View Full Version : Watch Officer Camera Bug
Hello everyone,
I have a very strange bug (i suppose). When i click on my watch officer while standing on the bridge, the camera immediately hovers above my uboot. I can change the position of the camera, but i don't know how to get the bridge view back. Any ideas?
Mod list:
GWX - 16km Atmosphere
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
Thomsen's Sound Pack V3.2cg
Rbs1_SH4_Effects_GWX_30_71
Evan82's Uniforms II
M.E.P v6
M.E.P v6- VisualSensors for GWX3
Optional - FSF for MEP v6
Sh3_volumetric_clouds&fog_V2.2
SHIV U-Boat Missions-Flaggen für SHIII
Low RPM
Radio England
Radio Deutschland
ARB WideGui 1920x1080
Adaptation for English & Deutsch
Supplement to V16B1 (JSGME)[/SIZE]
John Pancoast
05-22-20, 03:57 PM
Hello everyone,
I have a very strange bug (i suppose). When i click on my watch officer while standing on the bridge, the camera immediately hovers above my uboot. I can change the position of the camera, but i don't know how to get the bridge view back. Any ideas?
Mod list:
GWX - 16km Atmosphere
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
Thomsen's Sound Pack V3.2cg
Rbs1_SH4_Effects_GWX_30_71
Evan82's Uniforms II
M.E.P v6
M.E.P v6- VisualSensors for GWX3
Optional - FSF for MEP v6
Sh3_volumetric_clouds&fog_V2.2
SHIV U-Boat Missions-Flaggen für SHIII
Low RPM
Radio England
Radio Deutschland
ARB WideGui 1920x1080
Adaptation for English & Deutsch
Supplement to V16B1 (JSGME)[/SIZE]
Sometimes the Open hatch mod camera file can do that, did for me anyway. Swap your stock cameras.dat file into your game and that should tell you.
Sometimes the Open hatch mod camera file can do that, did for me anyway. Swap your stock cameras.dat file into your game and that should tell you.
I tried but it didn't work. I addition i removed the open hatch mod, but that didn't solve the problem either... Thanks for answering though
John Pancoast
05-25-20, 07:26 AM
I tried but it didn't work. I addition i removed the open hatch mod, but that didn't solve the problem either... Thanks for answering though
Strange. The cameras.dat file is what controls that and by swapping the stock SH3 one into the game, it shouldn't be happening.
Try this:
- disable the open hatch mod.
- install the stock Sh3 cameras.dat file.
- install the stock sh3 commands.cfg file
Aktungbby
05-25-20, 12:27 PM
Hylkuh!:Kaleun_Salute: those 11 year silent runs can run you out of oxygen!:yep:
Strange. The cameras.dat file is what controls that and by swapping the stock SH3 one into the game, it shouldn't be happening.
Try this:
- disable the open hatch mod.
- install the stock Sh3 cameras.dat file.
- install the stock sh3 commands.cfg file
I think i have found the solution. I installed the stock sh3 cameras.dat file in the ARB WideGui 1920x1080 mod, and that fixed the problem. Thanks for your help!:D
John Pancoast
05-26-20, 09:49 AM
I think i have found the solution. I installed the stock sh3 cameras.dat file in the ARB WideGui 1920x1080 mod, and that fixed the problem. Thanks for your help!:D
:up:
Anvar1061
07-09-20, 05:34 AM
I think i have found the solution. I installed the stock sh3 cameras.dat file in the ARB WideGui 1920x1080 mod, and that fixed the problem. Thanks for your help!:D
What is the main difference responsible for this parameter?
https://sun1-21.userapi.com/VB72ZgaFECSyLGABU8ls7khoP__XV11vFfjmxQ/7_xenABc_zU.jpg
Sjöbjörn
11-12-21, 09:25 AM
Hi guys,
Sorry to bring up an old post. But I'm getting crazy about this bug.
I have installed everything in this order (please see list below) and everything seem to work completely fine until the last step. After installing ARB WideGui I get this error with the watchman. When I click on him the camera rotates crazily.
If I try to replace cameras.dat with the backup before installing ARB WideGui I solve the Watchman problem, but instead I have the crosshairs of the periscopes being completely off. Similar to the guy in this thread (https://www.subsim.com/radioroom/showthread.php?t=187275).
So I can isolate the error to the cameras.dat at this point. I downloaded also Silent 3ditor (v0.9.9) to try to compare the two cameras.dat.
I can note that both "Dummy_Cam_ConningDeck" and "Dummy_Cam_WatchView" differ between the files.
I tried to set the parameters to be as the version where the watch officer works fine. But nothing happens.
Does anyone please have any idea on how to solve this? Please note that I reached this far without any programming skills or game designing skills. I don't fully understand how the .dat file works with all the nodes etc. I tried to import/export chunk but it didn't help either.
This is the installations I'm running:
1. SH3 v1.4 (Steam), tested and works fine
2. GWX, tested and works fine
3. 16km atmosphere, tested and works fine
4. V16B1, tested and works fine
5. Supplement to V16B1 (JSGME), tested and works fine
6. ARB WideGui, this is where the watch officer bug appears
Planning to also install these once the above is solved.
7. SH3 Commander and GWX3.0 Config files
THEN: Play and enjoy and never ever touch the mods again.
EDIT:
Another interesting finding is that I tried to apply the GWX - Open Hatch mod. When doing so the watch officer bug is fixed, but instead the camera angles and zoom is not the greatest. :( E.g. in sonar room I get way too close to the sonar guy.
EDIT2:
The open hatch mod also screws up the crosshairs as described above. So back to square one. :)
EDIT3:
I changed back to cameras.dat from the ARB WideGui mod. I realised that maybe I could survive with a workaround. The deck view works fine as long as I don't click on the watch officer in that interface. Instead I can give him orders through the lower left icons system. That way my deck view doesn't get screwed up. But is it possible to make the watch officer "unclickable" in any file?
Just to clarify, when I have once made the mistake to click on the watch officer, my deck view is completely messed up throughout that whole mission. It is not restored until I load into a new game/mission from the main menu.
ivanov.ruslan
11-12-21, 09:48 AM
For the problem with periscopes, use the hot fix from the first page of ARB GUi
For the rest it is necessary to adapt the camera from the open hatch with that of the arb gui
there are also fixes for some of the problems
http://www.divingduck.de/
John Pancoast
11-12-21, 10:21 AM
Your mod order for #s four and five in your list is in the incorrect order too; needs to be the reverse of what you have.
H.sie first, then Stiebler.
Aktungbby
11-12-21, 12:12 PM
Sjöbjörn!:Kaleun_Salute: :subsim: desperately needs men who can dot their 'i's(& j's); cross their 't's(and the enemy's T:arrgh!:) ...and umlaut all their 'ö's with unflinching resölve!:|\\:know::Kaleun_Party:
Sjöbjörn
11-12-21, 01:34 PM
Hi everyone, thanks a lot for the help and for the welcome from Aktungbby. And lol yes, with my Swedish mother tongue I can umlaut in my sleep! ;) :Kaleun_Wink:
For the problem with periscopes, use the hot fix from the first page of ARB GUi
For the rest it is necessary to adapt the camera from the open hatch with that of the arb gui
there are also fixes for some of the problems
http://www.divingduck.de/
Do you mean the HotFix v0.3.1 ?
That one I have installed, it's part of my #4
" 4. V16B1, tested and works fine" - This includes hotfix v0.3.1 but it doesn't help. :)
Your mod order for #s four and five in your list is in the incorrect order too; needs to be the reverse of what you have.
H.sie first, then Stiebler.
I never understood what is what of H.sie and Stiebler. Can you please confirm if I understand it correctly like this?
V16B1 (patching the sh3.exe with the .bat file) = Stiebler?
Supplement to V16B1 (JSGME) (the manual modifications I put to the MOD folder) = H.sie?
Please correct me if I'm wrong. I'm still confused by the terminology and see the whole V16 thing as a whole. Please note that I played a lot SH3 like 15 years ago (OMG, did I just say that, jeez feels like yesterday) but have basically been out of the gaming world the last 10 years, so takes some time to catch up with all the old forum threads here. ;)
Anyway, regarding the order. It works at the moment with my little "workaround" to not click on the WO guy. I had a day off today but spent a full working day to try to get the things up & running. Now it works and I'm happy to be able to play. :D So I will perhaps be a bit careful to not fix something that works now and cause further mess. But do you think I would see any major improvement in my gaming experience if I would switch the order of these?
John Pancoast
11-12-21, 02:11 PM
Well, first to make sure I'm not misunderstanding things: you are using both H.sie's and Stiebler's patches, correct ?
In other words; is the V16B1 mod you're using H.sie's or Stiebler's ? The Supplement folder is H.sie's of course.
Sjöbjörn
11-12-21, 03:03 PM
What is the easiest way to find out? I downloaded it from the links here:
https://www.subsim.com/radioroom/showthread.php?t=174225
Does that mean I'm still missing Stiebler's? Now when I googled I found this:
https://www.subsim.com/radioroom/showthread.php?t=217396
The last link I have not downloaded or installed. Is that something that would improve my life?
John Pancoast
11-12-21, 05:24 PM
What is the easiest way to find out? I downloaded it from the links here:
https://www.subsim.com/radioroom/showthread.php?t=174225
Does that mean I'm still missing Stiebler's? Now when I googled I found this:
https://www.subsim.com/radioroom/showthread.php?t=217396
The last link I have not downloaded or installed. Is that something that would improve my life?
If the mod you're using is from the first link, you are using H.sie's patch. I'm not sure what you have in the V16B1 mod folder; for his mod all you need is the Supplemental folder with the patched .exe in that. There is a gauge mod folder in his mod files that can be used too if desired. See his instructions for details.
But since you're not using Stiebler's patch, disregard my earlier mod order comment.
Also, Stiebler's patch (just like H.sie's) is optional; you don't have to use it if you don't want to.
I consider both must-haves myself, but others don't. All a matter of what one prefers.
Sjöbjörn
11-13-21, 06:16 AM
If the mod you're using is from the first link, you are using H.sie's patch. I'm not sure what you have in the V16B1 mod folder; for his mod all you need is the Supplemental folder with the patched .exe in that. There is a gauge mod folder in his mod files that can be used too if desired. See his instructions for details.
But since you're not using Stiebler's patch, disregard my earlier mod order comment.
Also, Stiebler's patch (just like H.sie's) is optional; you don't have to use it if you don't want to.
I consider both must-haves myself, but others don't. All a matter of what one prefers.
Thank you for the feedback and clarification!
Yes, in regards of "V16B1" the only thing I did was patching the .exe and ensure I got the 4GB thing turned on as well as the other fixes. Then I also followed the instructions and (1) added the whole "Supplement to V16B1" folder to my MODS and applied as well as (2) manually adjust the en_menu.txt and "Campaign_SCR.mis" as instructed. (I spent couple of hours first seraching for CE Blank error until I realised I just missed one important instruction of the installation).
I also saw the optional gauge mod as well and got interested (feels a bit odd as it is now with the CE guy talking about oxygen levels but what I see is the CO2 levels). But decided to keep my fingers away from touching anything more as I already spent a working day with installing mods while what I really wanted to do was to play and enjoy a day at the sea in my U-boat!
I think, as I now have a game that I'm able to play and enjoy a couple of hours with, I will not try to challenge this by trying to install the Stiebler's patch. I also read in that thread that it's not recommended for users without "the knowledge and experience to adjust their own files as they wish". :) I feel like this is me.
On topic:
I played a bit yesterday evening and was able to keep my fingers away from the watch officer. This way it worked. :D I just use him from the lower-left menu (e.g. for estimating distance to nearest ship).
If anyone still can help me with how to adjust the camera settings in the cameras.dat or how to disable WO guy as "clickable", let me know. Otherwise, I will survive.
Thanks again everyone, so great to see these kind of niche forums still alive on the internet with great people out there supporting each other in these kind of very niche nerdery. ;) Love it!
:Kaleun_Cheers:
WolfyBrandon
11-19-21, 08:15 PM
A possible solution for those with this issue...
I also had the bug when clicking on the Watch Officer where it changes the camera to looking up at the sky and positioned way above the conning tower.
There is a fix provided by DivingDuck for the Open Hatch mod, but can also be used standalone without the Open Hatch mod. The fix only changes the data/Objects/Turm(uboat)_hd.cam files, I'm unsure if that will conflict with other mods you might have but you can always enable via JSGME and check...
What the fix does is change the functionality when clicking on the Watch Officer. Instead of the camera moving and showing the Watch Officers options above his icon, he will just give you a report on the "Nearest Visual Target".
It's actually a nice shortcut to request info on the nearest visual target (if there is one).
The only minor quirk with it is if you click on him, and there is a visual target available, he will turn to face you when he gives you the report and will stay like that long after he gives you the report until you change to a different camera view. You can do this by simply scrolling the mouse wheel to use the binoculars for a quick second (which you will probably do anyway if he reports a visual contact to you), so it's not really an issue at all...
This has been the best solution I have found, and is what I am currently using, so I thought I would share it with anyone who is interested.
You can find the download link at the bottom of the first post in the link below, look for...
"DD_OH_V3.09_ConningDeckCam_Fix_20091210230737.7z"
https://www.subsim.com/radioroom/showthread.php?t=104514
WolfyBrandon
Mister_M
11-20-21, 04:24 AM
This bug is due to the fact that the mod (probably) enable you to have free move on the conning tower.
Open any .cam file in Objects folder with the Silent Hunter 3 Editor (S3D). Go in Focusable3DObj nodes. If Command = "Watch officer", then set Allow selection on "False". There will be the same little drawback as described above ("if you click on him, he will turn to face you and will stay like that until you change to a different camera view. You can do this by simply scrolling the mouse wheel to use the binoculars for a quick second").
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