View Full Version : [REL] Depth Charge noise mod
schlechter pfennig
02-19-18, 10:25 AM
Depth charges are an anti-submarine warfare weapon, intended to destroy a submarine by being dropped into the water in the close proximity of a suspected submarine's location, and then detonating, which subjects the target to a powerful and destructive hydraulic shock.
Their effectiveness required the combined resources and skills of many individuals during an attack. Sonar, helm, depth charge crews and the movement of other ships had to be carefully coordinated. Even so, there were two major drawbacks even the best-trained depth charge attack crew faced: one was that, in order to deploy its depth charges a ship had to pass over the contact, dropping them over the stern; sonar contact would be lost just before attack, rendering the hunter blind at the crucial moment. This gave a skillful submarine commander an opportunity to take evasive action. Secondly, in the minutes immediately following the explosion of a depth charge passive sonar was unable to track contact due to the massively disturbed and displaced water churning as a result of the explosion, and even active sonar/ASDIC had severe difficulty reacquiring contact right afterwards. This gave the aforementioned skillful submarine commander yet a second chance to disengage and evade.
The depth charge noise mod simulates both the short-term, immediate, and the long-term, lingering, effects of a depth charge explosion. When a depth charge explodes it creates a spherical explosion, leaves behind a large, roughly globular area of water churning with acoustically noisy bubbles. The depth charge noise mod still displays the visual effects of the depth charge explosion, both above the surface and beneath, but now adds a pocket of bubbles that remain behind each explosion. Each depth charge explosion now creates two invisible Bolds, one with a lifetime of five (5) minutes, an apparent surface area of 900, and a noise level of 10, and a second with a lifetime of one (1) minute, an apparent surface area of 300, and a noise level of 75. (I have no idea what effect the "noise" setting have for any given value, as that is not explained anywhere; as well, the basic Bolds have their noise value set at "0". I suspect that that value is set at the time of deployment, but I have no way of ascertaining that. )
In tests I have been able to (usually) carefully creep away under silent running from a group of eight destroyers actively hunting (and pinging) my test submarine, after the first couple of depth charge runs had created a lot of water disturbance. The escorts usually wind up repetitively depth charging the location of the "bubbled" area . . . usually. The effectiveness of the enemy escort sonar operators (whether Poor, Novice, Competent, Veteran, Elite) helps determine the effectivity of the masking effect of the disturbed water area, which means the more dangerous the enemy is, the more likely they are to successfully reacquire contact with you. As well, escorts that have been fooled by the noise disturbance into reacting to it over and over, do not get trapped into a loop and never stop attacking the hidden bubble cloud; eventually they figure it out, and leave to go hunting elsewhere.
The depth charge noise mod is meant to simulate real behavior of a specific object: that of a depth charge. It is not meant as a "Get out of jail free" card, or to make evading enemy escorts easier just to make that easy.
Feedback and comments are appreciated!
--------------------------------------
Revision history:
Version 1.0: initial release; WAC 5.0 only
Version 2.0: Usable now for 4 different game versions [stock (vanilla), GWX Gold, NYGM, and WAC 5.0]; altered the "bubble" appearance; added a second noise effect; (readme file is still for version 1.0 release; will be updated next revision)
Rev. A: (hopefully) fixed the save-and-reload-CTD bug; made adjustments to the disruption sizes, noise levels and lifetimes.
http://www.subsim.com/radioroom/downloads.php?do=file&id=5326
Depth charges are an anti-submarine warfare weapon, intended to destroy a submarine by being dropped into the water in the close proximity of a suspected submarine's location, and then detonating, which subjects the target to a powerful and destructive hydraulic shock.
Their effectiveness required the combined resources and skills of many individuals during an attack. Sonar, helm, depth charge crews and the movement of other ships had to be carefully coordinated. Even so, there were two major drawbacks even the best-trained depth charge attack crew faced: one was that, in order to deploy its depth charges a ship had to pass over the contact, dropping them over the stern; sonar contact would be lost just before attack, rendering the hunter blind at the crucial moment. This gave a skillful submarine commander an opportunity to take evasive action. Secondly, in the minutes immediately following the explosion of a depth charge passive sonar was unable to track contact due to the massively disturbed and displaced water churning as a result of the explosion, and even active sonar/ASDIC had severe difficulty reacquiring contact right afterwards. This gave the aforementioned skillful submarine commander yet a second chance to disengage and evade.
The depth charge noise mod simulates both the short-term, immediate, and the long-term, lingering, effects of a depth charge explosion. When a depth charge explodes it creates a spherical explosion, leaves behind a large, roughly globular area of water churning with acoustically noisy bubbles. It still displays the visual effects of a depth charge explosion, both above the surface and beneath, as well as creating a pocket of bubbles remaining behind each explosion. It effectively creates an invisible Bold decoy with visible bubbles. Each depth charge explosion creates an invisible Bold, with a lifetime of five (5) minutes, an apparent surface area of 300, and a noise level of 1.5.
In tests I have been able to (usually) carefully creep away under silent running from a group of eight destroyers actively hunting (and pinging) my test submarine, after the first couple of depth charge runs had created a lot of water disturbance. The escorts usually wind up repetitively depth charging the location of the "bubbled" area . . . usually. The effectiveness of the enemy escort sonar operators (whether Poor, Novice, Competent, Veteran, Elite) helps determine the effectivity of the masking effect of the disturbed water area, which means the more dangerous the enemy is, the more likely they are to successfully reacquire contact with you. As well, escorts that have been fooled by the noise disturbance into reacting to it over and over, do *not* get trapped into a loop and never stop attacking the hidden bubble cloud; eventually they figure it out, and leave to go hunting elsewhere.
The depth charge noise mod is meant to simulate real behavior of a specific object: that of a depth charge., It is *not* meant as a "Get out of jail free" card.
At the moment I can only assure compatibility with WAC 5.0 (WarAceCampaign 5.0), which needs to have itself, and all its associated, mods, enabled before enabling the depth charge noise mod. These must be enabled before enabling this mod. Assuming there is sufficient interest I may make variations for other major mods.
Feedback and comments are appreciated!
Have you seen this? (TDWs DC Water Disturbance v4.0). Been around along time.
schlechter pfennig
02-19-18, 05:04 PM
Have you seen this? (TDWs DC Water Disturbance v4.0). Been around along time.
No, I hadn't seen that. Then again, as it seems meant only for SH4 and I only play SH3 (and my mod is only meant for SH3) I'm not surprised I hadn't seen it before.
:Kaleun_Salute:
No, I hadn't seen that. Then again, as it seems meant only for SH4 and I only play SH3 (and my mod is only meant for SH3) I'm not surprised I hadn't seen it before.
:Kaleun_Salute:
No, its not just for SH4. In fact I believe it was made for SH3 first. You need to do a little more research Friend.
In fact if you go to Plisskens mod archive and look under Racerboys mods ( that was The Dark Wraiths old subsim handle ) you will find it available for download. He even has 2 versions for SH3 commander that can go buy date or randomly. Can't remember where to find those but I do have a copy of the by date version.
schlechter pfennig
02-19-18, 06:42 PM
In fact if you go to Plisskens mod archive and look under Racerboys mods ( that was The Dark Wraiths old subsim handle ) you will find it available for download. He even has 2 versions for SH3 commander that can go buy date or randomly. Can't remember where to find those but I do have a copy of the by date version.
I've downloaded and examined the TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 mod. Without any readme, or other explanation, just looking at the file name really told me nothing about what it was, did, or was intended to do. As well, the only example of his mod here on subsim's download site was the TMO2_fix_for_TDW_DC_Water_Disturbance_v2_0_SH4, so forgive me for assuming that was his only version. (I did say "Then again, as it seems meant only for SH4", after all).
I've examined the .dat file and it seems that all it does is spawn the decoy bubbles along with the depth charge underwater explosion. I'm curious as to the results others have had when using this mod, and would also welcome any explanation as to how the TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 actually works.
rudewarrior
02-19-18, 08:59 PM
Keep in mind that the Water Disturbance Mod has been known to cause CTD's (See here (http://www.subsim.com/radioroom/showthread.php?t=181513&highlight=water+disturbance&page=10) and following). I had CTD's when I used it on my old system. Haven't tried it on my new one.
schlechter pfennig
02-20-18, 12:00 AM
Keep in mind that the Water Disturbance Mod has been known to cause CTD's (See here (http://www.subsim.com/radioroom/showthread.php?t=181513&highlight=water+disturbance&page=10) and following). I had CTD's when I used it on my old system. Haven't tried it on my new one.
I haven't had any CTDs with mine, but I haven't tested it against every mod (and, as I've mentioned, so far it's only designed to work with WAC 5.0). If anyone does experience problems I'd like to know about them.
schlechter pfennig
02-20-18, 06:32 PM
Although I've experimented a lot with the depth charge noise mod before releasing it, I would value any and all input regarding its performance. I believe I've adjusted the available parameters to provide a reasonable/realistic result, but I'd appreciate feedback as to how well (or not well) it performs.
At the moment, due to the files that are required to be modified for functionality, I can only guarantee it works with WAC 5.0. However, if there are others that would like to use/test the mod that don't use WAC, let me know and I'll make the necessary adjustments for you.
Although I wasn't aware of TheDarkWraith's TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 mod before, I've gone through that release thread and, based upon what I've read, the depth charge noise mod so far seems to avoid those problems (for example, CTDs, and of simply not at all distracting the destroyers).
Again, I'd appreciate any and all feedback/observations.
makman94
02-21-18, 02:21 PM
Although I've experimented a lot with the depth charge noise mod before releasing it, I would value any and all input regarding its performance. I believe I've adjusted the available parameters to provide a reasonable/realistic result, but I'd appreciate feedback as to how well (or not well) it performs.
At the moment, due to the files that are required to be modified for functionality, I can only guarantee it works with WAC 5.0. However, if there are others that would like to use/test the mod that don't use WAC, let me know and I'll make the necessary adjustments for you.
Although I wasn't aware of TheDarkWraith's TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 mod before, I've gone through that release thread and, based upon what I've read, the depth charge noise mod so far seems to avoid those problems (for example, CTDs, and of simply not at all distracting the destroyers).
Again, I'd appreciate any and all feedback/observations.
hello Schlechter pfennig,
Your mod is really interesting and ,if it works, will be a must have addition for my setup.
TDW's mod never worked for me and i had to left it behind so it will be nice to test and see if your mod is working.
Can you please make a version of it for the stock game ( for tests, i believe that only one mod must be enabled) and a single mission that will serve the needs of such tests ?
All the best to this really interesting mod :up:
schlechter pfennig
02-21-18, 11:17 PM
hello Schlechter pfennig,
Your mod is really interesting and ,if it works, will be a must have addition for my setup.
TDW's mod never worked for me and i had to left it behind so it will be nice to test and see if your mod is working.
Can you please make a version of it for the stock game ( for tests, i believe that only one mod must be enabled) and a single mission that will serve the needs of such tests ?
All the best to this really interesting mod :up:
Here is the link to the stock/vanilla version, along with a quickie test mission included.
http://www.subsim.com/radioroom/downloads.php?do=file&id=5327
Hi schlechter pfennig,
thanks for your work! I will test it as soon as possible!
One question: What is the purpose of the sensors.* files? Are they required or are the particles.* file sufficient?
Best, LGN1
schlechter pfennig
02-22-18, 03:32 PM
Hi schlechter pfennig,
thanks for your work! I will test it as soon as possible!
One question: What is the purpose of the sensors.* files? Are they required or are the particles.* file sufficient?
Best, LGN1
The particles.* are sufficient on their own. However, I've released a version 2 of the mod which is an improvement.
schlechter pfennig
02-22-18, 05:16 PM
Version 2 of the depth charge noise mod. When unzipped there will be four mod folders, one each for stock (vanilla), GWX Gold, NYGM, and WAC 5.0. Place the applicable folder into your MODS folder and enable using jsgme.
Version 2.0 change log:
Usable now for 4 different game versions
if DepthCharges.sim is altered by an additional mod this one will overwrite it
altered the "bubble" appearance
added a second noise effect
When a depth charge explodes you will have an area of long-term, low-grade noise lasting for five minutes, plus a short term, extremely high-grade noise. This (hopefully) simulates the water/acoustical disruption a real depth charge caused:
an initial disturbance of loud noise rendering both active (ASDIC) and passive (hydrophones) unusable. This lasts for just about a minute, and can provide an opportunity, if the situation permits, for you to sprint off in a short burst without being detected.
a lingering effect whereby passive (hydrophones) still have difficulty hearing you, but active (ASDIC) can now ping and detect you. This lasts for about 5 minutes, and can attract the attention of escorts, and often trick them into thinking they have reacquired contact.
http://www.subsim.com/radioroom/downloads.php?do=file&id=5329
olddriedseaweed
02-23-18, 07:38 PM
I like your premise, however, following the sinking of the Courageous, Kptlt. Otto Schuhart - U29 - was depth charged for 4 hours by four DDs, until they ran out of depth charges and then just wandered home. He states his depth was 180 meters, so, this might not be as reliable a tactic as you think.
Granted, 1939, Type VIIA, no albrecht and I suspect the depth charges were a fraction less damaging at that point in the war (Something I should research).
Again, I really like your premise. Food for thought and discussion.
schlechter pfennig
02-23-18, 09:49 PM
I like your premise, however, following the sinking of the Courageous, Kptlt. Otto Schuhart - U29 - was depth charged for 4 hours by four DDs, until they ran out of depth charges and then just wandered home. He states his depth was 180 meters, so, this might not be as reliable a tactic as you think.
Granted, 1939, Type VIIA, no albrecht and I suspect the depth charges were a fraction less damaging at that point in the war (Something I should research).
Again, I really like your premise. Food for thought and discussion.
I based the concept, in part, on some research I had done in the past. I don't remember all that I'd encountered, but here are two (granted, it's Wiki :O:)
When a depth charge explodes it can take 15 minutes before the disturbance can settle down enough that sonar becomes effective. Many submarines escaped during the time after an unsuccessful depth charge attack. Since Hedgehog charges only explode on contact, sonar tracking of the submarine is less likely to be disrupted by an unsuccessful hedgehog attack.
(https://en.wikipedia.org/wiki/Hedgehog_(weapon))
The explosion of a depth charge also disturbed the water, so ASDIC contact was very difficult to regain if the first attack had failed. It enabled the U-boat to change position with impunity.
(https://en.wikipedia.org/wiki/Battle_of_the_Atlantic)
ThePrody
02-27-18, 06:44 AM
i like the mod, i'm using NYGM and the escorts are kind of brutal most of the times, this gives you a chance to crawl away from the hot area .
JuanLiquid
02-27-18, 11:02 AM
an initial disturbance of loud noise rendering both active (ASDIC) and passive (hydrophones) unusable. This lasts for just about a minute, and can provide an opportunity, if the situation permits, for you to sprint off in a short burst without being detected.
a lingering effect whereby passive (hydrophones) still have difficulty hearing you, but active (ASDIC) can now ping and detect you. This lasts for about 5 minutes, and can attract the attention of escorts, and often trick them into thinking they have reacquired contact.
Hi, thanks for the mod. I tested it in 20 min with NYGM and the test 'hunted' mission. I tested it with god eye mode, however maybe it's failing for me.
As soon as the mission started I flank, then I go to periscope depth. Then they pinged me and I go down to 200m depth. I wait the firsts charges and when they drop them in the water, I turn left or right at flank speed. 10 seconds later I go back to 0 knots, 30 RPM. Then the deep charges explode, and instantly they start to ping me.
I tried the same like 10 times, and they always ping me as soon the depth charges end their explosion... I don't have that minute to move freely, even at 0 knots.
schlechter pfennig
02-27-18, 02:03 PM
Hi, thanks for the mod. I tested it in 20 min with NYGM and the test 'hunted' mission. I tested it with god eye mode, however maybe it's failing for me.
As soon as the mission started I flank, then I go to periscope depth. Then they pinged me and I go down to 200m depth. I wait the firsts charges and when they drop them in the water, I turn left or right at flank speed. 10 seconds later I go back to 0 knots, 30 RPM. Then the deep charges explode, and instantly they start to ping me.
I tried the same like 10 times, and they always ping me as soon the depth charges end their explosion... I don't have that minute to move freely, even at 0 knots.
With multiple escorts surrounding you it will be extremely difficult, if not impossible, to flank speed away for a full minute without one or more hearing you. That works best when the depth charge explosions are between you and the escort(s). If one or more escorts are on the same side of the explosions as you are, they are very likely to hear you when you hit flank speed.
When you have multiple escorts (like you do in that mission) one thing to try is, as soon as they start dropping depth charges, is to go to flank speed and make a sharp turn (between 45 - 60 degrees) and keep at flank speed until a few seconds after the last depth charge explodes, then immediately drop to 1 - 2 knots/silent running.
With only one or two escorts, as long as both are on the far side of the depth charge explosions, you should be able to sprint at flank for a longer time.
Also, the destroyer crews' efficiency for the "Hunted" mission is "veteran", which is level 4 out of 5, which means they're even harder to confuse than average crews.
Remember, the depth charge noise mod isn't intended to make evading and escaping a "done deal".
JuanLiquid
02-28-18, 05:13 PM
Thank you for taking the time in explaining to me :Kaleun_Salute:
I was thinking that the noise & disturbances had a giant radius where you could move 'freely' while they last, and the ASDIC was really hard to being used inside. Now I understand it acts like a small smoke screen, where you can see through it with the asdiic, but it's more difficult.
schlechter pfennig
03-01-18, 03:42 PM
Thank you for taking the time in explaining to me :Kaleun_Salute:
I was thinking that the noise & disturbances had a giant radius where you could move 'freely' while they last, and the ASDIC was really hard to being used inside. Now I understand it acts like a small smoke screen, where you can see through it with the asdiic, but it's more difficult.
Good analogy, yes! Hopefully during that first minute even ASDIC can't see through it, but since the (apparent) surface area of that is only 100 m3 (10 meters by 10 meters) that will block mostly "line-of-sight'.
Even though this is a released mod, I probably will release updates as I get feedback. For instance, I've set the surface area effect to mimic a Bold, but Bolds were a small canister releasing a dense bubble cloud meant to mimic a U-boat, while this mod is meant to represent the disturbance caused by a 290 - 600 pound explosion, so increasing the surface area might be one tweak to do. Also increasing the noise variable (which is not explained anywhere, and is initially set at "0"; I suspect that the act of launching a Bold somehow sets that variable higher).
For instance, I might set the long-term effect at a higher noise level and higher surface area, and also increase the short-term effect to a higher area, and see if that results in a more "realistic" effect. Ideally, based upon my research, if the hunting escort is between the depth charges that have exploded and the U-boat they are hunting, the U-boat should be undetectable for quite some time after the explosions. Mimicking that effect without unduly skewing things in the U-boat's favor is a trail-and-error experimentation.
Is any one using/testing the GWX version of this mod? If so, is there any problems detected when loading a save game?
I had a CTD issue when loading saved games, using this mod.
So, for the sake of the discussion, 2 things:
1. Saving: my saves are done regarding the rules for not having failed loads. Saving away from land, enemy or any unit, at surface, at TC 1x, when in the control room, after some time at maximum TC with out any hicups (normal sign of a enemy unity near the boat).
2. Mods: the mod was loaded, after rolling back SH3 commander and before beginning a new patrol.
The problem:
I enable the mod and run the single mission, all fine. Went to use it in my campaigns. I normally do 3 to 4 saves during a patrol, with the latter being the save and exit. I began to have CTD when loading the save files - CTD occurring after the black screen with the letters (Das U-Boot in my case).
At the beginning I didn't pay much attention, since corruption in saving can occur, do to factors (ex: even regarding all the "safe rules", an airplane could popup and you know). And the only save I could loaded successfully was normally the first one, done after exiting base or at mid patrol route.
After a few times having this problem, I remember that it could be something to do with this mod.
It was the last thing to enable and all the problems of the CTD occured in saves that I done after been engaged and consequentially depth charged by destroyers. The only working saves were the ones that I dind't had experienced any enemy action. So went to test my hypothesis.
Type VII campaign, went on patrol. Saved at mid patrol, no enemy engagement. Convoy detected, attacked and dived to espace. Detected by escorts and depth charged. manage to escape and after all the enemy units had gone, surface and went away. Saved. Rinse and repeat.
When, in next day went to load the game, all the saves after having sink and been engaged by enemy units, give me CTD. The only one that I was able to load, was the first one.
I decided to see if in my type IX campaign, had the same results, could be some incompatibily with the mods that act directly in type VII (aces super turms, the added interiors, etc.).
Same results, any save after the mod was used by the game, after I was depth charged, failed.
So, next step, installing the mod and see. Load the campaign, went on patrol, depth charged, etc. Saved.
Went to load my last save and it loaded fine. Type IX, also.
So, this mod, when the game uses it and at least for me, cause some kind of corruption in the saves. Or, of course, it can also be some incompatibility with my mod soup - when enabling it by jsgme, the only message was that the readme file was already been modified by, but this is a non important file, but do not think so.
Any similar problem for GWX users? Any thoughts of this singular problem?
Mod soup:
SH-5 Water for SH-3 20 Km V84
SH-5 Water for SH-3 Bigger Sun v1
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
Conus' Historically Accurate U-boat Emblems 1.2
Lutzow's Officers - SET6
LifeBoats&Debris_v4
BritishAsdicMkIFinal
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
Waterstream+Exhaust Combi V2.3 for GWX3
Torpedo damage Final ver2.0
Wooden_Lifeboats_Mod_1.1
DasBootSehrohr
Real Depth Charge
Q Ship mod GWX3.0
OLC's Modified Searchlight Beams for GWX3
New Uboat Guns 1.2
Damage_caused_by_fires_TheDarkWraith_v1_2
Foam
WB's Decks Awash
DD_OH_V3.09_20091209162038
DD_OH_V3.09_ConningDeckCam_Fix_20091210230737
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
Conning Tower open Hatch TestFMfood
MaGui F
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
CT_FM_NI_Fix_for_MaGui F
O2-Gauges
Type VII salvo selector
Sh3_volumetric_clouds&fog_V1
Aces' Super Turms v6 for GWX
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
Evan82's Uniforms II
Charts addon 1.4 NYGM_IABLnew
Optional - Charts Addon 1.4 GWX_MFM ships
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
schlechter pfennig
03-09-18, 12:46 PM
Is any one using/testing the GWX version of this mod? If so, is there any problems detected when loading a save game?
I had a CTD issue when loading saved games, using this mod.
So, for the sake of the discussion, 2 things:
1. Saving: my saves are done regarding the rules for not having failed loads. Saving away from land, enemy or any unit, at surface, at TC 1x, when in the control room, after some time at maximum TC with out any hicups (normal sign of a enemy unity near the boat).
2. Mods: the mod was loaded, after rolling back SH3 commander and before beginning a new patrol.
The problem:
I enable the mod and run the single mission, all fine. Went to use it in my campaigns. I normally do 3 to 4 saves during a patrol, with the latter being the save and exit. I began to have CTD when loading the save files - CTD occurring after the black screen with the letters (Das U-Boot in my case).
At the beginning I didn't pay much attention, since corruption in saving can occur, do to factors (ex: even regarding all the "safe rules", an airplane could popup and you know). And the only save I could loaded successfully was normally the first one, done after exiting base or at mid patrol route.
After a few times having this problem, I remember that it could be something to do with this mod.
It was the last thing to enable and all the problems of the CTD occured in saves that I done after been engaged and consequentially depth charged by destroyers. The only working saves were the ones that I dind't had experienced any enemy action. So went to test my hypothesis.
Type VII campaign, went on patrol. Saved at mid patrol, no enemy engagement. Convoy detected, attacked and dived to espace. Detected by escorts and depth charged. manage to escape and after all the enemy units had gone, surface and went away. Saved. Rinse and repeat.
When, in next day went to load the game, all the saves after having sink and been engaged by enemy units, give me CTD. The only one that I was able to load, was the first one.
I decided to see if in my type IX campaign, had the same results, could be some incompatibily with the mods that act directly in type VII (aces super turms, the added interiors, etc.).
Same results, any save after the mod was used by the game, after I was depth charged, failed.
So, next step, installing the mod and see. Load the campaign, went on patrol, depth charged, etc. Saved.
Went to load my last save and it loaded fine. Type IX, also.
So, this mod, when the game uses it and at least for me, cause some kind of corruption in the saves. Or, of course, it can also be some incompatibility with my mod soup - when enabling it by jsgme, the only message was that the readme file was already been modified by, but this is a non important file, but do not think so.
Any similar problem for GWX users? Any thoughts of this singular problem?
The reason I stopped using GWX and started using WAC was that I could not load any saved game without getting a CTD once I had engaged, and sunk, a ship. That was before I'd worked on, and started using, my depth charge mod. I believe it was most likely a result of my mod soup that did so; I'm not blaming GWX at all. But I was experiencing the same CTD issue: my first save, made just away from base (and before engagements) would be the only one that would reload; any other save made after that one, if made after an engagement, would CTD. That was happening to me before using my depth charge mod.
What happens when you disable the mod? Can you then reload a saved game after being depth charged?
Also, what was your opinion of the effects of the mod? Did you notice any difference in escort behavior? I'd love to know your opinion, and if you think it needs any tweaking.
Thanks!
The reason I stopped using GWX and started using WAC was that I could not load any saved game without getting a CTD once I had engaged, and sunk, a ship. That was before I'd worked on, and started using, my depth charge mod. I believe it was most likely a result of my mod soup that did so; I'm not blaming GWX at all. But I was experiencing the same CTD issue: my first save, made just away from base (and before engagements) would be the only one that would reload; any other save made after that one, if made after an engagement, would CTD. That was happening to me before using my depth charge mod.
I see, I also thought the same thing, but I think I could loaded a save game after sunk a ship, with the mod enable. It is just a matter of testing.
What happens when you disable the mod? Can you then reload a saved game after being depth charged?
yes, as I said, after disableing the mod, I can load any saved game, with ships sunk and after being depth charged
Also, what was your opinion of the effects of the mod? Did you notice any difference in escort behavior? I'd love to know your opinion, and if you think it needs any tweaking.
Thanks!
It is a great mod for any soup or Mega Mod version. Anything that brings more the game to reality, is always good, in simulations (IMO).
I did manage to escape more easily, and more easily is: with out always going deep or very deep (below 150-180m) and I also manage to evade at 2/3 of speed for a few time, without them beginning to ping me or going strait to me. But my campaign (when using the mod) was August - October of 1941.
I think your mod is going to be more noticeable after 1943, when the escorts are going to be tenacious (veteran/elite levels).
ThePrody
03-09-18, 04:11 PM
i had the same issue with NYGM, saves before some big encounter will load but after a convoy attack all saves that followed resulted on CTD. I blamed it on Open Hatch or New interior since i installed those a couple of days before the depth charge mod , i ended up doing a clean install ( not a big deal, it took half an hour and i had that installment for almost a year, a clean install was welcome) , only after the install i started thinking that maybe this mod had something to do with it and i did not installed it again . At least now i can be satisfied that is not the New Interior mod with the problem since i really like that mod .
silentwayIII
03-10-18, 12:23 AM
It seems to be working for me with NYGM and GWX. I have tested it on stock missions with each mega mod and it seems to have some impact on an escort regaining contact. I have not tested beyond 1941 missions but will do so soon through to 1945.
Differences in sensor capability as the war progressed could determine how effective your mod is later in the war and how good of a boat driver you are. I like your mod! Good job!
Hi schlechter pfennig,
I'm examining your mod and if I see it correctly you have the explosion effect twice: Once as "@DepthCharge_main_explosion" and a second time as "eject_effect". Is there a reason why you did this?
Best, LGN1
PS: I have seen that you use the same IDs for your 'subnodes' in your copy of the depth-charge effect as in the original effect. I'm not sure but this might be problematic.
schlechter pfennig
03-12-18, 10:31 PM
Hi schlechter pfennig,
I'm examining your mod and if I see it correctly you have the explosion effect twice: Once as "@DepthCharge_main_explosion" and a second time as "eject_effect". Is there a reason why you did this?
Best, LGN1
That is an error. I think that occurred when I ported over clusters to make the release versions. :oops:
PS: I have seen that you use the same IDs for your 'subnodes' in your copy of the depth-charge effect as in the original effect. I'm not sure but this might be problematic.
Could you be more specific? I tried very hard to avoid that, since duplicated IDs are a definite recipe for crashes.
Hi schlechter pfennig,
I have only looked at the GWX version. There, e.g., Node 6 - 12 (2x ParticleGenerator, VisibleUnderWater, and Fog) have the same Id as the corresponding nodes in particles.dat.
Best, LGN1
schlechter pfennig
03-16-18, 11:02 PM
A new and improved, Rev. A, mod has been released. I have extensively tested it for the save-and-load-CTD bug and (so far at least) I haven't had a CTD. I have only tested that so far using WAC 5.0.
The revised file(s) are located at http://www.subsim.com/radioroom/downloads.php?do=file&id=5340
Thanks to everyone that has provided input, especially LGN1 for pointing out ID errors. :salute:
Anvar1061
03-17-18, 11:17 AM
"Hunted"
Briefing = Attack with conventional depth charges required a direct passage of the ship over the target. The old deep-seated bombs were first dropped on the simplest principle: "roll the barrel." Dropped from the stern of the destroyer, they began to somersault in a wake. This "underwater acrobatics" reduced the rate of immersion of the bomb and could take it away. Depending on the speed of the ship, the type of bomb and the depth of immersing the submarine, it took time to submerge deep-sea bombs at a given depth. During this time the submarine could significantly change its course, speed and depth of immersion. Moreover, the thunder of ruptures of deep-seated bombs was temporarily deafened by the receivers, and the water vortices created by them helped the submarine hide. In such conditions, contact could be lost completely. In addition, the U-boat can use its own sonar for detection on the surface of the ship, which hunts for it. Therefore, the game of cat and mouse does not always end in favor of the hunter. Good luck, Herr Kaleun!
schlechter pfennig
03-18-18, 01:54 PM
"Hunted"
Briefing = Attack with conventional depth charges required a direct passage of the ship over the target. The old deep-seated bombs were first dropped on the simplest principle: "roll the barrel." Dropped from the stern of the destroyer, they began to somersault in a wake. This "underwater acrobatics" reduced the rate of immersion of the bomb and could take it away. Depending on the speed of the ship, the type of bomb and the depth of immersing the submarine, it took time to submerge deep-sea bombs at a given depth. During this time the submarine could significantly change its course, speed and depth of immersion. Moreover, the thunder of ruptures of deep-seated bombs was temporarily deafened by the receivers, and the water vortices created by them helped the submarine hide. In such conditions, contact could be lost completely. In addition, the U-boat can use its own sonar for detection on the surface of the ship, which hunts for it. Therefore, the game of cat and mouse does not always end in favor of the hunter. Good luck, Herr Kaleun!
I like it! :Kaleun_Applaud::Kaleun_Salute:
Anvar1061
03-18-18, 02:00 PM
I like it! :Kaleun_Applaud::Kaleun_Salute:
Sorry for my bad english.
ThePrody
03-29-18, 09:56 AM
i'm afraid i have some bad news : just tried the new version of your mod with NYGM in campaign and it still crashes after a depth-charge encounter .
schlechter pfennig
03-29-18, 10:24 AM
i'm afraid i have some bad news : just tried the new version of your mod with NYGM in campaign and it still crashes after a depth-charge encounter .
Are you using the latest, Rev. A version?
What mods, if any, are you running?
ThePrody
03-29-18, 10:33 AM
yes, the latest ofc, the other one crashed my game also some weeks ago .
heres the mod list , it works very well, i never had a single crash in NYGM in more than a year or abusing it ( at least until i installed your mod :) ) , in my opinion is the most stable supermod out there and the saves load in 30-60 secs .
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017A
IABLShipsforNYGM_New_Thomsen
NYGM_HiRes_Submarines_3_6F
3rd Flotilla Mod
Harbor Traffic Add-In
Minefield JPGs
NYGM Tonnage War Minefield Mod
Thomsen's Sound Pack V3.2cg
RadioMessage - MorseCodeOnly
KB's Diesel Sound Mod
TMT mod (NYGM version)
OFFICER_FACES v1.0
Evan82's Uniforms II
Bearded faces
Extra_files_for_Hsie_patch_V16B1
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
More wounded & less dead crew v2 - for V16B1 (JSGME)
FM30_UpDown_NYGM_
DD_OH_V3.09_20091209162038
FM_NewInterior v2.1D
FM_NI_Fix_for_Anvart_FM30_UpDown
Ahnenerbe WideGui 1920 x 1080 Final
Ahnenerbe WideGui 1920 x 1080 Final - FILES for NYGM v3.6D
ahnenerbe widegui F5 toolcard's windroses corrected
Clear NavMapTable
Color Dials with Dark Compass
O2-Gauges v2
SobersSmoke
Single Merchant Contact Mod
schlechter pfennig
03-29-18, 02:48 PM
yes, the latest ofc, the other one crashed my game also some weeks ago .
heres the mod list , it works very well, i never had a single crash in NYGM in more than a year or abusing it ( at least until i installed your mod :) ) , in my opinion is the most stable supermod out there and the saves load in 30-60 secs .
Well, I thought I'd had that fixed for every major supermod. Just retested this again and, even with it unmodded, it CTDs. :/\\!!:timeout:
I have no idea why at this time.
schlechter pfennig
03-30-18, 10:16 PM
I have discovered the source of the CTDs when Depth Charge Noise mod is enabled. However, I have no idea how to find the root cause or how to fix it (assuming it is fixable).
Reports of CTDs when loading a saved game that has Depth Charge Noise mod enabled has been extraordinarily vexing. Since the CTD doesn’t happen unless depth charges have previously been deployed and exploded before saving the game, testing variables is time consuming, since it involves first being attacked and depth charged, and then successfully evading the attacking escorts. This can take up an hour, or more, to resolve to a point where the sub can surface away from units in order to make a clean game save. As well, loading missions can take upwards of 6-10 minutes, due to the loading times of some of the supermods.
The cycle of tests for this mod have, for the most part, followed this pattern: 1) run a mission without the Depth Charge Noise mod enabled, avoid attacks, save then reload; 2) run a mission with the Depth Charge Noise mod enabled, avoid attacks, save then reload; 3) run a mission with the Depth Charge Noise mod enabled, be attacked then evade and escape, save then reload; 4) run a mission with the Depth Charge Noise mod enabled, be attacked then evade and escape, save then reload.
This testing cycle is repeated for each of the following: Stock Silent Hunter III, GWX Gold, GWX Gold heavily modded, NYGM (unmodded), WAC 5.0, and WAC 5.0 modded.
In order to expedite testing, a final mod was enabled, this one consisting of three blank campaign files, so that the test missions would rapidly load.
At the time of my releasing Revision A of the Depth Charge Noise mod, I had tested that revision multiple times with all six game versions and experienced no CTDs when loading a saved game, so I was quite surprised when reports of CTDs surfaced. I went back and reran the test missions, and was stunned when loading a newly saved game it CTD.
After several hours of digging through files, checking IDs for duplicates, errors in file structure, etc., I realized that, after having run the pre-release tests, I’d disabled the blank campaign files mod. I re-enabled that, then ran another cycle of tests.
No CTD.
I disabled it, and ran another round of tests.
CTD.
I then created three different blank campaign files, isolating the _LND, _RND, and _SCR files, then ran cycles of tests against all six game versions, and got the same result each time:
The _RND campaign file somehow causes the CTD when loading a saved game if the Depth Charge Noise mod is enabled and depth charges have been deployed and exploded.
Guys, I’m at a loss here. I’ve absolutely no idea why the _RND campaign file causes a CTD, especially a CTD on loading a game modified by the Depth Charge Noise mod, and only after a depth charge explodes. It just doesn’t make sense.
I’ve no familiarity at all with campaign files. Here’s hoping someone with more experience there than I have can help me figure out just what is going on.
Hi schlechter pfennig,
for a start let me congratulate with you, because I love the concept that this mod is based on, and also the fact that it integrates some "immersion" factors, such as visual and sound FX.
As others have already noted, TheDarWraith/RacerBoy had tried in the past something similar, and using a similar approach to your mod (DC explosion-spawned bold effects), though concentrating exclusively on gameplay factors. I don't see anything substantially wrong in that approach, but unfortunately that mod too was known for crashing the game. I am sorry to say that but, at this point, both mods causing CTD's might not be a mere cohincidence.
My suggestion to further investigate the problem, in case you want to go through another cycle of tests, is breaking the mod in small pieces: try separating the gameplay, visual, and audio aspects of it, creating three separate mods with just the essential controllers. If only one (or two) of them will still crash the game, you'll have narrowed down the problem. If on the contary no crashes are recorded this time, it is possible that some of the features of the main mod are clashing with each other. If that was the case, I would use one of the three sub-mods recently tested as base for a new set of tests, and I would start adding features from the other two mods to it, one by one. Hopefully, by following this method, you will eventually track down the problem. I say hopefully because there are some topics related with SH-modding, and with computer science in general, that go beyond our human problem-solving abilities :O:
schlechter pfennig
03-31-18, 02:55 PM
Hi schlechter pfennig,
for a start let me congratulate with you, because I love the concept that this mod is based on, and also the fact that it integrates some "immersion" factors, such as visual and sound FX.
I appreciate that! Thanks!
As others have already noted, TheDarWraith/RacerBoy had tried in the past something similar, and using a similar approach to your mod (DC explosion-spawned bold effects), though concentrating exclusively on gameplay factors. I don't see anything substantially wrong in that approach, but unfortunately that mod too was known for crashing the game. I am sorry to say that but, at this point, both mods causing CTD's might not be a mere cohincidence.
I'd actually started work on the depth charge noise mod back in April 2008, but went on hiatus due to health reasons.
My suggestion to further investigate the problem, in case you want to go through another cycle of tests, is breaking the mod in small pieces: try separating the gameplay, visual, and audio aspects of it, creating three separate mods with just the essential controllers. If only one (or two) of them will still crash the game, you'll have narrowed down the problem. If on the contary no crashes are recorded this time, it is possible that some of the features of the main mod are clashing with each other. If that was the case, I would use one of the three sub-mods recently tested as base for a new set of tests, and I would start adding features from the other two mods to it, one by one. Hopefully, by following this method, you will eventually track down the problem. I say hopefully because there are some topics related with SH-modding, and with computer science in general, that go beyond our human problem-solving abilities :O:
"If on the contary no crashes are recorded this time, it is possible that some of the features of the main mod are clashing with each other." I already have determined that the features of the mod are not clashing with each other, since when I run the game with a blank _RND campaign file it works just fine. However, breaking the mod into bits and pieces to see which aspects of it are interfering with the _RND might be useful, as might editing the _RND file itself to see what particular aspects of it (if any) cause the interference.
I appreciate that! Thanks!
:salute:
I'd actually started work on the depth charge noise mod back in April 2008, but went on hiatus due to health reasons.
I see, anyway the point is not about who started first. What matters is that two mods, separed but based on the same idea, are similarly crashing the game. I can be a cohincidence, or perhaps it is not :-?
breaking the mod into bits and pieces to see which aspects of it are interfering with the _RND might be useful, as might editing the _RND file itself to see what particular aspects of it (if any) cause the interference.
:up:
La vache
04-01-18, 09:41 AM
Hello schlechter pfennig
You are Albrecht Von Hesse creator of Increased_ASW_a.
I already use revised version of their mod many years ago.
Have your work Depth Charge Noise mod also integrated.
It works perfectly together. Thank you for your excellent work.
https://www.designmodproject.de/images/joomgallery/originals/user_bilder_2/jpb_11547/depth_charge_noise__increased_asw_20180401_2080267 660.jpg
schlechter pfennig
04-01-18, 08:18 PM
I have found the cause of the CTD that occurs when loading a saved game after depth charges have been dropped and exploded . . .
The icebergs in the campaign.RND file.
For whatever reason, once I deleted RndGroup 1 through RndGroup 50 (Iceberg_39_01 through Iceberg_43_09) I no longer experience CTD.
I have no idea what's up with this, or why it happens, only that it does.
CORRECTION:
It is the mentioned icebergs for stock, NYGM and WAC, but not for GWX Gold. The file structure for GWX Gold is different, although it is still the icebergs that cause the issue.
CORRECTION?UPDATE: After further testing I discovered I'd been incorectly modifying for testing the _RND campaign file. Although that file is what is causing the CTD I have not, as yet, fixed the problem.
I have found the cause of the CTD that occurs when loading a saved game after depth charges have been dropped and exploded . . .
The icebergs in the campaign.RND file.
Good finding :up:
Does it apply to the unmodded game too, or stock icebergs get along fine with your mod?
schlechter pfennig
04-02-18, 11:26 AM
Good finding :up:
Does it apply to the unmodded game too, or stock icebergs get along fine with your mod?
It seems that iceberg group 43_01 through 43_10 is the main culprit, at least with stock (unmodded) SH3, NYGM, and WAC 5.0. And yes, it applies to the unmodded game, too.
I'm beginning to suspect that a lot of the CTD problems people have been encountering when loading a previously-saved, modded game (and not just with my depth charge noise mod) is due to the prevalent practice of testing mods using blank campaign files (due to the necessity of substantially decreasing loading times). Since the icebergs have been present from the beginning, even in the stock (unmodded) version, whatever is causing the CTD problem with them has most likely been carried over throughout the years with other peoples' mods.
I have been combing through the iceberg info in the _RND file, and I simply cannot see anything that should be causing a CTD during reload. I'd much rather fix the problem that exists by modifying the appropriate file info, instead of just brute-force deleting, but until/unless I can figure out how to fix the iceberg info I'll just delete it instead.
It seems that iceberg group 43_01 through 43_10 is the main culprit, at least with stock (unmodded) SH3, NYGM, and WAC 5.0. And yes, it applies to the unmodded game, too.
Have icebergs to be within rendering distance at the moment of saving for the saved game to become corrupt?
Are you 100% sure that the problem isn't caused by one iceberg unit in particular? :hmm2:
schlechter pfennig
04-02-18, 03:15 PM
Are you 100% sure that the problem isn't caused by one iceberg unit in particular? :hmm2:
I'm no longer sure of anything now, except that I need a healthy swill of grog.
I'm using stock SH3 for the tests, since it's the fastest load time and (hopefully) the most stable. There are 6 years worth of icebergs: 1939, '40, '41, '42, '43, and '44. Each year has 10 locations. Those 10 locations overlap; for example, Iceberg 39_01 through Iceberg 44_01 start at the same location, and use the exact same waypoints.
Leaving the _LND and _SCR files intact, I modified the _RND file as follows. The results are, well . . . unexpected.
All icebergs removed: no CTD
Iceberg 39 only: no CTD
Iceberg 40 only: no CTD
Iceberg 41 only: no CTD
Iceberg 42 only: no CTD
Iceberg 43 only: CTD
Iceberg 44 only: no CTD
Icebergs 39 and 40 only: no CTD
Icebergs 41 and 42 only: no CTD
Icebergs 43 and 44 only: no CTD
Icebergs 40 and 41 only: no CTD
Icebergs 42 and 43 only: no CTD
Icebergs 39 and 44 only: no CTD
Icebergs 39, 40, and 41: CTD
Icebergs 42, 43, and 44: no CTD
Icebergs 39, 40, 41, and 42: CTD
Icebergs 41, 42, 43, and 44: no CTD
:/\\!!:timeout:
I'm no longer sure of anything now, except that I need a healthy swill of grog.
[...]
The results are, well . . . unexpected.
You are right, they don't make any sense, unless we can prove that the problem is not the icebergs themselves, but some limit that gets exceeded with the icebergs.
When you can, do one last test using a _RND with nothing but all the icebergs. I am pretty confident you wont get any crash this time.
schlechter pfennig
04-02-18, 06:10 PM
You are right, they don't make any sense, unless we can prove that the problem is not the icebergs themselves, but some limit that gets exceeded with the icebergs.
When you can, do one last test using a _RND with nothing but all the icebergs. I am pretty confident you wont get any crash this time.
Just icebergs = CTD
Just icebergs = CTD
:hmmm:
schlechter pfennig, what did you use to renumber the random units in the campaign file once you deleted the Icebergs?
I am trying to do one for CCom12.
schlechter pfennig
04-02-18, 09:34 PM
schlechter pfennig, what did you use to renumber the random units in the campaign file once you deleted the Icebergs?
I am trying to do one for CCom12.
Honestly? I hadn't renumbered the units, since everything seemed to work without a hitch with my having just deleted the applicable icebergs. I'd released the campaign file fix more as an interim measure while I more deeply investigated what's going on, in the hope of fixing the error instead of just deleting the units as it currently stands.
So it still worked without renumbering them? That's good then. I want to see if it works for CCoM.
Actually I am surprised the file will work because if you open up the random cfg with the mission editor after deleting the Icebergs. Nothing shows up in the editor. It's like its blank or something. Check it out and see for yourself.
Hebe Vollmaus
04-03-18, 03:15 PM
[...]
I'm beginning to suspect that a lot of the CTD problems people have been encountering when loading a previously-saved, modded game (and not just with my depth charge noise mod) is due to the prevalent practice of testing mods using blank campaign files (due to the necessity of substantially decreasing loading times). Since the icebergs have been present from the beginning, even in the stock (unmodded) version, whatever is causing the CTD problem with them has most likely been carried over throughout the years with other peoples' mods.
[...]
I'm not using youre Mod, so i cannot tell anything related about.
But let me write some notes about the SH3-nature in general.
SH3 that you use, may not be the same some other people use. There seems to be different versions out there, even they all called v1.4. Shortly i have learned, that the Steam version is different from what i have to use, (Sf-version).
When looking into all Icebergs in unmodified SH3 RND-campaigne i also cannot find any reason why there may be a problem that results to a crash when reloading a SaveGame. Especially, i used a long time an unmodified game. Saved and Reload in all possible situations, even in between a Convoy-battle without problem. My SaveGame-Crashes begun just about after heavily modifying my game-installation. Or the Number of the Saves reaches a point of no return, at the same time, i dont't know for shure.
So, is there any chance that you can test youre Test-Series again with A.G. Filemanager-ini-Comment-Crash-Mod?
http://www.subsim.com/radioroom/showthread.php?t=222565
This was made for the Steam-version. I dont't know if there is an effect on other versions also.
This may or may not relevant. Icebergs which does not need any Equipment such as Radar have EQP-files containing only a Comment. So maybe this can help. Also in the last post #6 of this Thread A.G.'s words about reproduce i can not write better.
Greetings.
schlechter pfennig
04-04-18, 02:49 PM
I'm afraid I've given icebergs a bad name. They just happened to be in the wrong place (literally) at the wrong time.
Since I knew something was buggered up between the Depth Charge Noise mod and the Campaign_RND file, I started examining what unit(s) in there were the cause, and I began by "process-of-elimination'. Unfortunately, the icebergs are at the top of the list, and removing those (and subsequently mis-renumbering the remainder) gave the impression that they were the root cause.
They are not.
Several hundred test mission later, and I have no real answers. I've edited the existing Campaign_RND; I've created my own. The results are inconclusive, although give some small clues.
Anything with more than 40 RndGroup in the _RND file never reload without CTD
RndGroup size between 20-40 randomly successfully reloads or CTDs, with it usually CTDing, with the CTD frequency increasing as the RndGroup size increases
RndGroup between 10-20 randomly successfully reloads or CTDs, with it usually successfully loading at the low end, with the CTD frequency increasing as the RndGroup size increases
RndGroup between 5-10 mostly successfully reloads, with random, occassional CTDs
RndGroup between 1-5 almost always successfully reloads, with very rare CTDs
Even within subgroups there is no consistency. I've run a mission with a 40 RndGroup, had a successful save-and-load, only to run the same mission immediately a second time and have it CTD upon reload, yet if I reload the first mission save it still successfully reloads.
It would appear that the game is either corrupting, or incompletely saving, the "saved game" information. That's the only conclusion I can reach, as once a mission has been successfully saved, it can be reloaded time and time again.
What I don't understand is the correlation between having Bolds appear outside of being ejected out of a Uboat, the Campaign_RND file, and the corruption of saving a game.
At the moment, understand that using the Depth Charge Noise mod causes CTD upon loading a saved game, if you've been depth charged already.
Maybe its a hardcode thing. Something in the hard code isn't jiving with the fact that bolds appear without actually being launched from a U-boat.
schlechter pfennig
04-06-18, 03:43 PM
Maybe its a hardcode thing. Something in the hard code isn't jiving with the fact that bolds appear without actually being launched from a U-boat.
It's something, yes. Odd thing is, I can have dropped bombs convert into torpedoes, and said torpedoes actually hit, explode, and sink, ships, without causing a save-and-reload CTD. Those torpedoes aren't being launched from a U-boat. Granted, they are stuck going due north, because no info is being transferred to them as it would if launched from a U-boat.
It also makes no sense that the error comes from saving a game's campaign_RND info, just from calling up a Bold's .sim activity.
Yes that is odd that its all supposedly unrelated as far as files go. That's to much for my brain to wrap around. That's why I don't really ever mod. Jus simple stuff for me.
Blackswan1940
01-19-19, 12:03 PM
This looks like a very intersting mod, because to my taste it adds what has been missed sorely in this game, i.e. that destroyers can not hear you as long as deptch charges are in the process of exploding. To me this heavily enhances the game and solves a lot that has been discussed when I was around: http://www.subsim.com/radioroom/showthread.php?t=104377
I have read, however, that it is buggy or caused crashes. How far have the discussed issues been addressed and fixed? Is this cool mod still in development so this can happen some day? Because otherwise I will not try it.
This looks like a very intersting mod, because to my taste it adds what has been missed sorely in this game, i.e. that destroyers can not hear you as long as deptch charges are in the process of exploding. To me this heavily enhances the game and solves a lot that has been discussed when I was around: http://www.subsim.com/radioroom/showthread.php?t=104377
I have read, however, that it is buggy or caused crashes. How far have the discussed issues been addressed and fixed? Is this cool mod still in development so this can happen some day? Because otherwise I will not try it.
I used it with GWX (the one for GWX) and never had bugs or crashes :yep:
JeromeHeretic
01-20-19, 07:15 AM
It's something, yes. Odd thing is, I can have dropped bombs convert into torpedoes, and said torpedoes actually hit, explode, and sink, ships, without causing a save-and-reload CTD. Those torpedoes aren't being launched from a U-boat. Granted, they are stuck going due north, because no info is being transferred to them as it would if launched from a U-boat.
It also makes no sense that the error comes from saving a game's campaign_RND info, just from calling up a Bold's .sim activity.
Any progress with this conversion?
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