -A -W +S
\data\Scripts\AI\Crew\init.aix -D -A -W +S
\data\Scripts\AI\Crew\periscope_depth.aix -D -A -W +S
\data\Scripts\AI\Crew\set_depth.aix -D -A -W +S
\data\Scripts\AI\Crew\set_speed.aix -D -A -W +S
\data\Scripts\AI\Crew\snorkel_depth.aix -D -A -W +S
\data\Scripts\AI\Crew\surface.aix -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Normal\MC_CR_CHIE F_32.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Normal\MC_CR_CHIE F_33.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Normal\MC_CR_CHIE F_34_A.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Normal\MC_CR_CHIE F_34_B.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Normal\MC_CR_CHIE F_35.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Normal\MC_CR_CHIE F_40.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\NormalDepressed\M C_CR_CHIEF_32.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\NormalDepressed\M C_CR_CHIEF_33.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\NormalDepressed\M C_CR_CHIEF_34_A.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\NormalDepressed\M C_CR_CHIEF_34_B.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\NormalDepressed\M C_CR_CHIEF_35.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\NormalDepressed\M C_CR_CHIEF_40.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Tension\MC_CR_CHI EF_32.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Tension\MC_CR_CHI EF_33.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Tension\MC_CR_CHI EF_34_A.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Tension\MC_CR_CHI EF_34_B.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Tension\MC_CR_CHI EF_35.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Tension\MC_CR_CHI EF_40.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Whisper\MC_CR_CHI EF_32.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Whisper\MC_CR_CHI EF_33.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Whisper\MC_CR_CHI EF_34_A.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Whisper\MC_CR_CHI EF_34_B.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Whisper\MC_CR_CHI EF_35.ogg-remove -D -A -W +S
\data\Sound\Speech\ChiefEngineer\Whisper\MC_CR_CHI EF_40.ogg-remove -D -A -W +S
\data\Sound\Speech\MFCM\Dive_sequence.ogg -D -A -W +S
\data\Sound\Speech\MFCM\fall01.ogg -D -A -W +S
\data\Sound\Speech\MFCM\fall02.ogg -D -A -W +S
\data\Sound\Speech\MFCM\footsteps01.ogg -D -A -W +S
\data\Sound\Speech\MFCM\footsteps02.ogg -D -A -W +S
\data\Sound\Speech\MFCM\footsteps04.ogg -D -A -W +S
\data\Sound\Speech\MFCM\ladder_up.ogg -D -A -W +S
\data\Sound\Speech\MFCM\Nav_turn01.ogg -D -A -W +S
\data\Sound\Speech\MFCM\Nav_turn02.ogg -D -A -W +S
\data\Sound\Speech\MFCM\Submarine_Bell.ogg -D -A -W +S
\data\Sound\Speech\MFCM\Submarine_tanks_blowing.og g -D -A -W +S
\data\Sound\Speech\MFCM\Submarine_tanks_flooding.o gg -D -A -W +S
\data\Sound\Speech\MFCM\telegraph01.ogg -D -A -W +S
\data\Sound\Speech\MFCM\telegraph02.ogg -D -A -W +S
\data\Sound\Speech\MFCM\telegraph03.ogg -D -A -W +S
\data\Submarine\NSS_Uboat7a\crew_commands.txt -D -A -W -S
\data\Submarine\NSS_Uboat7b\crew_commands.txt -D -A -W -S
\data\Submarine\NSS_Uboat7c\crew_commands.txt -D -A -W -S
\data\Submarine\NSS_Uboat7c41\crew_commands.txt -D -A -W -S

Trevally TDC Help v2 conflicts with Trevally Tutorial - All v0.2(for OHIIv1.3)
\data\Automation\Range_AOB_info.SHA -D -A -W +S
\data\Automation\TDC_Checker.SHA -D -A -W +S
\data\Tutorials\Range_AOB_info.SHT -D -A -W +S
\data\Tutorials\TDC_Checker.SHT -D -A -W +S


Quite a lot of conflicts ... no idea where to start :o

vdr1981
10-07-13, 01:15 PM
So Plj can't start mare nostrum, Mike cant start both Med. campaigns and Stormfly cant start nothing?:doh:

vdr1981
10-07-13, 01:23 PM
Ok guys, one quick test...

uninstall RSD and try problematic campaigns with this...http://www.mediafire.com/download/nffiqccsuzdct7v/RSD+test.rar

EDIT:
Plj,anyone?

gap
10-07-13, 02:19 PM
I think I have spotted an error on my part. I strongly hope that this is the culprit of your problems. I will post more on it later.

P.S. @ Mike, plj and Stormfly:

can you guys confirm that v 5.1 of RSD, or previous, worked fine? :salute:

vdr1981
10-07-13, 02:22 PM
I think I have spotted an error on my part. I strongly hope that this is the culprit of your problems. I will post more on it later.

P.S. @ Mike, plj and Stormfly:

can you guys confirm that v 5.1 of RSD, or previous, worked fine? :salute:

I dont think so...Stormfly's complaining since v4...

gap
10-07-13, 02:56 PM
I dont think so...Stormfly's complaining since v4...

It would be nice knowing since which version problems started for each one of our beta testers. Could you post download links of the RSD older versions, for them to quickly check it? :hmm2:

plj
10-07-13, 04:35 PM
Ok guys, one quick test...

uninstall RSD and try problematic campaigns with this...http://www.mediafire.com/download/nffiqccsuzdct7v/RSD+test.rar

EDIT:
Plj,anyone?
No luck, CTD at point where dock starts to fade in, same as usual. It went to desktop even faster, without asking for orders in audio. Modlist, just removed 5.3 and inserted the test one, and started new campaign with unused captain name:
Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\MODS]

Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
Sobers Terrain fix for OH2 V2.2
Open Horizons II - Hospital Ship Texture Fix v 1
OH II Minefield map for TDWs Ui
RPM Hydrophone v2.2.1
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
Reworked U-boat Guns (incomplete version)
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0
TDW_GenericPatcher_v_1_0_149_0
RSD test


I think I have spotted an error on my part. I strongly hope that this is the culprit of your problems. I will post more on it later.

P.S. @ Mike, plj and Stormfly:

can you guys confirm that v 5.1 of RSD, or previous, worked fine? :salute:
Sure thing .. if I can find 5.1 :o

plj
10-07-13, 04:40 PM
This one (http://www.subsim.com/radioroom/showpost.php?p=2122225&postcount=246) ?

gap
10-07-13, 04:46 PM
Sure thing .. if I can find 5.1 :o

This one (http://www.subsim.com/radioroom/showpost.php?p=2122225&postcount=246) ?

No, I think that R.S.D v 5.1 + R.S.D v 5.1 - destroyable GHG patch = R.S.D v 5.2, but better waiting for confirmation by Vecko :yep:

plj
10-07-13, 05:01 PM
I was just wondering ... are Magui users experiencing this issue ? If we can pin it down to something related to NewUI, we at least now which conflicts to look at ... or we can work out the difference .. or whatever you guys with an understanding of the problem feel needs to be worked on :p

gap
10-07-13, 05:22 PM
I think I have spotted an error on my part. I strongly hope that this is the culprit of your problems. I will post more on it later,

I had been looking into EUF files which get overwritten by other mods in sobers mega mod, though not being based on the former:

UBoot_Sensors.GR2 is altered by NewUIs and FX Update
UBoot_Sensors.sim is altered by NewUIs, FX Update, IRAI, and R.E.M. (TDW compatible)
NSS_Uboat7*.sns files are altered by NewUIs and RSD from v 5.2 on

EUF's NSS_Uboat7*.sns contain entries which are absent from their NewUIs counterparts (even though they have a more recent date). I still don't know if playable units' sns files really matter in the game architecture, and seeing that they are already ovewritten by NewUIs, I doubt at this point that they can be the culprit of your CTD problem, but I will nonetheless edit the ones of RSD for compatibility with EUF and post them here. :yep:

As for UBoot_Sensors GR2 and sim files, I still need to spot the changes made on them respectively by TDW and TheBeast :hmmm:

gap
10-07-13, 05:43 PM
Yeah, I just removed the stupid hashtag :p

:up:


I'll have no idea how to check that tbh. I'll have a look and see if I can figure it out :p

That is easy, using Winmerge (http://winmerge.org/). You should compare the upc file found in sober's "patch_1 available by date" with its counterpart in EUF's "patch_1_hotfix", and look for changed settings/missing entries (Winmerge does it automatically). Ideally, only UnitUpgradePackIntervalOptions entries should change between the two files. :up:


running it now .. cant find a few things .. will try to reproduce a report or something ..

It's not a JSGMEModValidator report as Gap mentioned.. it's SHValidator report.. a bit different things..

Your first long doesn't give me any useful information. I have already started digging in the second log for possible clues :up:

1. Yes, always...

Okay, so the problem is not the U-boat striking the bottom :up:


2. You see my modlist above (#343)? If that is correct order than answer is yes...Note that most of the EUF files are overwriten by OHII...

Never realized those conflicts guys :o
I will investigate them: the answer to your problems may come from there:yep:


P.S. Gap, do you have installed SH5 at all?

yes, I do, but my system is getting old, I got GPU overheating problems (I only have a laptop), and I rarely run the game these days. Normally I try figuring out things by looking directly at files, and I launch the game if I really need to. :-?

In case of you missed my posts somewhere on this thread. I never played version 5.2. I always have CTDs with silentotto and/or Mare Nostrum, Battle of Medittteranean using v5.3. Both campaigns. Same campaigns and silent otto worked fine with Nautical....Torpedo and version 4. I do not have download corruption either for v5.3 since I tested that.

Okay, so the problem presented itself after v 4 :up:

Is dates in the upcge files?

Euipment upgrades availability dates are stored in UpgradePacks.upc. Default EUF settings make all the upgrades available from beginning (for allowing players to test all the upgrades at once), but sober's EUF_Patch_1 (available by date) restores historical (more or less) availability dates. :03:

So Plj can't start mare nostrum, Mike cant start both Med. campaigns and Stormfly cant start nothing?:doh:

Ok guys, one quick test...

uninstall RSD and try problematic campaigns with this...http://www.mediafire.com/download/nffiqccsuzdct7v/RSD+test.rar

What is that? :)

gap
10-07-13, 06:22 PM
You see my modlist above (#343)? If that is correct order than answer is yes...Note that most of the EUF files are overwriten by OHII...


Never realized those conflicts guys :o
I will investigate them: the answer to your problems may come from there:yep:

Reported in OH's thread (http://www.subsim.com/radioroom/showthread.php?p=2125005#post2125005). wainting for an answer by Trevally :)

vdr1981
10-08-13, 12:58 AM
Ignore v5.1... I uploaded wrong files. That's why i left it from changelog completely .

No luck, CTD at point where dock starts to fade in, same as usual. It went to desktop even faster, without asking for orders in audio. Modlist, just removed 5.3 and inserted the test one, and started new campaign with unused captain name:


Cpy...I'm trying to exclude some files from RSD. Hopefully , this will give us idea what's causing your CTD...I'll give you another archive this day afternoon.(I'm not at home right now).



Okay, so the problem presented itself after v 4 :up:



Negative Gap! Like i said, Stormfly had mare nostrum problems even with v4...
I'll upload all versions later...

makiferol
10-08-13, 02:34 AM
In sober's list, recommended RSD version seems to be v4. Would using v5.3 cause problems ?

plj
10-08-13, 03:05 AM
Negative Gap! Like i said, Stormfly had mare nostrum problems even with v4...
I'll upload all versions later...

CTD on all campaigns can not be related if logic is applied, even tho that is not adviced :p Mike and I can reliably reproduce the Battle for the Mediteranean CTD .. I'd love to test if I can reproduce the CTD on everything bug too, but untill it's reproduced, it should be treated as non-related, and when it's reproduced, modlists will have to be compared to see of other conflicts can be causing it.

I'm not entirely sure R.S.D. is de culprit here .. it may be like gap suggests that it only helps reveal another issue that has been lingering in the code. If mike and me can get stuff to work with v4, we know that the changes between those versions trigger the issue, which would help narrow stuff down.

gap
10-08-13, 03:44 AM
I'm not entirely sure R.S.D. is de culprit here .. it may be like gap suggests that it only helps reveal another issue that has been lingering in the code. If mike and me can get stuff to work with v4, we know that the changes between those versions trigger the issue, which would help narrow stuff down.

upc/upcge are relatively complex files, with lot of settings, and cross references among them and with other files. Overwrite any of them or their linked files without updating their references accordingly, and you will likely break something. The worst part is that the induced errors won't probably reveal themselves from the beginning, but when a given boat or equipment whose settings were screwed up, will become available in campaign. :yep:

vdr1981
10-08-13, 03:48 AM
In sober's list, recommended RSD version seems to be v4. Would using v5.3 cause problems ?

You tell us...:03: Try it with mare nostrum/Mediteran campaign and post here again...OK?

plj
10-08-13, 04:21 AM
Someone have a link to RSD 4 ?

gap
10-08-13, 05:10 AM
Someone have a link to RSD 4 ?

Read below :up:


I'll upload all versions later...

On a side note: have you guys read this?


If CTD are happening with MareNostrum (first time a type c is issued) and a direct date change from OHII - the Western Approaches should also CTD??

If you check post 2 in this thread you will see all the campaign where a type c is issued. If they do not CTD and the MN and WA do then it would look like date related.

If MN CTD and WA does not - this it is not date related.

We need to know what campaigns CTD on silentotto and which do not (full list)

For each beta tester we need the following chart to be filled in:

no R.S.D. R.S.D. v1 R.S.D. v2 R.S.D. v3 R.S.D. v4 R.S.D. v5 R.S.D. v5.2 R.S.D. v5.3
Coastal Waters

Happy Times

Mare Nostrum

Western Approaches

Battle of the Mediterranean

Operation Drumbeat

Arctic Convoys

Distant Waters

The Black Pit

Monsun Gruppe

Turning Point

The Final Years


I realize that they are (8 x 12 =) 96 campaign loadings in total, so take your time on it! Use your respective mod lists for the suggested tests, with no other change than the enabling (at the end of the JSGME list) of the different R.S.D. versions. Personally I would start with our "blank" (your full mod lists with no R.S.D. enabled), followed by R.S.D. v4 testing (the version that for many of you seem to procede the "rupture point") and v5 testing :up:

In the meanwhile I am working on an EUF/NewUIs/IRAI/FxU/OHII/RSD compatibility patch which Vecko should use for migrating his RSD settings on it :salute:

plj
10-08-13, 05:25 AM
Read below :up:



On a side note: have you guys read this?



For each beta tester we need the following chart to be filled in:

no R.S.D. R.S.D. v1 R.S.D. v2 R.S.D. v3 R.S.D. v4 R.S.D. v5 R.S.D. v5.2 R.S.D. v5.3
Coastal Waters

Happy Times

Mare Nostrum

Western Approaches

Battle of the Mediterranean

Operation Drumbeat

Arctic Convoys

Distant Waters

The Black Pit

Monsun Gruppe

Turning Point

The Final Years
I realize that they are (8 x 12 =) 96 campaign loadings in total, so take your time on it! Use your respective mod lists for the suggested tests, with no other change than the enabling (at the end of the JSGME list) of the different R.S.D. versions. Personally I would start with our "blank" (your full mod lists with no R.S.D. enabled), followed by R.S.D. v4 testing (the version that for many of you seem to procede the "rupture point") and v5 testing :up:

In the meanwhile I am working on an EUF/NewUIs/IRAI/FxU/OHII/RSD compatibility patch which Vecko should use for migrating his RSD settings on it :salute:

I'm not about to do it this inefficient if you dont mind. (unless you can convince me I absolutely have to in order to solve the issue) Since 4 seems to be where it worked, 4 is where I'll start .. if I can load all those campaigns on 4, I will not bother with previous versions, as those have just become irrelevant then.

In case I get CTD's on 4, I'll step back a version and repeat.

If people report their modlist, including the version of RSD where everything works, creating a difference snapshot between the modlists and the RSD versions reported should reveal the issue and save us from the likely never to be performed task of loading 96 games @ 5 to 8 minutes per game on my system ... (not including sh5 restart due to CTD)

gap
10-08-13, 05:45 AM
I'm not about to do it this inefficient if you dont mind. (unless you can convince me I absolutely have to in order to solve the issue) Since 4 seems to be where it worked, 4 is where I'll start ..

Maybe I didn't make myself clear. This is exactly what I am suggesting :03:


if I can load all those campaigns on 4, I will not bother with previous versions, as those have just become irrelevant then.

Before v. 4 testing, a "blank" test (no R.S.D. enabled) is nonetheless essential for each campaign. Just imagine that on your system a campaign can't be loaded anyway, no matter if RSD is enabled or not. Keeping testing different RSD versions on it, would be just a waste of time :know:

plj
10-08-13, 07:32 AM
Gotcha .. but they you only get to 96 starts in the worst case scenario ;)

Testing atm without RSD:

Top row in campaign select; CTD on Monsun Gruppe

So the idea that RSD just reveals already present errors starts to gain traction imho. I'll test further later .. and post a filled in matrix for silentotto without RSD.

vdr1981
10-08-13, 08:08 AM
Until i collect previous versions, please try problematic campaigns with this Plj... http://www.mediafire.com/download/ap5r27s5211ey51/RSD+test+2.rar

plj
10-08-13, 08:12 AM
I just demonstrated a problem with cmapaigns in combination with silentotto, regardless of RSD being installed or not .. I can load Battle for the Med. fine tho, without RSD. I'll try both problem campaigns with this mod and report on that .. other then that I'm first gonna get that baseline in ;)

vdr1981
10-08-13, 08:16 AM
I just demonstrated a problem with cmapaigns in combination with silentotto, regardless of RSD being installed or not ..

Now this complicates situation drastically...:o

plj
10-08-13, 08:28 AM
Not really. It means it's in a file(s) that RSD is based on. And if we can confirm v4 working for Battle of the Med. we know it's file(s) that's also altered between 4 and 5.x That will help narrow it down.

Merge Mania will have to happen I think too many mods touching the same stuff floating around atm.

vdr1981
10-08-13, 08:36 AM
Yes, but why I (and probably other palyers ) don't have CTD's with my modlist? That is the mistery...:hmmm: Do you have some theory Gap?

vdr1981
10-08-13, 08:44 AM
Compatibility:
This mod uses files from and it's fully compatible with folowing mods (in this particular order) :
----------------------
- Equipment_Upgrades_Fix_v1_4_byTheBeast
- Equipment_Upgrades_Fix_v1_4_Patch_1
- #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
- Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
----------------------
- SH5 Longer Repairs v.1
----------------------
- FX_Update_0_0_22_ByTheDarkWraith
----------------------
- NewUIs_TDC_7_4_2_TheDarkWraith (works fine with 7.5.0. also)
----------------------
- IRAI_0_0_39
----------------------
- OPEN HORIZONS II_full v2.2
----------------------
I will do my best to maintain compatibility with newer versions of this mods.


Just to be sure .. Do you overwriting anything beyond above mods in your modlist?

I wrote first sentence by the assumption that Sobers/Fifi mod list is completely correct and that all mods are compatible. Now i'm starting to asking my self , is this really true... :hmmm:

vdr1981
10-08-13, 09:14 AM
v1 and v2 are missing, i deleted them...Sry But v1-v4 are basically the same...
Yet, i'm still not sure will this extensive testing tell us anythig...

http://www.mediafire.com/download/7y5s4c0eeuscf1m/Desktop.rar

gap
10-08-13, 10:01 AM
Gotcha .. but they you only get to 96 starts in the worst case scenario ;)

In theory... I hope that half of them, or lesser, will be enough


Testing atm without RSD:

Top row in campaign select; CTD on Monsun Gruppe

= first C41 campaign issue. Is Turning Point loading smoothly? :hmm2:


So the idea that RSD just reveals already present errors starts to gain traction imho.

yes, besides corrupted game files in yours and Mike's installations, and/or excessive pc resource request by some campaigns, I can't think of any other reasonable explaination for your issues: unsolved mod conflicts that had been overlooked in the past. Why overlooked? I have my personal theory:

for a start, the past generation cared much lesser than they do now about other's mod. SH5 modding was still at a pioneering stage, and given the tension and the competition prevailing among them (it was inherited by SHII and IV's modding community) the were reluctant to make their mods compatiblle with each other. Result? a myriad of mods, designed over stock files, and small or no information on which settings they affected. Many of these mods have disappeared now, but some "must have" mods of the present day are still based on them.

On the other hand, the continuous modding effort, has prevented players and testers from making much progress in campaign. There is still much talk on hydrophones (which are available from the beginning), but almost no one know anything about later radars and RWR's, someone has tested TDW's telescopic snorkel (which with a feew tweaks can be made available anytime in campaign), but the more historically correct hinged snorkel added to the game by TheBeast is hardly documented on the forum, because sober's "available by date" patch (no blame to him, indeed) delayed its issue in campaign. A direct consequence of this state is that many mod soup-related bugs which don't show up early in campaign, are still scarcely known.


I'll test further later .. and post a filled in matrix for silentotto without RSD.

If you prefer, you can fill your data in the following on-line document:

https://docs.google.com/spreadsheet/ccc?key=0Ar__9ltm8QEmdFpQSXNDRGNhSmdWa2QzLWZ5RmVoV 0E&usp=sharing

I have added all the OH's campaigns with their dates.

Color code:
blue: VIIa issue
green: VIIb issue
orange: VIIc issue
raed: VIIc41 issue

below each campaign there several rows of empty cells (one row for each tester), for recording the results of your tests :up:

Until i collect previous versions, please try problematic campaigns with this Plj... http://www.mediafire.com/download/ap5r27s5211ey51/RSD+test+2.rar

ops... I didn't add cells for your RSD test versions in my document, Vecko. But luckily anyone can update it with new data and new rows, if required :up:


Merge Mania will have to happen I think too many mods touching the same stuff floating around atm.

I agree. Letting JSGME to resolve mod conflicts is not the right way to do it, in many cases :yep:

Yes, but why I (and probably other palyers ) don't have CTD's with my modlist? That is the mistery...:hmmm: Do you have some theory Gap?

have you tried reproducing exactly plj's or Mike's mod lists on your computer, Vecko? Honestly I didn't look at the mods they have enabled one by one, but at first glance they look as good as yours, as they all are based on sobers mega mod, I think. I wouldn't be surprised if their mod lists run smoothlessy on your computer. I am not a computer expert, but I think that there is a number of small mistakes that SH5 can still handle. Exceed that number (which may vary from pc to pc depednding on a number of factors) and the game will crash. I hope I am not saying an heresy though. :O:

Just to be sure .. Do you overwriting anything beyond above mods in your modlist?

I wrote first sentence by the assumption that Sobers/Fifi mod list is completely correct and that all mod are compatible. Now i'm starting to asking my self , is this really true... :hmmm:

Yes, those mod lists are more correct than others, an they can still be used as refrence, but imho this doesn't imply that they are absolutely error-free or that they are not further perfectible. See my relevant considerations above. :salute:

volodya61
10-08-13, 10:31 AM
..I am not a computer expert, but I think that there is a number of small mistakes that SH5 can still handle. Exceed that number (which may vary from pc to pc depednding on a number of factors) and the game will crash. I hope I am not saying an heresy though. :O:

Totally agree.. that's exactly the same as I think about all this CTDs..

gap
10-08-13, 10:42 AM
Yet, i'm still not sure will this extensive testing tell us anythig...

Yes, trust me, if we follow a method, and provided that we are not talking about random crashes, this testing will tell us whether RSD has anything to do with them, and where to look for their possible reason. :yep:

Not following a method means adding randomness to randomness = confusion, deception and end of a brilliant project with no good reason :-?

P.S: making good progress with my mod comparison work. So far the files with the most differences among EUF and New UI's are NSS_Uboat7c.sns and NSS_Uboat7c41.sns.

For some reason TheBeast equipped those boats with regular periscopes until july, 01 '41; from july 2 on, they are fitted with the periscopes with twisted cable, which NewUI's features from the beginning. Another probably more relevant difference, is the addition of a snorkel mounted RWR from July 42, only featured in EUF's files.

The new entries are overwritten by New UI's. So far RSD featured New UI's versions of the above files. for each file, I will merge New UI's and EUF's settings, and I will be then bring RSD's tweaks on the resulting files :up:

Totally agree.. that's exactly the same as I think about all this CTDs..

We are two heretics then :O:

volodya61
10-08-13, 11:02 AM
P.S: making good progress with my mod comparison work. So far the files with the most differences among EUF and New UI's are NSS_Uboat7c.sns and NSS_Uboat7c41.sns.

It's my EUF-NewUIs fix - http://www.mediafire.com/?8f242p101n116os
Maybe it will be interesting to you..

We are two heretics then :O:

I don't think so.. I faced with this problem long ago, when I first time uploaded my mod-pack on sukhoi.ru.. when a critical mass of errors reaches a certain limit, the game crashes from any installed new mod.. or almost any..

PS: I'm going to re-install OS right now (I finished all editing) and tomorrow I'll do a full audit/re-revision of all my mods..

gap
10-08-13, 11:32 AM
It's my EUF-NewUIs fix - http://www.mediafire.com/?8f242p101n116os
Maybe it will be interesting to you..

This is exactly what I was talking about :up:

I see that you have not retained all the [sensor #] definitions featured in EUF's sns files. I still don't know how those files are applied to playable units (for AI units it is quite obvious), but if TheBeast updated them there must be a reson. Do you have any reason for not having included all of his tweaks in your compatibility patch? Maybe you didn't want to alter progressive sensors' numbering, for snorkel enabling to still be possible through TDW's option viewer/editor rather than manually? :hmm2:


I don't think so.. I faced with this problem long ago, when I first time uploaded my mod-pack on sukhoi.ru.. when a critical mass of errors reaches a certain limit, the game crashes from any installed new mod.. or almost any..

I might have a rational explanation for this: :O:

http://blog.stackoverflow.com/wp-content/uploads/bug-bash-stackoverflow-development-process.png


PS: I'm going to re-install OS right now (I finished all editing) and tomorrow I'll do a full audit/re-revision of all my mods..

:up:

volodya61
10-08-13, 11:51 AM
I see that you have not retained all the [sensor #] definitions featured in EUF's sns files. I still don't know how those files are applied to playable units (for AI units it is quite obvious), but if TheBeast updated them there must be a reson. Do you have any reason for not having included all of his tweaks in your compatibility patch? Maybe you didn't want to alter progressive sensors' numbering, for snorkel enabling to still be possible through TDW's option viewer/editor rather than manually? :hmm2:

To be honest and to my shame, I don't remember my thoughts at that time.. as you can see, file's time is February..

I might have a rational explanation for this: :O:

Yeah.. something like that :yep:

gap
10-08-13, 12:02 PM
To be honest and to my shame, I don't remember my thoughts at that time.. as you can see, file's time is February..

perfectly plausible. Shame on me for asking such an indiscreet question :O:

Mikemike47
10-08-13, 12:02 PM
= first C41 campaign issue. Is Turning Point loading smoothly? :hmm2:

Open Horizons campaign thread (http://www.subsim.com/radioroom/showpost.php?p=1791497&postcount=2)

If I was not at work during a break, I would help with the following:

Since it is a VIIC with the 2 campaigns I mention causing CTDs only with silentotto, there are other campaigns that use a VIIC for the first time. (i went from version 4 to v5.3; page 20, post 292 has mod list.) Can someone else check other campaigns with silent otto and VIIC sub and version 5.3 or the test mod download that vecko put up recently. Note the dates, too.

Maybe it just the VIIC sub information causing crashes, maybe date information causing related CTDs only (Mare Nostrum started in March 1941?) or maybe date and combination of using VIIC sub causes CTD with silentotto.

plj
10-08-13, 01:43 PM
= first C41 campaign issue. Is Turning Point loading smoothly? :hmm2:

Yes .. little stutter at dock entry, but I can walk around in dock now.

How do I fill in that document ? V for loads and X for CTDs ? And how do you know who filled it in ?

Trevally.
10-08-13, 02:07 PM
keeping an eye on the google doc and so far we have 3 results in.
3 ctd without RSD and none with
MG
WA
DW

:-?:shifty:

what mod list are being tested here

why are we even testing with other mods?

plj
10-08-13, 02:12 PM
Tried all campaigns without RSD ... 3 CTD's as Trevalli mentions.

Introducing RSD 5.x at least introduces an extra CTD, possibly more, perhaps it also solves current CTD's .. would have to test.

MG ? WA ? DW ? Dunno what you mean by that.. soz.

gap
10-08-13, 02:43 PM
Maybe it just the VIIC sub information causing crashes, maybe date information causing related CTDs only (Mare Nostrum started in March 1941?) or maybe date and combination of using VIIC sub causes CTD with silentotto.

We still don't know. You can help us discovering it by filling in the google doucment chart I have prepared:

https://docs.google.com/spreadsheet/ccc?key=0Ar__9ltm8QEmdFpQSXNDRGNhSmdWa2QzLWZ5RmVoV 0E&usp=sharing

At the time being we have agreed to test your own mod lists withoud RSD. Read below for more detail :up:

Yes .. little stutter at dock entry, but I can walk around in dock now.

This excludes U-boat VIIC and any broken equipment which might become available by date as possible causes of your CTD's (Monsun Gruppe and Turning Point have identical starting dates and assigned U-boat type) :doh:


How do I fill in that document ? V for loads and X for CTDs ?

Yes, V is for Vengeance and X stands for :dead:

And how do you know who filled it in ?

You are the first row, the next tester (if any) will get the second row :up:

Tried all campaigns without RSD ... 3 CTD's as Trevalli mentions.

I might be a mere cohincidence, but all of them happen when a new U-boat VIIC of VIIC41 is assigned. Nonetheless there are two campaigns (Mare Nostrum and Turning Point) where a new VIIC/C 41 is assigned, but game does not crash. Must check flotilla assignations now :hmmm:


Introducing RSD 5.x at least introduces an extra CTD, possibly more, perhaps it also solves current CTD's .. would have to test.

We will discover it :up:


MG ? WA ? DW ? Dunno what you mean by that.. soz.

MG is for Monsun Gruppe
WA stands for Western Approaches
DW means Distant Waters :03:

Trevally.
10-08-13, 02:43 PM
:ping:OK guys - I have just finished testing ALL campaigns - no CTDs with OHII:ping:


If you are making and testing mods - you should be doing this without other mods loaded and use stock files.
Then make extra versions that will work with other mods (shared files)

gap
10-08-13, 02:51 PM
what mod list are being tested here

why are we even testing with other mods?

Yes, good remark.

I didn't follow the issue from the beginning, but I suppose that plj, Mike & Co. have already tried with a minimal mod loadout. At least with the BoM campaign.

In any case, RSD is designed over EUF + NewUIs (especially the former), and OHII is also a prerequisite because the problem shows up in some campaigns, but not in all of them. Summing up, a minum testing configuration could be:

EUF + patch_1 + patch_1_hotfix ( + sober's patch_1 available by date)
Open Horizons
(New UI's)
RSD

plj
10-08-13, 03:13 PM
nevermind this post .. I should read better. I will go from that minimal and retry .. wont be today tho. I'll fill the matrix for RSD 4 as well, if noone else has done it by the time I retested the noRSD one with a minimal modlist.

gap
10-08-13, 03:14 PM
:ping:OK guys - I have just finished testing ALL campaigns - no CTDs with OHII:ping:

You have tested OHII alone, I suppose


If you are making and testing mods - you should be doing this without other mods loaded and use stock files.
Then make extra versions that will work with other mods (shared files)

mmm I disagree on this :hmm2:

Your suggestion might be valid for some mods, but not for others. I make myself clear: if I wanted to improve the TDC, shouldn't I design my tweaks over TDW's or DrJone's UIs? If I planned to create a new unit, shouldn't I care the use of it your are going to make with OH? Some mods should have been part of the game from the box, and ignoring them when creating new mods makes little sense. On the contrary, what you are suggesting is part of the problem: a lot of big and small conflicting mods, which require a lot of work for being made compatible with each other. Had their authors made them compatible from the beginning, this discussion wouldn't probably exist...

my two cents :salute:

gap
10-08-13, 03:31 PM
nevermind this post .. I should read better. I will go from that minimal and retry .. wont be today tho. I'll fill the matrix for RSD 4 as well, if noone else has done it by the time I retested the noRSD one with a minimal modlist.

Since we are at it, let's discuss a bit your current mod list:

if it was on me, I would check more closely all the U-boat interior mods you have enabled, excluding the ones with conflicting files. I have also noticed that you got two versions of FXU modified torpedoes for torpedo failure patches. They can't be the reason of your CTD's, but you don't need both of them: they overwrite each other. Lastly, I would try disabling Steel Viking's bunker fixes. In principle there is nothing wrong about this mod, but I seem to remember that it requires a lot of resources when you need more for them: campaign and patrol starts. :yep:

More suggestions to come :up:

plj
10-08-13, 03:32 PM
Trevally is right tho. Modders are not coordinated and by their nature of being nice enough to provide their free time on something that interests them they cannot be expected to.

If they finished their core product, then it's time for compatability if they care. In an ideal world, people jump on board and fix that stuff .. like is happening here now .. but expecting it from the mods is a little unfair imho.

But maybe we should start a new topic, and start deciding what should be considdered a 'core mod' .. and go from there ? Bundle some stuff ... if I get it right, it's mostly running file compare with overwriting versions, and creating hybrids ? It will take time, but can be done ..

If we do that well enough, that would be a good reason to extract that work FROM the core mods, and have them use the bundle as pre-requirement, to ensure maximal compatability ?

Trevally.
10-08-13, 03:36 PM
You have tested OHII alone, I suppose

:yep:




mmm I disagree on this :hmm2:

Your suggestion might be valid for some mods, but not for others. I make myself clear: if I wanted to improve the TDC, shouldn't I design my tweaks over TDW's or DrJone's UIs? If I planned to create a new unit, shouldn't I care the use of it your are going to make with OH? Some mods should have been part of the game from the box, and ignoring them when creating new mods makes little sense. On the contrary, what you are suggesting is part of the problem: a lot of big and small conflicting mods, which require a lot of work for being made compatible with each other. Had their authors made them compatible from the beginning, this discussion wouldn't probably exist...

my two cents :salute:


Really?

I am sure that all mods will work with stock SH5 files and be able to be the only mod installed and still work.
Where files can be used that other mods have already edited is ok, but only if the files will not cause ctd if that is the only mod installed.

So where a mod will require another to work or even not cause ctds if first mod is not installed - should be called an addon or have another version that will only be used if you use x mod.

plj
10-08-13, 03:41 PM
Since we are at it, let's discuss a bit your current mod list:

if it was on me, I would check more closely all the U-boat interior mods you have enabled, excluding the ones with conflicting files. I have also noticed that you got two versions of FXU modified torpedoes for torpedo failure patches. They can't be the reason of your CTD's, but you don't need both of them: they overwrite each other. Lastly, I would try disabling Steel Viking's bunker fixes. In principle there is nothing wrong about this mod, but I seem to remember that it requires a lot of resources when you need more for them: campaign and patrol starts. :yep:

More suggestions to come :up:
I'll dress down to minimal first .. then I'll try to find the ones that only overwrite stock files and not eachother .. those should not be the issue.
Then I'll add the candy that might cause trouble ... I have near unlimited testing time as I can test while I work :D

I have a very hard time believing my system resources to be the issue. I run more complex games without issues.. this is either bad coding of the original product, asking too much of the VC++ engine, or mod introduced conflicts (possibly due to aforementioned bad coding).

If my system laughst at X3 while I have 100 ships in system waging war on about the same number of opponents, mutliple 100's of cargo freighters running their scripts and various out of sector battles rage on, then sh5 should be peanuts. There is not even half as much happening here.

gap
10-08-13, 04:44 PM
I am sure that all mods will work with stock SH5 files and be able to be the only mod installed and still work.
Where files can be used that other mods have already edited is ok, but only if the files will not cause ctd if that is the only mod installed.

So where a mod will require another to work or even not cause ctds if first mod is not installed - should be called an addon or have another version that will only be used if you use x mod.

I am talking on behalf of vdr1981 here, but I suppose he would agree on what I am going to say:

half of the settings that RSD is based on, reside in upc and upcge files that have already been modded by other mods, especially EUF. The point is not that RSD is intrinsecally subordinate to EUF (Vecko could as well have used stock files as base of his work), but that the settings he needed to edit were located in the same files that EUF and other mods are based on. Now imagine that he started working on stock files. His mod wouldn't have been EUF compatible. How many beta testers do you think he would have got, since most SH5 players (for a valid reason) are using EUF? Probably no one. Secondly, going by your line of reasoning, he should have created an EUF patch, and a Longer Time Repairs patch, and an EUF + Longer Time Repairs, and the list could get even longer. :dead:

I like the freedom of having a pool of individual mods from where to build customized mod lists, as opposed to a monolitic all-in one mega mod. This is surely positive when talking about fully self-contained mods which don't interact with each other and don't share files. But "unmodded holes" between a mod and the other are starting to close allready, and mod compatibilities have become an issue that modders can't simply ignore. In my opinion, it is about time we start reasoning in therms of sonsolidate clusters of "core" mods reciprocally compatible, which any new mod should be based on, for maximum compatibility with them, and only with them. Again, my two cents.

Trevally is right tho. Modders are not coordinated and by their nature of being nice enough to provide their free time on something that interests them they cannot be expected to.

If they finished their core product, then it's time for compatability if they care.

Yep, indeed, modders are nice persons and they are also a bit chaotic. :D But unless we coordinate with each other, we won't make much progress, and we will discuss again and again the same problems :yep:


But maybe we should start a new topic, and start deciding what should be considdered a 'core mod' .. and go from there ? Bundle some stuff ... if I get it right, it's mostly running file compare with overwriting versions, and creating hybrids ? It will take time, but can be done ..

If we do that well enough, that would be a good reason to extract that work FROM the core mods, and have them use the bundle as pre-requirement, to ensure maximal compatability ?

This is actually a good idea :up:

.
If my system laughst at X3 while I have 100 ships in system waging war on about the same number of opponents, mutliple 100's of cargo freighters running their scripts and various out of sector battles rage on, then sh5 should be peanuts. There is not even half as much happening here.

This game is not X3 (It is one of my favorite pc game by the way:up:), and Ubisoft is not obviously Egosoft. Since when I have joined their forum, they kept supporting regularly old products, they manteined close relations with the modding community, and they have been releasing official patches for fixing bugs and adding new functionalities at intervals of about one each 3-4 months. Not as efficient as TDW probably, but they get close :O:

vdr1981
10-08-13, 06:01 PM
"Zones.cfg" has already been altered by the "FX_Update_0_0_22_ByTheDarkWraith" mod.
"Zones.cfg" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"DC_barrels.ZON" has already been altered by the "IRAI_0_0_39_ByTheDarkWraith" mod.
"NSS_Uboat2a.sns" has already been altered by the "NewUIs_TDC_7_5_0_ByTheDarkWraith#1" mod.
"NSS_Uboat7a.sns" has already been altered by the "Equipment_Upgrades_Fix_v1_4_byTheBeast" mod.
"NSS_Uboat7a.sns" has already been altered by the "NewUIs_TDC_7_5_0_ByTheDarkWraith#1" mod.
"NSS_Uboat7a.upcge" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"NSS_Uboat7a.upcge" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"NSS_Uboat7b.sns" has already been altered by the "Equipment_Upgrades_Fix_v1_4_byTheBeast" mod.
"NSS_Uboat7b.sns" has already been altered by the "NewUIs_TDC_7_5_0_ByTheDarkWraith#1" mod.
"NSS_Uboat7b.upcge" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"NSS_Uboat7b.upcge" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"NSS_Uboat7b.zon" has already been altered by the "NewUIs_TDC_7_5_0_ByTheDarkWraith#1" mod.
"NSS_Uboat7c.sns" has already been altered by the "Equipment_Upgrades_Fix_v1_4_byTheBeast" mod.
"NSS_Uboat7c.sns" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"NSS_Uboat7c.sns" has already been altered by the "NewUIs_TDC_7_5_0_ByTheDarkWraith#1" mod.
"NSS_Uboat7c.upcge" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"NSS_Uboat7c.upcge" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"NSS_Uboat7c41.SNS" has already been altered by the "Equipment_Upgrades_Fix_v1_4_byTheBeast" mod.
"NSS_Uboat7c41.SNS" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"NSS_Uboat7c41.SNS" has already been altered by the "NewUIs_TDC_7_5_0_ByTheDarkWraith#1" mod.
"NSS_Uboat7c41.upcge" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"NSS_Uboat7c41.upcge" has already been altered by the "OPEN HORIZONS II_full v2.2" mod.
"NSS_Uboat7c41_AI.sns" has already been altered by the "NewUIs_TDC_7_5_0_ByTheDarkWraith#1" mod.
"Equipment.upc" has already been altered by the "Equipment_Upgrades_Fix_v1_4_byTheBeast" mod.
"Equipment.upc" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"UnitParts1VIIC.upc" has already been altered by the "Equipment_Upgrades_Fix_v1_4_byTheBeast" mod.
"Weapons.upc" has already been altered by the "Equipment_Upgrades_Fix_v1_4_byTheBeast" mod.
"Weapons.upc" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Weapons.upc" has already been altered by the "#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix" mod.

This could be interesting...:hmmm:
This is JSGME mesage when you instaling RSD v5.3...Noticing something strange? It tell us that only UnitParts1VIIC.upc is overwritten which means that corresponding files for type VIIa,b and c/41 hasn't been edited by anyone so far (until RSD)?! Now you guys having problems only in campaigns where VIIc is used ,right? I'm wondering , could this mean something then... The question is why EUF only brings changes for type VIIc conning tower (file which RSD use) and not for other u-boats?


Also, you see that every upcge file from from EUF is overwritten by OHII...Now , changes in those files arent signed by anyone and i'm wondering which mod is based on which, what were those changes, does authors of both mods used stock files? It's not good at all if both files from EUF and OHII brings their own set of changes...

And Gap I completely agree with you...we need set of mods which will be treated like default/stock files and on which every later mod should be based on...This is the reason why I decide to develop RSD over already tested and proven must have mods and in my case this works perfectly, and probably for most of other players, after all, RSD already has ~300 downloads... I threaded them like stock files because reall stock file are total crap IMO...

Trevally.
10-08-13, 06:17 PM
I am talking on behalf of vdr1981 here, but I suppose he would agree on what I am going to say:

half of the settings that RSD is based on, reside in upc and upcge files that have already been modded by other mods, especially EUF. The point is not that RSD is intrinsecally subordinate to EUF (Vecko could as well have used stock files as base of his work), but that the settings he needed to edit were located in the same files that EUF and other mods are based on. Now imagine that he started working on stock files. His mod wouldn't have been EUF compatible. How many beta testers do you think he would have got, since most SH5 players (for a valid reason) are using EUF? Probably no one. Secondly, going by your line of reasoning, he should have created an EUF patch, and a Longer Time Repairs patch, and an EUF + Longer Time Repairs, and the list could get even longer. :dead:

I like the freedom of having a pool of individual mods from where to build customized mod lists, as opposed to a monolitic all-in one mega mod. This is surely positive when talking about fully self-contained mods which don't interact with each other and don't share files. But "unmodded holes" between a mod and the other are starting to close allready, and mod compatibilities have become an issue that modders can't simply ignore. In my opinion, it is about time we start reasoning in therms of sonsolidate clusters of "core" mods reciprocally compatible, which any new mod should be based on, for maximum compatibility with them, and only with them. Again, my two cents.



Yep, indeed, modders are nice persons and they are also a bit chaotic. :D But unless we coordinate with each other, we won't make much progress, and we will discuss again and again the same problems :yep:



This is actually a good idea :up:



This game is not X3 (It is one of my favorite pc game by the way:up:), and Ubisoft is not obviously Egosoft. Since when I have joined their forum, they kept supporting regularly old products, they manteined close relations with the modding community, and they have been releasing official patches for fixing bugs and adding new functionalities at intervals of about one each 3-4 months. Not as efficient as TDW probably, but they get close :O:


This in my opinion is why we are having this very issue tonight.
Ctd and no one has any clue as to why as no one know when or where it started.

We will then start blaming unknown things like perhaps we have modded to much.
Next the PC will be to blame - then ubisoft

Mikemike47
10-08-13, 06:24 PM
This in my opinion is why we are having this very issue tonight.
Ctd and no one has any clue as to why as no one know when or where it started.


I do not know if you been reading enough of this thread yet. BUT I certainly know when and where it started. Others had similar data returned from very similar modlists, certain campaigns, RSD version CTD with silentotto. Some investigations are getting outside the box in the last day or two.

Trevally.
10-08-13, 06:55 PM
I do not know if you been reading enough of this thread yet. BUT I certainly know when and where it started. Others had similar data returned from very similar modlists, certain campaigns, RSD version CTD with silentotto. Some investigations are getting outside the box in the last day or two.

Look, I do not want to piss anyone off here.

I have not read the whole thread , only from when I was asked about OH.
I have tested OH campaigns tonight and they work fine.

gap
10-08-13, 07:02 PM
This could be interesting...:hmmm:
This is JSGME mesage when you instaling RSD v5.3...Noticing something strange? It tell us that only UnitParts1VIIC.upc is overwritten which means that corresponding files for type VIIa,b and c/41 hasn't been edited by anyone so far (until RSD)?! Now you guys having problems only in campaigns where VIIc is used ,right? I'm wondering , could this mean something then...

During plj's tests, crashes also happened without RSD enabled, in campaigns where the VIIC or the VIIC 41 get available. Tomorrow he will test again with the basic mod loadout I have suggested, but the more this discussion goes on, the more I am convinced that RSD has little to do with this kind of crashes :yep:


The question is why EUF only brings changes for type VIIc conning tower (file which RSD use) and not for other u-boats?

I don't know the "why", only the "what": I have just compared the EUF file pointed by you over the stock one. Only one line is added: TheBeast made the Flak Vierling available as an upgrade replacing the two 20mm single Flaks :03:


Also, you see that every upcge file from from EUF is overwritten by OHII...Now , changes in those files arent signed by anyone and i'm wondering which mod is based on which, what were those changes, does authors of both mods used stock files? It's not good at all if both files from EUF and OHII brings their own set of changes...

I have checked OH's upcge files as well. They include EUF's changes. In other words the two mods are fully compatible, as far as OH is enabled after EUF, indeed. :up:


And Gap I completely agree with you...we need set of mods which will be treated like default/stock files and on which every later mod should be based on...This is the reason why I decide to develop RSD over already tested and proven must have mods and in my case this works perfectly, and probably for most of other players, after all, RSD already has ~300 downloads... I threaded them like stock files because reall stock file are total crap IMO...

I always agree with your opinions, especially when they coincide with my ones :D

This in my opinion is why we are having this very issue tonight.
Ctd and no one has any clue as to why as no one know when or where it started.

We will then start blaming unknown things like perhaps we have modded to much.
Next the PC will be to blame - then ubisoft

...and finally... YOU! :O::salute:

vdr1981
10-08-13, 07:21 PM
Yes Gap,tnx...Just made some winmerge testing my self.

Also, one more note to people who filling that spreadsheet: You can exclude v5.2 because it is completely the same like v5.3. The only difference is position of the damage box and collision sphere in uboatsensors2.zon file. Nothing special IMO...

EDIT:
And someone open new goddamn thread already, this one's geting tooo large...I'm having a headache...:D

Rongel
10-09-13, 12:45 AM
I've been silently watching this thread, seems like a great mod, working and detailed damage repair is one issue the game is missing. :salute:

Just to add my two cents to the crashing issues: many times when I'm making a mod that needs a lot of testing and tweaking (torpedo malfunctions, reworked morale, longer repair times) and editing with notepad, S3D or Goblin editor, the actual file might get corrupted. Everything should have been ok, but suddenly I get weird results and in the end I have wasted several days trying to figure out what has happened.

So my method is always to take a clean file from stock SH 5 (I have a duplicate of SH 5 in different folder) and edit it. And before releasing the mod that has now all the numbers right, many times I do it all again, so that there is only one actual editing session for the file.

This might not be the issue here but just a friendly reminder of the many dangers of modding! :D

SnipersHunter
10-09-13, 02:23 AM
Hello was away for a few days did gap update the no hyd on surface mod yet?

plj
10-09-13, 02:26 AM
nope .. we where kinda absorbed in a bug hunt ;)

SnipersHunter
10-09-13, 02:28 AM
Okay....

vdr1981
10-09-13, 04:58 AM
New thread...http://www.subsim.com/radioroom/showthread.php?p=2125577&posted=1#post2125577

Trevally.
10-09-13, 07:19 AM
...and finally... YOU! :O::salute:

:haha::har::rotfl2:

Yes - I am that boogie man

I've been silently watching this thread, seems like a great mod, working and detailed damage repair is one issue the game is missing. :salute:

Just to add my two cents to the crashing issues: many times when I'm making a mod that needs a lot of testing and tweaking (torpedo malfunctions, reworked morale, longer repair times) and editing with notepad, S3D or Goblin editor, the actual file might get corrupted. Everything should have been ok, but suddenly I get weird results and in the end I have wasted several days trying to figure out what has happened.

So my method is always to take a clean file from stock SH 5 (I have a duplicate of SH 5 in different folder) and edit it. And before releasing the mod that has now all the numbers right, many times I do it all again, so that there is only one actual editing session for the file.

This might not be the issue here but just a friendly reminder of the many dangers of modding! :D

:agree:

The wise man built his house upon the rocks:O:

Mikemike47
10-09-13, 09:30 AM
Look, I do not want to piss anyone off here.

I have not read the whole thread , only from when I was asked about OH.
I have tested OH campaigns tonight and they work fine.

No, no, no. Not at all, have you pissed me off.

Trevally.
10-09-13, 10:07 AM
No, no, no. Not at all, have you pissed me off.


:salute:

http://i1151.photobucket.com/albums/o624/Jadee52/More%20smileys%20gifs/bth_peacepipe-vi_zps1e0ab44a.gif

vdr1981
10-09-13, 11:10 AM
:yep:
Really?

I am sure that all mods will work with stock SH5 files and be able to be the only mod installed and still work.
Where files can be used that other mods have already edited is ok, but only if the files will not cause ctd if that is the only mod installed.

So where a mod will require another to work or even not cause ctds if first mod is not installed - should be called an addon or have another version that will only be used if you use x mod.

I really must to reply on this...
You will excuse me Trevally if i haven't understand your writhing well but if your intentions are to present me like sloppy or careless moder i won't except that..I don't care how will you call RSD, mod or addon or what ever you like, the main thing is that this works and it's addressing one of the last remaining nonsense from SH5(damage modeling). I really don't like your idea about having tons of hotfixes and compat. patches for every single mod. I started to developing RSD over tested/must have mods in order to preserve compatibility, tested and then release it... I elaborated everything in the first post of this thread and i think everyone understood that. After all , i don't know anyone from subsim who play SH with only 2-3 mods. Sobers modlist isn't pinned to top for nothing...

gap
10-09-13, 12:05 PM
I really must to reply on this...
You will excuse me Trevally if i haven't understand your writhing well but if your intentions are to present me like sloppy or careless moder i won't except that..I don't care how will you call RSD, mod or addon or what ever you like, the main thing is that this works and it's addressing one of the last remaining nonsense from SH5(damage modeling). I really don't like your idea about having tons of hotfixes and compat. patches for every single mod. I started to developing RSD over tested/must have mods in order to preserve compatibility, tested and then release it... I elaborated everything in the first post of this thread and i think everyone understood that. After all , i don't know anyone from subsim who play SH with only 2-3 mods. Sobers modlist isn't pinned to top for nothing...

Hi Vecko,

I probably know Trevally since my first day of signature on subsim, and knowing the friendly, helpfull and well disposed person he is, I am sure he had not polemic intent. The fact is, that yesterday we were carried a bit too much by our discussion, and we often missed each other's points.

The statements by Trevally you have just quoted, actually contain a wise advise. In my opinion you should make more clear which ones of the mods listed in the first post of this thread are required, and which others are only compatible and/or suggested. Not saying that your current instruction induced someone in error, but they could in future. :salute:

Trevally.
10-09-13, 12:12 PM
I really must to reply on this...
You will excuse me Trevally if i haven't understand your writhing well but if your intentions are to present me like sloppy or careless moder i won't except that..I don't care how will you call RSD, mod or addon or what ever you like, the main thing is that this works and it's addressing one of the last remaining nonsense from SH5(damage modeling). I really don't like your idea about having tons of hotfixes and compat. patches for every single mod. I started to developing RSD over tested/must have mods in order to preserve compatibility, tested and then release it... I elaborated everything in the first post of this thread and i think everyone understood that. After all , i don't know anyone from subsim who play SH with only 2-3 mods. Sobers modlist isn't pinned to top for nothing...

It is not my intention to burn bridges here.
I have spent three years working on SH5 trying to improve it.
I try and defend SH5 and its modding community against SH5 hatters who come here and try to rubbish our work.

@vdr1981
It is not my intention say that you are a sloppy modder or that your mod is an issue.
Can I just remind everyone the stage that I became involved in the ctd hunt - when it was suspected that the forced date change from OHII may be working against your mod and causing the issue.
All good and sound reasoning - until the testing started and no parameters were set at to what each person was testing.
To cut a long story short - my issue was about the testing of each OHII campaign without any clear goals.

For your mod - I am happy that you are making it and fixing a long standing broken part of SH5.

@mods in general
my point over the last day has always been to say that I feel that a mod should not cause CTD if it is the only mod loaded.
If it required other mods to work - then fine include those files required. If it needs a whole other mod - then it should be ok for it just not to work without the other mod and what we do not want is that a mod will cause a ctd if not loaded this the other.

.................................................. ...............

I have been answering PMs all day about my comments on this thread - all I can say is I am sorry if I offended anyone and I am sorry if anyone misunderstood what I was trying to say.

On that note I will sneak out the back door and wish you all the best:salute:

Mikemike47
10-09-13, 12:29 PM
I have been answering PMs all day about my comments on this thread - all I can say is I am sorry if I offended anyone and I am sorry if anyone misunderstood what I was trying to say.

On that note I will sneak out the back door and wish you all the best:salute:
Sorry to hear about the PMs. I do not want to get between members, that is why a PM happened between you and the other person. Not my business.

Hopefully "the wish you all best" is just for this thread help. You (plus Zedi and others) have contributed a major campaign mod :yeah:that was missing from SH5. I haven't spotted a post by Zedi in a long time or never, just can't recall. We will look forward to a newer OH if it is in the works someday.

vdr1981
10-09-13, 12:33 PM
I'm sorry if i misunderstood your words Trevally. Note that english is not my native language. :up:

But again i don't understand this about PM's. Who send you PM and what?:06:

gap
10-09-13, 12:57 PM
Guys, let this not to become a case. As I said before, it all started with some misunderstandings and with minor differences in our respective points of view.

Debating is always positive as far as it is done with intelligence and respect for other interlocutors. I don't see anyone of us having trespassed, neither by far, the unmarked limits of intelligence and reciprocal respect, and I don't see the reason for transforming our discussion (or this otherwise interesting thread) in a little drama.

Trevally is obviously free of taking some rest, if he feels like it. I only hope he won't do it just because of this discussion. I have already stated it in a PM to him, and I repeat it publicly, that he is an important part of our community and that his opinions and suggestions are always welcomed. This is my personal feeling, but I am sure that everyone here could subscribe my words. :salute:

mikaelanderlund
10-10-13, 02:43 AM
I'm not sure but do I need the Longer Repair mod if I use R.S.D?

Is Longer Repairit included (or some type of it) in v5.3?

Thanks for this cool mod!

mikaelanderlund
10-10-13, 02:50 AM
and is it compatibel to EUF 1.4 and with all the Patches?

plj
10-10-13, 03:25 AM
Should be compatible yes, add after EUF 1.4. afaik, no longer repair times needed with this one.

mikaelanderlund
10-10-13, 03:44 AM
Thanks!:salute:

vdr1981
10-10-13, 05:13 AM
Should be compatible yes, add after EUF 1.4. afaik, no longer repair times needed with this one.

Yes, like i said in the other thread, Rongel's SH5 Longer Repairs v.1 is contained (it effects only one file) completely into the RSD. Maybe i should elaborate this too in the first post...

Rongel
10-10-13, 05:20 AM
Yes, like i said in the other thread, Rongel's SH5 Longer Repairs v.1 is contained (it effects only one file) completely into the RSD. Maybe i should elaborate this too in the first post...

Hi! I think when next time you have an update, that you use my new 1.01 version of the Longer Repair times. Because the equipment file I was using was outdated and not compatible with EUF patch 1. My version had only like 80 items listed, and the patch added maybe five more, so the numbering system was incorrect. :salute:

vdr1981
10-10-13, 05:23 AM
Sure Ronge, Tnx!

i would also have couple of questions for you regarding damage descriptions...

I noticed that most of the values ,like efficiency reduction and repairs skills don't have any impact on the game? Do you know something about that?

EDIT: stand by , i'm searching one interesting post...

Pls, take a look at those two posts...http://www.subsim.com/radioroom/showpost.php?p=2121294&postcount=222 http://www.subsim.com/radioroom/showpost.php?p=2121412&postcount=225

vdr1981
10-10-13, 05:34 AM
My version had only like 80 items listed, and the patch added maybe five more, so the numbering system was incorrect. :salute:
Are you sure abut that, Volodya said something like he already fixed that issue a long time ago.. http://www.subsim.com/radioroom/showpost.php?p=2125732&postcount=33

Rongel
10-10-13, 05:57 AM
Sorry, don't know about the efficiency or repair skill things. My guess is that SH 5 doesn't have any actual skills, only bonuses that get activated through spending ability points. Most of the abilities work, I can make repairs go faster if you spend repair points in my morale mod.

Are you sure abut that, Volodya said something like he already fixed that issue a long time ago.. http://www.subsim.com/radioroom/show...2&postcount=33

Don't know for sure where Volodyas fix was or did he upload it somewhere (I remember I was away for a while at some point) but atleast the download link at the front page of my mod was outdated (checked it with winmerge yesterday) and not compatible with EUF patch. So i'm 100% sure it was outdated, now everything is like it should be! :)

vdr1981
10-10-13, 06:09 AM
TY very much!:up:

So i took your new equipment.upc and added my changes. I'll upload it so you can check is everything OK when you have time? OK?:)

EDIT:

OK, here's RSD version of your file...You'll see that I've taged all my changes so you shouldn't have any problems to se what's going on...;)

http://www.mediafire.com/download/k1eyy51m7ek1aqr/Equipment.rar

gap
10-10-13, 06:59 AM
Today I will work on the R.E.M. add-on for R.S.D. and I will send it your way. It shouldn't take long until ready. You could pack it together with the new equipment.upc file by Rongel, the fixed zones.cfg file and the rest of your mod, and release it as v 5.4. What do you think?

vdr1981
10-10-13, 07:03 AM
:Sure thing! I would like also to do some testing with damage for added eagle radar...

EDIT:

Why zones.cfg ?:06: You mean to add flares effect again? If that's so, no problems with that...

gap
10-10-13, 07:49 AM
:Sure thing! I would like also to do some testing with damage for added eagle radar...

I don't know if I like that RADAR :hmmm:

I mean, the eagle on the conning tower front is very cool, but it was only fitted during the pre-war era, and it was just a decoration.


EDIT:

Why zones.cfg ?:06: You mean to add flares effect again? If that's so, no problems with that...

Did you remove those effects for version 5.3? I wasn't aware of it :)

volodya61
10-10-13, 08:46 AM
..Don't know for sure where Volodyas fix was or did he upload it somewhere..

No, I've edited it for my own usage in my mod-pack..

Rongel
10-10-13, 10:58 AM
TY very much!:up:

So i took your new equipment.upc and added my changes. I'll upload it so you can check is everything OK when you have time? OK?:)

EDIT:

OK, here's RSD version of your file...You'll see that I've taged all my changes so you shouldn't have any problems to se what's going on...;)

http://www.mediafire.com/download/k1eyy51m7ek1aqr/Equipment.rar

Ok, I took a quick look at the file, it looks ok, it has all the same items. I saw that you have put some reeeeally long repair times there, but I wonder why in many cases the second stage of the damage takes longest to repair, for example: 30, 60000, 120, 240. But maybe it works, I haven't yet tested it properly!

EDIT: Did I just got promoted? I'm now Grey Wolf! :woot:

gap
10-10-13, 11:12 AM
Ok, I took a quick look at the file, it looks ok, it has all the same items. I saw that you have put some reeeeally long repair times there, but I wonder why in many cases the second stage of the damage takes longest to repair, for example: 30, 60000, 120, 240. But maybe it works, I haven't yet tested it properly!

These are the engine repair settings initially proposed by Vecko:
http://www.subsim.com/radioroom/showthread.php?p=2121294#post2121294

And these are my remarks on them (just ignore the part about repair_skill, as we already know that it is not modell in SH5):
http://www.subsim.com/radioroom/showthread.php?p=2121336#post2121336

What do you think? :hmm2:


EDIT: Did I just got promoted? I'm now Grey Wolf! :woot:

:yeah:

You should pay a beer for each subsim member :D

Rongel
10-10-13, 11:54 AM
You should pay a beer for each subsim member :D

Damn, I thought that it goes the other way around...

I have some secret plans concerning SH5, so can't go too deep in damage repairs, but I read your comments, and again, there was wise words. I think minor damage should be repairable quite easily, when the percentage drops to 60-50 percent, maybe then true problems start. It seems to me that the longest repair time should be the last one, like you said, but again, maybe it works in the mod, haven't tested it. Testing repair speeds is a pain in the backside, and results seem to vary all the time (maybe having multiple items broken at the same time has some effect to repairs compared to just one broken equipment). But all the best to this repair mod, it's important issue!

gap
10-10-13, 12:27 PM
Damn, I thought that it goes the other way around...

:rotfl2:

I will, if you come visiting me :)

I have some secret plans concerning SH5, so can't go too deep in damage repairs...

:Kaleun_Salivating:


I think minor damage should be repairable quite easily, when the percentage drops to 60-50 percent, maybe then true problems start.

Besides it, do you agree on the fact that repair times lasting for more than 2-3, max 4 days, make no sense in most cases?

Maybe we could use unreasonably long repair times for simulating unreparable equipment, but again I am afraid that if an "unreparable" equipment is given an higher priority, other damaged equipments, though reparable, wouldn't be fixed as well. Worth a try in any case.


It seems to me that the longest repair time should be the last one, like you said, but again, maybe it works in the mod, haven't tested it. Testing repair speeds is a pain in the backside, and results seem to vary all the time (maybe having multiple items broken at the same time has some effect to repairs compared to just one broken equipment).

Exactly that! Apparently there is a limit to the number of equipments that can be fixed at the same time. When multiple systems are damaged, pending damage repairs are "stacked" (I ignore based on what), and some fixes are being delayed.


But all the best to this repair mod, it's important issue!

:agree:

vdr1981
10-10-13, 12:39 PM
Those long repair times are ,like i said before, attempts to simulate unrepairable levels of damage and i changing them from update to update (it's still WIP afteral). I strongly believe that if some equipment take large amount of damage, it should newer behave like new, even after extensive repairs. Take diesel engines for example...You can think of those long repair times like broken pistons and cylinders for diesels...

On the other hand we have batteries... I think i need to be even more rigorous with them because there is no way that you will be able to repair spilled acid and shattered batteries until you reach port. So if you loose 70% of batteries capacity, you shouldn't expect that by some magic they can perform like accumulators from a store...

As fore radar and hydrophone stations, because damage doesn't mean anything for them, i linked outside equipment zones to them. In this way save bug is somewhat subdued...

Edit: A friend of mine is a mechanic...I'll talk to them...

vdr1981
10-10-13, 12:44 PM
Gap, i tested damage for those "eagle" radars...It works fine ,just like for other equipment...

But, i'm not quite sure, what is the purpose of those added radars, are they just replacing def. 3d models, or they representing completely new equipment?


Also, can someone confirm to me that damage for compressor and pumps have any effect on sub's performance?

gap
10-10-13, 01:03 PM
Those long repair times are ,like i said before, attempts to simulate unrepairable levels of damage and i changing them from update to update (it's still WIP afteral). I strongly believe that if some equipment take large amount of damage, it should newer behave like new, even after extensive repairs. Take diesel engines for example...You can think of those long repair times like broken pistons and cylinders for diesels...

On the other hand we have batteries... I think i need to be even more rigorous with them because there is no way that you will be able to repair spilled acid and shattered batteries until you reach port. So if you loose 70% of batteries capacity, you shouldn't expect that by some magic they can perform like accumulators from a store...

Good points :up:

The only possible downside to your reasoning is that an easily fixable damage would not be repaired, because major damage repairs (whose repair time was set to very long) are still pending. We should check it for finetuninf the mod.

By the way, have you tried if by any chance the MinMaintenance, MaxMaintenance and chancefactor parameters are working? A possible explaination for them could be: minimum HP (or functionality?) percent that can be fully restored after full repairs, maximum percent of the same, and chance of max percent being achieved (1 = 100% chance that full repairs will result in maximum HP or functionality restoration). :hmm2:


As fore radar and hydrophone stations, because damage doesn't mean anything for them, i linked outside equipment zones to them. In this way save bug is somewhat subdued...

Sorry if it has already been discussed (I can't remember right now), but have you already tried referecing the 3d models of those stations (inside the submarine model) as Equiments.upc external 3d links, and adding then damage boxes to them?

gap
10-10-13, 01:24 PM
Gap, i tested damage for those "eagle" radars...It works fine ,just like for other equipment...

But, i'm not quite sure, what is the purpose of those added radars, are they just replacing def. 3d models, or they representing completely new equipment?


Also, can someone confirm to me that damage for compressor and pumps have any effect on sub's performance?

The "eagle" is a second version of the Fumo 29, it probably has the same sensor_data settings as the former, but it is completely independent from the Fumo 29, and it can be used as an alternative radar upgrade. It was probably introduced by TheBeast for eyecandy (though not fully historically correct, those eagles on the conning tower look gorgeous :03: and they don't obstruct the U-boat emblem), or more seriously for representing the following fact (from uboat.net (http://uboat.net/technical/radar.htm); see text in bold):

The original version of the Seetakt radar was developed by Gema (Gesellschaft fu"r Elektroakustische Mechanische Apparate. A Navy-sponsored firm set up by admiral Mertens, by coincidence a WWI U-boat commander.) in 1935 as one of the first operational German radars. It operated on 82cm, and its antenna was an array of horizontal or vertical dipoles. Versions of Seetakt were used on land or carried by surface ships, such as the 'Graf Spee' and 'Bismarck'.

FuMO 29 After two abortive attempts to construct a radar small enough to be fitted in an U-Boot, Gema in 1941 produced a version of Seetakt small enough to be installed in the conning tower. Two horizontal rows of vertical dipoles were installed in a half-circle, following the curve of the conning tower, and the transmitter was installed next to the conning tower ladder -- a location which guaranteed that it was flooded with water nearly every time the hatch was opened! It had a maximum range of about 7km, with a field of view of 60 degrees.

It was fitted to U-156, U-157 and U-158, all Type IXC U-boats. It was generally unsuccessful.

In 1942 the antenna array was replaced with one fitted on a retractable, rotating mast. A reflector shield was installed behind the dipoles, and the "W-Anz. g2 (FuMB 9) Cypern II" radio detection system was installed on the other side. The mast was stored in a compartment on the side of the conning tower. Little is known about the effectiveness of this system.

It that was true, the eagle would be a replacement for the antenna fitted on the "retractable, rotating mast". It is probably not part of this mod, but even with my modest 3d modelling skills I (or even Targor, who showed interest on this topic a while back), should be able to model any simple object for usage as a proper antenna instead of the eagle. There is more: I think that taking the clue from what TheBeast did with that eagle, we can add to the game any missing sensor/equipment, provided that the game got proper controllers for it. I really think that TheBeast should deserve an ovation! :up:

vdr1981
10-10-13, 01:35 PM
We should check it for finetuninf the mod.

Sure, fine tuning will follow, no doubts about that...


By the way, have you tried if by any chance the MinMaintenance, MaxMaintenance and chancefactor parameters are working? A possible explaination for them could be: minimum HP (or functionality?) percent that can be fully restored after full repairs, maximum percent of the same, and chance of max percent being achieved (1 = 100% chance that full repairs will result in maximum HP or functionality restoration).

Actually, i was expected that some older moder will explain to me all those values, but apparently this is not the case...Those values are mystery for everyone...I will do some testing but that could take some time. Also, from this position I'm a bit skeptic regarding functionality of those values...


but have you already tried referecing the 3d models of those stations (inside the submarine model) as Equiments.upc external 3d links, and adding then damage boxes to them?

I remember our talks about this issues and this is on my "To Do" list...Don't worry , i'll call for your help pretty soon...

vdr1981
10-10-13, 02:16 PM
I see...You say that their (eagle radars) appearance in the game is not authentic.On the other hand, adding "destructibility" for them wont hurt anyone, don't you think?

plj
10-10-13, 02:49 PM
I see...You say that their (eagle radars) appearance in the game is not authentic.On the other hand, adding "destructibility" for them wont hurt anyone, don't you think?
...actually .. if done correctly, it would :p

gap
10-10-13, 03:25 PM
Sure, fine tuning will follow, no doubts about that...

:up:


Actually, i was expected that some older moder will explain to me all those values, but apparently this is not the case...Those values are mystery for everyone...

Yep. As far as I know no one has experimented before with those values and, this is for sure, no mod released here messes with them.


I will do some testing but that could take some time. Also, from this position I'm a bit skeptic regarding functionality of those values...

So do I :-?, but if they worked the way I think they should, we can use them for simulating not fully reparable equipment, exaclty as you were suggesting :03:


I remember our talks about this issues and this is on my "To Do" list...Don't worry , i'll call for your help pretty soon...

I am ready to give you all the help you need :salute:

I see...You say that their (eagle radars) appearance in the game is not authentic.

It wasn't me who said it. It was said by TheBeast himself :yep:



On the other hand, adding "destructibility" for them wont hurt anyone, don't you think?

Not all, or maybe yes, going by plj's reasoning :D

...actually .. if done correctly, it would :p

:rotfl2:

gap
10-10-13, 05:08 PM
Today I will work on the R.E.M. add-on for R.S.D. and I will send it your way.

As promised:

R.S.D. & R.E.M. - GHG Hydrophone add-on (http://www.mediafire.com/?xx4pc1moajk9lym)

Available in two versions:

- normal: three depth/detection ranges as per R.E.M. settings; target detection on surface limited but still possible.
- no hyd on surface: three depth/detection ranges as above, but with target detection unabled on surface.

Enable it after R.S.D. - main mod. Mod order relative to R.E.M. not relevant (R.E.M. is actually not needed for this to work).
Let me know if it works as supposed. :salute:

vdr1981
10-10-13, 05:27 PM
Excellent Gap! :up:
Now, i could built in next RSD update one version which will fix hyd.on surface bug (normal version sounds pretty cool ;)) and for the other one i can place link with the description in the first post... :yep:

gap
10-10-13, 05:51 PM
Excellent Gap! :up:
Now, i could built in next RSD update one version which will fix hyd.on surface bug (normal version sounds pretty cool ;)) and for the other one i can place link with the description in the first post... :yep:

...or, since their settings are identical to the ones of R.E.M, or only slightly modified by me, you can leave R.S.D. as it is now (the GHG is currently set as per stock settings IIRC), and include the two add-on's in the same package as optional mods. I thinks it is more correct this way: someone might still like stock hydrophone settings. If you want, I can also create a third version, with New UI's - no hydrophone on surface settings: same as one of the current add-ons, but without the 3 hydrophone ranges. What do you think?

volodya61
10-10-13, 05:52 PM
As promised:

R.S.D. & R.E.M. - GHG Hydrophone add-on (http://www.mediafire.com/?xx4pc1moajk9lym)

Available in two versions:

What did you change there? I mean in sensors.sim?
I ask because, if you remember, I used my own edition and there were different layers, ranges etc..

gap
10-10-13, 06:00 PM
What did you change there? I mean in sensors.sim?
I ask because, if you remember I used, my own edition and there were different layers, ranges etc..

no, in order to make the GHG hydrophone destructible without crashes, I had to add a mesh to it (similar to the funnel smoke, do you remember? Add a ship smoke controller to a dummy node, and the game will crash). But because it is not possible adding new meshes to a GR2 model which misses them, I had to create an external GHG, with invisible meshes and its own controllers. Yet, none of the current mods dealing with sensor ranges would affect the new hydrophone obviously, so I had to copy their controllers, paste them in the new sim file, and correct their parent Id's.

Make sure to do the same for your upcoming megamod, if you like to include RSD in it. :up: I hope you didn't loose it during your hd crash :-?

volodya61
10-10-13, 06:13 PM
Make sure to do the same for your upcoming megamod, if you like to include RSD in it. :up: I hope didn't loose it duing your hd crash :-?

I just finished a low level scanning and moved all the found folders/files to another disk.. and I'm still not sure that I will be able to continue work on it.. perhaps the files were partly corrupted..
On the other hand, I'm tired and it has bothered me.. I mean SH5.. I can't work on it further because of constant CTDs..

vdr1981
10-10-13, 06:16 PM
I thinks it is more correct this way: someone might still like stock hydrophone settings.

Heh, much like You , i'm an also historical data/realism freak :D, so I think we shouldn't care much about what peple like (people like many things), only what is realistic and accurate as much SH controllers allowed us.

So,I refuse (vigorously) to have in main R.S.D. such nonsense like Benno's reports while diesels roaring...:smug:

gap
10-10-13, 06:16 PM
I just finished a low level scanning and moved all the found folders/files to another disk.. and I'm still not sure that I will be able to continue work on it.. perhaps the files were partly corrupted..
On the other hand, I'm tired and it has bothered me.. I mean SH5.. I can't work on it further because of constant CTDs..

That's weird... what are your computer specs? Correct me if am wrong, but it all seem to have started since when you switched from XP to 7... have you thought of reinstalling XP on a partition of your hard drive? :hmmm:

volodya61
10-10-13, 06:40 PM
That's weird... what are your computer specs? Correct me if am wrong, but it all seem to have started since when you switched from XP to 7... have you thought of reinstalling XP on a partition of your hard drive? :hmmm:

No, all the troubles started long ago.. I mean, CTDs on campaign start, CTDs on silentotto campaign start.. I thought it was due to my low-specs PC.. now I have Win7 Ult x64, CPU overclocked to 3,2 GHz, 8 Gb Ram, GTX650.. all the same.. what else does this game need?

gap
10-10-13, 06:48 PM
Heh, much like You , i'm an also historical data/realism freak :D

:subsim: - subsim + vdr1981 :D :haha:


...so I think we shouldn't care much about what peple like (people like many things), only what is realistic and accurate as much SH controllers allowed us.

...ond the other hand, this mod doesn't deal sensu stricto with sensor parameters, so when needed it should use parameters as standardised as possible. New and more historically accurate sensor settings could be part of a new project, or of a R.S.D. or R.E.M. expansion, exploiting the multi-controller concept introduced by the latter for hydrophones, but expanding its usage to other sensors and, if possible, increasing the number of layers/controllers for each sensor. This is an idea that I and Volodya had a while ago and that we never fully developped, but we didn't want to rush on it: it requires a lot of historical research, finetuning and testing, and if not perfect it would make things worse instead of better. :03:

...So,I refuse (vigorously) to have in main R.S.D. such nonsense like Benno's reports while diesels roaring...:smug:

Maybe I have a better idea, let's see if you like it: scrap stock settings; since this mod is based on (and requires) EUF for working, we could use its GHG settings as settings of the base mod. We can then add to it 4 optional and alternative GHG mods: the two R.E.M-based I have already prepared, + New UI's (basemod) version + New UI's (no hydrophone on surface) version. With credits to their own authors, indeed. This way, with a little effort and and even lesser increase of the pack size, we would ensure full customization and conformity with the sensor mods already released. What do you think? :hmm2:

gap
10-10-13, 06:58 PM
No, all the troubles started long ago.. I mean, CTDs on campaign start, CTDs on silentotto campaign start.. I thought it was due to my low-specs PC.. now I have Win7 Ult x64, CPU overclocked to 3,2 GHz, 8 Gb Ram, GTX650.. all the same.. what else does this game need?

If you were a newbye, I would have suggested you to either scrap your current mod list or to consult an exorcist. Hadn't you reinstalled the game a few weeks ago, I would have suggested you to unistall it, clean the registry, and reinstall from scratch. Hadn't you totally overhauled your system up to recently, I would have suggested you to perform a low-level formatting of your HD and a general dusting of the remaining hardware.

Since neither of the above conditions applies to you, what else can I tell you, my friend, if not to keep on because this community needs for you? Have you seen plj's thread on the misterius silentotto ctd's, by the way :doh: :har:

volodya61
10-10-13, 07:17 PM
..Have you seen plj's thread on the misterius silentotto ctd's, by the way :doh: :har:

Yep.. I saw it.. all what I think about these mysterious things, I already said and my opinion is the same as before.. possibly we need TDW to look more closely at this issues, though he could did it long ago, when his UI didn't want to work together with MTNS.. it was first call of the game engine.. but for some reason modders don't think about it.. if their mods work fine with the stock game without other mods then everything fine.. and no one think about how all these mods will work together..

gap
10-10-13, 07:30 PM
Yep.. I saw it.. all what I think about these mysterious things, I already said and my opinion is the same as before.. possibly we need TDW to look more closely at this issues, though he could did it long ago, when his UI didn't want to work together with MTNS.. it was first call of the game engine.. but for some reason modders don't think about it.. if their mods work fine with the stock game without other mods then everything fine.. and no one think about how all these mods will work together..

This is part of the debate I and Trevally had the other day. I am really sorry that he took it the wrong way :nope:

volodya61
10-10-13, 07:45 PM
This is part of the debate I and Trevally had the other day. I am really sorry that he took it the wrong way :nope:

It's our common problem.. and it can be solved only by the joint efforts of SH5 modders community.. but we need The Brain of the Community.. you know who I'm talking about :)..

gap
10-10-13, 07:57 PM
It's our common problem.. and it can be solved only by the joint efforts of SH5 modders community.. but we need The Brain of the Community.. you know who I'm talking about :)..

Yes, the One. I fully agree with you :haha:

mikaelanderlund
10-11-13, 12:55 AM
No, all the troubles started long ago.. I mean, CTDs on campaign start, CTDs on silentotto campaign start.. I thought it was due to my low-specs PC.. now I have Win7 Ult x64, CPU overclocked to 3,2 GHz, 8 Gb Ram, GTX650.. all the same.. what else does this game need?

I have the same problem. I have many times considered turning off the game forever. Something is wrong and it is not my computer or my knowledge of computers. I have often asked myself why I continue with this stupid game. Yesterday tonight I finished my game with new CTD in baltic sigh

plj
10-11-13, 04:57 AM
Heh, much like You , i'm an also historical data/realism freak :D, so I think we shouldn't care much about what peple like (people like many things), only what is realistic and accurate as much SH controllers allowed us.

So,I refuse (vigorously) to have in main R.S.D. such nonsense like Benno's reports while diesels roaring...:smug:
Well spoken. :rock:


As for the CTD issue .. I caught myself wondering if SH4 has these issues as well ... cuz, like the poster above me, I had another CTD while dusting off the polish harbors. I since save .. a lot. So there is little lost, but it sucks balls big time.

I refuse to entertain the idea that my computer could be the issue, or it's resources. It can only be issues related to mods overwriting stuff and/or breaking coding standard's. VC++ does not normaly exit like that if **** goes wrong.

Could it work if we make a community effort to unify the mods into one package and keep that updated ? Yeah it would mean work, but half as much as having to restart that game all the time.

vdr1981
10-11-13, 08:26 AM
Maybe I have a better idea, let's see if you like it: scrap stock settings; since this mod is based on (and requires) EUF for working, we could use its GHG settings as settings of the base mod. We can then add to it 4 optional and alternative GHG mods: the two R.E.M-based I have already prepared, + New UI's (basemod) version + New UI's (no hydrophone on surface) version. With credits to their own authors, indeed. This way, with a little effort and and even lesser increase of the pack size, we would ensure full customization and conformity with the sensor mods already released. What do you think? :hmm2:

Gap, sensors data settings from your destroyable GHG patch are completely the same like those from EUF which probably means that EUF also uses "reports while diesels roaring" stock hydrophones settings... If You really don't wont for RSD GHG to be based on REM(from any reason) i'm ready to introduce my own settings for Gruppenhorchgerat . I checked sensorsdata controller and figured out what's going on, everything seems to be clear. I'll use two sensorsdata controllers, one for surface (with short range detection, lower detection probability and wider deaf angles) and one for underwater operations . Of course , your REM patches will be at our disposal...

P.S.
Is it just me or AI hydrophone range detection isn't effect by submarine speed even with REM settings?:06:

SnipersHunter
10-11-13, 09:50 AM
Did you all now know what causes the ctds?

volodya61
10-11-13, 10:01 AM
Did you all now know what causes the ctds?

No, we don't.. what cause them?

gap
10-11-13, 10:08 AM
If You really don't wont for RSD GHG to be based on REM(from any reason)...

Not at all. You are evidently missing my point: If I didn't want REM settings to be compatible with RSD, I wouldn't have deviced those patches.

Yet, I have to warn you that REM uses a brilliant but unhortodox method, which might not work for someone or even cause some not yet well known side-effects. Anyone using it, should be aware of what he is doing, and should do it on his own volition. This is why I suggested to make the REM settings optional, at least for the time being. If you accept my suggestion, RSD would still support REM, though not being intrinsecally linked to it.

Imo there are more important and still unaddressed issues that R.S.D. should deal with right now, but in future, with XRundel's and TheBeast's permission, you can decide to totally merge your mod with their one or, even better, you can opt for creating your own sensor settings. I will be side by side with you if you consciously decide this. But R.S.D. inducing a casual mix of settings from different mods seems not a good solution to me, if you care my opinion :yep:


P.S.
Is it just me or AI hydrophone range detection isn't effect by submarine speed even with REM settings?:06:

You still don't want to trust me, but we are getting to the point at last! :D

Unfortunately this game has lot of interactions, and things are always more complicated than one would guess at the beginning. It is not by changing a sim file or a conroller setting that you are going to obtain in game an fully "historically accurate" GHG, if possible at all. You gave me the perfect example: nothing in SensorData controllers deals with noise factors. A global parameter affects detection chances (not sure about detection ranges) for all the player hydrophones, as a function of external noise. It is found in Sensors.cfg, and it is called Hydrophone noise factor.

IRAI contains a copy of the aforementioned file, and changes the stock setting from 0.5 to 0.3, thus reducing the noise effect. It is probable that this tweak dates back to when hydrophones where still broken, and any workaround had to be used for increasing hydrophone's efficiency. Besides noise factors, in the same cfg file there are many other parameters for each sensor type, which might require some touch-ups. Unfortunately, the optimal settings might vary depending on personal taste and, what matters more, on the mod list used. For a start, one should balance u-boat sensor's affectiveness with the one of AI sensors.

Now we have two ways we can follow: we can either suspend our work on equipment damage and start finetuning the so much discussed hydrophone, or we can focus on the main features of your mod, and address sensor parameters globally at a later stage. Whatever you think is the best :salute:

vdr1981
10-12-13, 07:38 AM
Sry for late replay, whole day yesterday i was investigating and testing damage description values, damage for compressor, pumps, my starshell problem and so on...

Of course i trust You, I'm just a bit stubborn... :D It will be like you say, i'll use stock/EUF settings and that is probably the best solution after all...:yep:

Now few words about other testing...Bad news first...
It seams after all that anything but mindamage, maxdamage and repairtimes do not have any impact on the game which is very disappointing. I changed bunch of combinations, 1, 0 , some middle values, damage description with only one line of code...Still nothing...I'm starting seriously to think that maybe i should try to contact that Observer guy. He also confirm in Pyroflash's thread that those spawnedHP/AP values are probably there for nothing... He also said somthing abouth minmaintenance/maxmaintenance values, how they should effect normal repair times, while crew is on watch but, since SH5 crew managment (like most of other things) is totally dumbed down, i wouldn't surprise if this is the reason why those values "refuse" to do their job...:nope:

Now good news...:)

Damage for pumps and compressor is taken into account and in combination with RSD increased floatability values per compartment , last night i had some very interesting , probably so far unseen in SH5, experiences... :)
Compressor's damage will effect how fast or will you be able at all to store compressed air while on surface. So, even with broken compressor , you will be able still to discharge compressed air(which makes sense IMO, air storage is still functional, only engine which fill it is broken) but only until certain point. I'm still not quite sure what that point is (when you losing ability to discharge air into ballast tanks), but i think it is somehow connected with amount of water taken into the submarine. If flooding is so severe that sub can't stay on surface any more(100-120 flotability points), then from that moment player wont be able to discharge compressed air...

Damage to the pumps also is taken into account...It seems that they control buoyancy, trim tanks and main ballast tanks...Without them , you wont be able to surface the boat without use of compressed air, and keeping desired depth will be harder...

In short, with combinated damage of dive planes, pumps and commpresor, you will be able to dive, but it's more likely that you wont be able to surface the boat ever again, even without any flooding ...:D

gap
10-12-13, 09:45 AM
Sry for late replay, whole day yesterday i was investigating and testing damage description values, damage for compressor, pumps, my starshell problem and so on...

No problem, I see your testing session gave very good fruits :yep:

Of course i trust You, I'm just a bit stubborn... :D

That's a common aspect of our respective personalities :O:

It will be like you say, i'll use stock/EUF settings and that is probably the best solution after all...:yep:

At the time being I think so but, as I already told you, I got some ideas on how to improve the existing sensors.

Talking about it, I wonder if we can extend the multi-controller concept introduced by R.E.M. to radars and RWR's, for simulating correctly different detection ranges against ships and planes.

Moreover, I am pretty sure we can add new sensors to the game, if needed. This is very easy for AI units, a bit trickier for U-boat upgrades, but it should be nonetheless feasible. The hardest part will be gathering information on the specs of each sensor and on its usage during WWII.

One last sensor-related feature whose feasibility we should check, is the fitting of the GHG hydrophone together with the KDB, as historically done aboard U-boats. At the right time, I will send you a modified GHG with random visible meshes (just to check wether it is fitted or not), and I will tell you how I think we can induce the game to use both sensors with one upgrade. I am pretty sure that the second sensor would be visually there, but I have some doubts on it being functional, as it would use the same station as the first sensor...


Now few words about other testing...Bad news first...
It seams after all that anything but mindamage, maxdamage and repairtimes do not have any impact on the game which is very disappointing...

IIRC, upc files were introduced with SH4 where, as you have noted, crew management and damage handling is much more complex than in SH5. It is likely that those settings are just leftovers from the older game. We must be philosophical about it: at least we have tried.


Now good news...:)

Damage for pumps and compressor is taken into account and in combination with RSD increased floatability values per compartment , last night i had some very interesting , probably so far unseen in SH5, experiences... :)...

WOW, good testing Vecko. I can't wait to see what you are saying in game! :sunny:

vdr1981
10-12-13, 10:55 AM
Hmmm, does anyone know is it possible to add more then 10 slots per single page in damage menu? I have an idea how to add hull integrity slot for every compartment , maybe something more too...But 10 is max with defauld settings from Subsystems.ini file...:hmmm:

This file is of interest... data\Menu\Pages\Page Subsystems.ini

gap
10-12-13, 01:20 PM
Hmmm, does anyone know is it possible to add more then 10 slots per single page in damage menu? I have an idea how to add hull integrity slot for every compartment , maybe something more too...But 10 is max with defauld settings from Subsystems.ini file...:hmmm:

This file is of interest... data\Menu\Pages\Page Subsystems.ini

I don't see any parameter in Subsystems.ini setting the maximum number of items it can contain. To be sincere I didn't even know that there was a limit to it. Could be hardcoded, but how do you know that the limit is 10 by the way, and how do you add the new menu items? You are using Menu Editor I hope... :03:

vdr1981
10-12-13, 02:59 PM
I don't see any parameter in Subsystems.ini setting the maximum number of items it can contain. To be sincere I didn't even know that there was a limit to it. Could be hardcoded, but how do you know that the limit is 10 by the way, and how do you add the new menu items? You are using Menu Editor I hope... :03:

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 8]
ID= EqSlotEEStb
NameDisplayable= Steuerbord E-Maschine
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpVIICElectricEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 22
GUIPlaceHolderIndex= 2
GeneralDescription= EqSlotEEStb-EquipmentSlot-General-Description
TechnicalDescription= EqSlotEEStb-EquipmentSlot-Tehnical-Description

Line marked in red...Value from 1 to 10 and position is assigned automatically, but 11 or anything bigger will result in CTD...

Probably, this file can be modified with menu editor but i never used it...:nope: Saw some screenshots, but nothing more than that...

vdr1981
10-12-13, 04:34 PM
Listen now this ...

I could make one savable zone (let's call it zone1) which will have identical parameters (location ,HP,AP) like zone of some unsavable equipment (zone2, ...rudders, propelers) . Than, i can index zone2 as a child zone of zone1 so when zone1 "acumulate" enough damage zone2 will be destroyed...:cool:

It's the same concept which i use now for radar and hydrophones, only these zones won't be repairable because dive planes, rudders and propellers shouldn't repairable at sea IMO...

This is the best solution until TDW's return...

vdr1981
10-13-13, 07:41 AM
Working on English translation and adding new items to damage menu...This could take a while , until than, v5.3 with Gap's REM/RSD patches will work just fine(added to first post)... Don't look to much to those lines Gap, we'll fix that, somehow...somewhere... :D

http://s6.postimg.org/nhkd0bm5t/SH5_Img_2013_10_13_04_17_27.jpg

http://s6.postimg.org/ep3ecn10x/SH5_Img_2013_10_13_04_17_52.jpg

gap
10-13-13, 08:56 AM
Line marked in red...Value from 1 to 10 and position is assigned automatically, but 11 or anything bigger will result in CTD...

I am not fully sure to understand what you are doing here. Before referencing a new UI item in the upc file, you should create it in the appropriate menu page ini file.

Probably, this file can be modified with menu editor but i never used it...:nope: Saw some screenshots, but nothing more than that...

Using menu editor is quite easy. For sure much easier than editing menu items manually. Look at the first part of this post (http://www.subsim.com/radioroom/showpost.php?p=2095015&postcount=7) for some useful resources on how to use it :up:

Listen now this ...

I could make one savable zone (let's call it zone1) which will have identical parameters (location ,HP,AP) like zone of some unsavable equipment...

I am afraid I don't follow your reasoning... what about giving us some context? :D

Working on English translation and adding new items to damage menu...This could take a while , until than, v5.3 with Gap's REM/RSD patches will work just fine(added to first post)... Don't look to much to those lines Gap, we'll fix that, somehow...somewhere... :D

:haha:

Not really: making those lines to match again their boxes is the least problem. Menu Editor and some Photoshop is all wee need :03:

SnipersHunter
10-13-13, 09:38 AM
If you need more german translations PM me :up:

Gap when are you releasing the patches?

vdr1981
10-13-13, 10:04 AM
I am afraid I don't follow your reasoning... what about giving us some context? :D
:
OK, take Dive planes for example...

http://s6.postimg.org/nyoep3kdt/image.jpg

This is the picture form main submarine SHZonesCtr controler, look at damage box for planes and note it's name, position and AP settings...Damage "collected" with this box can be saved, although it can not effect behavior of the real dive planes because they are separate objects.


Now take a look at this picture...

http://s6.postimg.org/e2nbpgelt/Capturel.jpg

This is the picture from added SHZonesCtr controller for dive planes. Again ,note it's position, name and AP settings...Damage from this box can not be saved but it will effect dive planes behavior and eventually destroy them.

Because those zones from two separate controllers have identical parameters they will receive approx same amount of damage.
Now, if i link zone from 2nd picture as a child zone (which means it will be destroyed when father reach HP 0) of zone from 1st picture, information of overall dive planes strength will be saved after all!:cool:

With some cleverness , and appropriate naming for damage shown in damage menu, i can add even more sens to everything...

vdr1981
10-13-13, 10:12 AM
If you need more german translations PM me :up:

Gap when are you releasing the patches?

I will , Tnx!

Check first post for hydrophone patches...

SnipersHunter
10-13-13, 10:16 AM
I will , Tnx!

Check first post for hydrophone patches...

Okay please fix this bug :D
http://www7.pic-upload.de/thumb/13.10.13/6crk2373lya3.jpg (http://www.pic-upload.de/view-21004323/2013-10-13_00001.jpg.html)

vdr1981
10-13-13, 12:23 PM
Okay please fix this bug :D
http://www7.pic-upload.de/thumb/13.10.13/6crk2373lya3.jpg (http://www.pic-upload.de/view-21004323/2013-10-13_00001.jpg.html)

I will...close your eyes...Can you see any bugs now? No? Problem solved!:D

SnipersHunter
10-13-13, 12:27 PM
Really dude ? :D

vdr1981
10-13-13, 12:32 PM
Really dude ? :D
:D


Uhhhh ::nope:, now i must start to learn that menu/gui editor too...If only NauticaWolf is around, he would probably know to give me some instructions...:nope:But he isn't...

EDIT: But, because I'm smart boy and because of Gap's links, i think I'm already on the trace! :D

http://s6.postimg.org/vk0mc1u5t/Capture.jpg

SnipersHunter
10-13-13, 01:01 PM
Nice!

gap
10-13-13, 01:25 PM
Okay please fix this bug :D
http://www7.pic-upload.de/thumb/13.10.13/6crk2373lya3.jpg (http://www.pic-upload.de/view-21004323/2013-10-13_00001.jpg.html)

I will...close your eyes...Can you see any bugs now? No? Problem solved!:D

:D


Uhhhh ::nope:, now i must start to learn that menu/gui editor too...If only NauticaWolf is around, he would probably know to give me some instructions...:nope:But he isn't...

EDIT: But, because I'm smart boy and because of Gap's links, i think I'm already on the trace! :D

http://s6.postimg.org/vk0mc1u5t/Capture.jpg

Are you talking about the torpedo miniatures facing in the wrong direction, guys? We don't need Menu Editor for fixing them: a quick Photoshop edit will be more than enough. Please confirm that I didn't misunderstood you, and I will send you the fix before tomorrow :up:

SnipersHunter
10-13-13, 01:27 PM
Yes and that the front torpedos are on the pic at the back of the sub

gap
10-13-13, 01:32 PM
...and that the front torpedos are on the pic at the back of the sup

Ah, fixing the latter would actually require Menu Editor. I don't understand what messed their position up though. IIRC NauticaWolf's mod had torpedo loading slots in the right position :hmmm:

SnipersHunter
10-13-13, 01:34 PM
Hmmm:hmm2:

vdr1981
10-13-13, 01:59 PM
Are you talking about the torpedo miniatures facing in the wrong direction, guys? We don't need Menu Editor for fixing them: a quick Photoshop edit will be more than enough. Please confirm that I didn't misunderstood you, and I will send you the fix before tomorrow :up:

No , I'm trying to add new slots so that more equipment can be shown in the menu...So far, i understood how to drag them around, no luck with adding new slots...I'm a bit lazy to read all those tutorials, for a start a'll try my luck with some random changes...

vdr1981
10-13-13, 03:04 PM
Crap... I've added two more slots in "subsystems" regularly, but again, GUIPlaceHolderIndex= 10 with anything larger than 10 = CTD...:stare:

lodebeard
10-13-13, 03:45 PM
I'm looking forward to that torp screen being fixed. I'm stuck using v4 until it is fixed!

I wish i could help. Good luck!

vdr1981
10-13-13, 04:04 PM
You better use v5.3 or you will CTD if you save game with destroyed deck gun...
If you are so distracted by that torpedo screen , you should delete menu and texture folders from RSDv5.3, then install it...:03:

Really guys, i just cant believe how much some of us gives so much attention to some trivial things... :D

vdr1981
10-13-13, 05:04 PM
Gap, i manage to add more entries with editor and subsystems.ini is properly modified...

But , in order for this to work i must edit some other file too, so that game can see those new entries, some cfg file or something like that. That is why game CTD if i set GUIPlaceHolderIndex= 11 in UPCGE file. HELP!

plj
10-13-13, 05:20 PM
You better use v5.3 or you will CTD if you save game with destroyed deck gun...
If you are so distracted by that torpedo screen , you should delete menu and texture folders from RSDv5.3, then install it...:03:

Really guys, i just cant believe how much some of us gives so much attention to some trivial things... :D
It's not trivial in a polished product. It's even very fugly the way it is now. But I'm very happy to trade off a polished torp screen and damage overview, that is unrealistic to begin with, for a realistic damage model.

I do hope, that when all is done, you'll fix it tho ;)

gap
10-13-13, 06:26 PM
Crap... I've added two more slots in "subsystems" regularly, but again, GUIPlaceHolderIndex= 10 with anything larger than 10 = CTD...:stare:

Gap, i manage to add more entries with editor and subsystems.ini is properly modified...

But , in order for this to work i must edit some other file too, so that game can see those new entries, some cfg file or something like that. That is why game CTD if i set GUIPlaceHolderIndex= 11 in UPCGE file. HELP!

While looking into EUF's files, I have noticed that it changes WeaponsAndSensors.ini for adding more upgrade selection options. In that case TheBeast had to increment a couple of materials= settings. Try looking into his files, maybe you will get some clue from there.

I am afraid that I won't be able to help much more than this: my knowledge of Menu Editor is limited to moving stuff around, resizing boxes, change item linkings, change textures, and little more. :-?

Anyway you could send a PM to DrJones or Reaper7, I am sure they could give you a big help. Alternatively you can put the new items in the todo list and wait for TDW to resurface again, though it can take quite a long while before he comes back.

I'm looking forward to that torp screen being fixed. I'm stuck using v4 until it is fixed!

I wish i could help. Good luck!


Really guys, i just cant believe how much some of us gives so much attention to some trivial things... :D

It's not trivial in a polished product. It's even very fugly the way it is now. But I'm very happy to trade off a polished torp screen and damage overview, that is unrealistic to begin with, for a realistic damage model.

I do hope, that when all is done, you'll fix it tho ;)

I agree with plj. If we had no means to fix the scrambled damage and torpedo interface, we could live with it indeed; but since it is relatively easy resizing those boxes and putting them in their correct places, we should do it.

Functionalities are important indeed, but appearance is too. I am sure you are not insensible to this aspect, otherwise you wouldn't have merged your mod with Nauticalwolf's Damage and Torpedo UI Mod :D
Moreover, before noticing the amazing job you have done, users will open the damage menu, and they will be wrongly induced into thinking that R.S.D. is a mess, eventually disabling the mod. It would be a real pity if such a trivial aspect spoiled your hard work, and prevented RSD from becoming a must have mod, as it deserves :yep:

Like lodebeard, I wish I could help, but unlike him I actually can! If you agree, I can deal with menu aestethic while you mess up with more important stuff.
And, since we are at it, what do you think about adding support also for the stock menu style and for the nice Damage Control Screen (http://www.subsim.com/radioroom/showthread.php?p=1297654#post1297654) mod by Drifter?

Variety is the salt of life :03: