View Full Version : after reloading saved game my dials & guages dont work
kaizerkat
05-19-06, 12:23 PM
downloaded sh3 world mod & when i reload a saved game my hydrophone dial dont work along with my command room dials & guages can i get some help
Scorpius
05-19-06, 06:32 PM
OOOH BAD IDEA!
One important thing with mods - NEVER install/enable them mid patrol. Most mods have an accompanying readme.txt that states specifically that this should not be installed mid patrol as it causes serious glitches to the game. :nope:
Uninstall/disable the mods, finish the patrol and then install/enable them and you should be without a problem! :up:
kaizerkat
05-20-06, 09:17 AM
Thanks Scorpious for the reply....I hear what your saying and i didafter i downloaded mod start a new career because due to the change my old or existing career would crash or not allow mod to run....so are you saying to uninstall shiii and start anew or just start a new career and then put sh3 mod into the new career thanks again & good hunting
Scorpius
05-20-06, 09:53 AM
If you use jonesoft generic mod enabler you can disable and enable quick and painlessly. But if you dont then yes you will have to either scrap the mid patrol save and start the same patrol afresh or if you desperately want to use the mid patrol save, you will have to reinstall the game. Then load the save, finish it, and then whilst you are docked, install the mod and then start a new patrol.
Carotio
05-20-06, 02:24 PM
Sorry to say so, but as far as I remember, when I tried that particular mod, at a time when fewer mods were around, then you'll have this problem always, when using that mod!
I can't really remember if someone found a solution to it, but it's a pretty old mod, and so I don't know, if the creator is still around to get help from....
But the world mod added traffic and cities to the map, and you have plenty of other mods around, which does the same:
RuB, IUB, GW.....
Keelbuster
05-22-06, 12:24 PM
downloaded sh3 world mod & when i reload a saved game my hydrophone dial dont work along with my command room dials & guages can i get some help
But the world mod added traffic and cities to the map, and you have plenty of other mods around, which does the same:
RuB, IUB, GW.....
It's a problem in NYGM TW 1.03 as well. I use that, and have, over the last few patrols, experienced this problem as well. After loading a save, all the gauges within the sub are fixed, pointing straight up. The torpedo tube controls are fixed in the 'down' position, and the hydrophone won't turn, which shatters my ability to evade DC attack. I would really like a fix to this problem.
Have you experienced this issue, Teddy Bar?
Kb
Keelbuster
05-24-06, 04:53 PM
Kaizerkat - i guess we're the only ones with this problem?
I got the same issue. With GW + latest Unchange Adding (1.13), after reload, all dials are stuck in the 12'o'clock position and won't budge. In the old times (the times of world mod), this issue was associated with the presence of other uboats on the map. then, soomeone found a solution and ai uboats did no longer cause this.
Carotio, please could you look into the issue? Thx in advance.
Keelbuster
06-14-06, 10:15 AM
Ah = other uboats - that sounds right. Maybe this only happened to me when I had used the Utankers? That's possible, though I can't say for sure. I think I first had the problem when I used a utanker off of halifax. It's a real bummer.
Kb
Keelbuster, I think it's not related to u-tankers, because I don't use any, I just started a fresh campaign in '39, when there were no milk-cows. I think it's related to the other subs (regular, not tankers) on the map. will try to delete them from the campaign files and see what happens - but don't have time these days. maybe over the weekend.
Yet, there is the other mod "war ace campaign" which uses not just other subs, but wolfpacks, and does not give this behavior, so someone must have found a fix for it.
Keelbuster
06-15-06, 08:55 AM
Yea maybe. In my game (NYGM 1.03) the only other subs were the utankers. Could be a more general other-sub thing though.
Carotio
06-15-06, 11:32 AM
I got the same issue. With GW + latest Unchange Adding (1.13), after reload, all dials are stuck in the 12'o'clock position and won't budge. In the old times (the times of world mod), this issue was associated with the presence of other uboats on the map. then, soomeone found a solution and ai uboats did no longer cause this.
Carotio, please could you look into the issue? Thx in advance.
Do you use only GW + GW-UA1.13? The GW-UA1.13 is not enough, since it's a patch for GW-UA1.1, which I write on my page as well! By the way, better ask this question about my add on in my own thread! It was just a coincidence that I saw this post...
So you need to play GW1.0 + GW-UA1.1 (mod) + GW-UA1.13 (patch)
Posted by Carotio:
Do you use only GW + GW-UA1.13? The GW-UA1.13 is not enough, since it's a patch for GW-UA1.1, which I write on my page as well! By the way, better ask this question about my add on in my own thread! It was just a coincidence that I saw this post...
So you need to play GW1.0 + GW-UA1.1 (mod) + GW-UA1.13 (patch)
I posted here because I saw you answered previously in this thread.
I play as you indicate in your site GW1.0 + UA1.1 + 1.13, enabled through jsgme, but I also added some extra mods (don't remember all of them precisely, as I am at work now), like several ships, the 16 kms light mod, a smoke mod that came up recently, and a few others, plus my custom-picked sounds. will see tonight precisely what I added.
anyway, I'll do a fresh install this weekend, only put gw 1.0, ua1.1 and 1.13, and see what happens. then, will add the rest of the mods via jsgme and see when the dial-up issue appears. I'll post the result here.
Another point, I tried to remove the other subs in campaign_scr, but did not find any in wilhelmshaven. yet I am pretty sure I saw some when starting the mission. where are they?
BTW, your mod is great and brings a lot to the original gw, which in its turn brought
alot to sh3. I really appreciate your effort, especially you trying to support people who use it. Thx again.
Carotio
06-16-06, 06:15 AM
Posted by Carotio:
Do you use only GW + GW-UA1.13? The GW-UA1.13 is not enough, since it's a patch for GW-UA1.1, which I write on my page as well! By the way, better ask this question about my add on in my own thread! It was just a coincidence that I saw this post...
So you need to play GW1.0 + GW-UA1.1 (mod) + GW-UA1.13 (patch)
I posted here because I saw you answered previously in this thread.
I play as you indicate in your site GW1.0 + UA1.1 + 1.13, enabled through jsgme, but I also added some extra mods (don't remember all of them precisely, as I am at work now), like several ships, the 16 kms light mod, a smoke mod that came up recently, and a few others, plus my custom-picked sounds. will see tonight precisely what I added.
anyway, I'll do a fresh install this weekend, only put gw 1.0, ua1.1 and 1.13, and see what happens. then, will add the rest of the mods via jsgme and see when the dial-up issue appears. I'll post the result here.
Another point, I tried to remove the other subs in campaign_scr, but did not find any in wilhelmshaven. yet I am pretty sure I saw some when starting the mission. where are they?
BTW, your mod is great and brings a lot to the original gw, which in its turn brought
alot to sh3. I really appreciate your effort, especially you trying to support people who use it. Thx again.
1) okay, then it might be one of the other mods! Probably not the sounds, but the gameplay mods!
2) Odd, I haven't removed stationary or moving subs/uboats from either Kiel or Wilhelmshaven, so in the campaign_scr, they should be there as Rubini put them for GW. I built my extra info on the GW campaign files...
3) Support means feedback for improvement! :up:
As promised, I did a fresh install: sh3 + patch 1.4 + gw1.0 + gwua1.1 (JSGME) + gwua1.13 (JSGME). No other mod.
Started a mission in wilhelmshaven, aboard a type VII.
Results:
save-reload in port, dials work OK
save-reload just after exit harbor, dials OK
save-reload after getting past heligoland, dials stuck up - only the inside (F2) dials, the shortucts in the right bottom corner work OK.
Tried to remove AI subs near w-haven - still stuck dials after heligoland
Took another approach and installed GW1.0 + GW1.1 - no dial problem.
Can't say what it precisely means, but found this older link
http://forums.ubi.com/groupee/forums/a/tpc/f/857101043/m/2261092223/inc/-1
It says something about AI subs, as I posted previously.
Once again I must stress that this is just my personal experience, and other players may not get this bug. Still I'd very much like to see it fixed, as I much appreciate Carotio's work.
I remember the bug was also mentioned on subsim forums, but now can't find it. Maybe they got deleted, 'cause it's really old story.
Carotio
06-19-06, 06:33 AM
As promised, I did a fresh install: sh3 + patch 1.4 + gw1.0 + gwua1.1 (JSGME) + gwua1.13 (JSGME). No other mod.
Started a mission in wilhelmshaven, aboard a type VII.
Results:
save-reload in port, dials work OK
save-reload just after exit harbor, dials OK
save-reload after getting past heligoland, dials stuck up - only the inside (F2) dials, the shortucts in the right bottom corner work OK.
Tried to remove AI subs near w-haven - still stuck dials after heligoland
Took another approach and installed GW1.0 + GW1.1 - no dial problem.
Can't say what it precisely means, but found this older link
http://forums.ubi.com/groupee/forums/a/tpc/f/857101043/m/2261092223/inc/-1
It says something about AI subs, as I posted previously.
Once again I must stress that this is just my personal experience, and other players may not get this bug. Still I'd very much like to see it fixed, as I much appreciate Carotio's work.
I remember the bug was also mentioned on subsim forums, but now can't find it. Maybe they got deleted, 'cause it's really old story.
This is really odd! I did place one stationary uboat in Helgoland harbour for GW-UA1.13, but other than that, I haven't messed with u-boats in campaign!
It's difficult for me to help about this problem, when I don't experience it myself, but I'll look into it! In the meanwhile, then open the editor and remove the subs from the German harbours in Campaign_SCR yourself and save! Then try and see if it doesn't help you!
This is really odd! I did place one stationary uboat in Helgoland harbour for GW-UA1.13, but other than that, I haven't messed with u-boats in campaign!
It's difficult for me to help about this problem, when I don't experience it myself, but I'll look into it! In the meanwhile, then open the editor and remove the subs from the German harbours in Campaign_SCR yourself and save! Then try and see if it doesn't help you!
No problem, Carotio, I understand your point very well and thank you for helping.
I already opened the editor and removed every sub I could find near whaven, not sure about heligoland, but will try tonight if I have time. Besides that stationary uboat in heligoland, did you place others in other ports - only yours, apart from those of the stock gw campaign? I will remove them and see what happens.
Carotio
06-20-06, 05:47 AM
This is really odd! I did place one stationary uboat in Helgoland harbour for GW-UA1.13, but other than that, I haven't messed with u-boats in campaign!
It's difficult for me to help about this problem, when I don't experience it myself, but I'll look into it! In the meanwhile, then open the editor and remove the subs from the German harbours in Campaign_SCR yourself and save! Then try and see if it doesn't help you!
No problem, Carotio, I understand your point very well and thank you for helping.
I already opened the editor and removed every sub I could find near whaven, not sure about heligoland, but will try tonight if I have time. Besides that stationary uboat in heligoland, did you place others in other ports - only yours, apart from those of the stock gw campaign? I will remove them and see what happens.
I only placed one, and that was at Helgoland! But I think I placed the wrong sub! I now think that only IIb and VIIc41 is allowed as AI subs, so for the next patch, I'm placing one of each trying to see, if this helps on the issue...
Thx Carotio. First I will remove the helgo sub and look at the dials, and after that I will replace it with the types you mention. Just for my info, where did you find references about which AI sub can be placed and which cannot? Cause except for the link I posted earlier, I cant find anything about it, in neither forum.
Carotio
06-20-06, 09:55 AM
Thx Carotio. First I will remove the helgo sub and look at the dials, and after that I will replace it with the types you mention. Just for my info, where did you find references about which AI sub can be placed and which cannot? Cause except for the link I posted earlier, I cant find anything about it, in neither forum.
I have updated with a new patch! Try that one before editing anything!
About AI subs, I looked at Campaign_SCR from GW and saw only these two types as AI subs and figured, I should only use these!
I have updated with a new patch! Try that one before editing anything!
Got it and will install when back to port from current mission (maybe tomorrow). Will post the result. Thx.
latemail
06-21-06, 07:41 AM
Hello from Germany,
not everyone is stuck in this soccer-thing :damn: , so I read your posts,
here are my experience :
- if you meet another sub, your dials will stuck after reloading
- I deleted all subs near my boat, now i havenīt any problems with the dials
- donīt know if there are any differences between sub-types, i just kill all !!
if you canīt delete the boat via editor, just get the position of the sub by pointing on it in the editor-map, then open the mis.....src file with notepad, search position (lat=XXXXXXX) and delete manually ......... should work!
CU
Hi guys,
Well, well you are suffering from an old known bug. This was adressed a more than year ago.;)
This problem is related to another Uboat on the campaign files than the player's uboat (AI uboat, cloned or not). In that long time ago I and Sergei just find that only a correctly cloned uboat must be used for AI uboats. So, someone here put a not well cloned or even not cloned uboat on the campaign SCR file. Just delete them (or use a AI uboat that is on the original GW/HT folders) and the bug will go away.
Hopes that could help you!:up:
Rubini.
sergbuto
06-22-06, 02:14 AM
Yes, relatively large thread dedicated to old, solved bug.
This shows how many newcomers on the forum now.
I guess the bug is not decribed in the SH3 Wiki.
This shows how many newcomers on the forum now.
I guess the bug is not decribed in the SH3 Wiki.
Hi Rubini, Sergbuto and all
First of all, thank you for your explanations and for helping us.
Now, about the newcomers... Though I decided to surface only recently (even I don't know why it took me so long) I am reading these forums for a looong time - even before sh3 appeared - and, as you may see from my early posts in this thread, I was fully aware of the AI sub issue and I had read all the threads about it at the time. Actually this is what I told the fellow forum members who suffered from this bug. But, when I started a little research by myself, wishing to know how you, veteran modders, solved it, I could find nothing. All the threads about it got deleted, as I can't find them even in the archive. And I also knew that the simplest solution was to delete all other subs, but I liked them there anyway.
What I want to do now is to sort of "clone" the wolfpacks of Uboat War Ace Campaign mod into the great campaign developed by the GW team + Carotio, so that I have a super-campaign with all the goodies of GW + the wolfpacks of Hansolo78 and Travinsky. Hope I'll be up to it.
Carotio, your patch 1.14 solved the problem. Now all dials work ok.
Keep up the good work!<img>
Carotio
06-22-06, 04:48 AM
What I want to do now is to sort of "clone" the wolfpacks of Uboat War Ace Campaign mod into the great campaign developed by the GW team + Carotio, so that I have a super-campaign with all the goodies of GW + the wolfpacks of Hansolo78 and Travinsky. Hope I'll be up to it.
Carotio, your patch 1.14 solved the problem. Now all dials work ok.
Keep up the good work!<img>
Patch 1.15 will contain some of the "UBWA for GW". I've reworked the content of the locations.cfg and extracted, what could be extracted and refitted it for use with GW-UA, so that there will be 241 more city/harbour facilities around the world! This took me about one day to do! But the outcome looks very good!
The hard thing is to isolate the changes in the campaign files! In the land layer there has been made a lot of errors, which does make it hard to do! For instance are there german and spanish search lights/gun bunkers in south america and south africa, which make me think this was not a well considered mod work, even though it seems surprisingly big and impressive! I just wish everyone messing with the campaign layers would isolate their own work from "stock entries"/"RuB entries"/"GW entries", as I do in my documentation/temp-work-mod folder in my add on mod, so anyone wanting to merge this work with their own can do so or edit it more easily! This will probably take me all summer to do, so better just settle with patch 1.14, which works fine!
Great news, Carotio. For the time being, I'll enjoy 1.14 as it is and leave wolfpacks for later. Anyway, because of too much fiddling and testing, I haven't really played a full mission in weeks.
The hard thing is to isolate the changes in the campaign files! In the land layer there has been made a lot of errors, which does make it hard to do!
Just a suggestion. If the full-scale campaign is so tricky, why not do what they did in the first place, i.e. take the core of the wolfpack mod, made by Serg and integrate it into your campaign?
...The hard thing is to isolate the changes in the campaign files! In the land layer there has been made a lot of errors, which does make it hard to do! For instance are there german and spanish search lights/gun bunkers in south america and south africa, which make me think this was not a well considered mod work, even though it seems surprisingly big and impressive!...
GW (also NYGM) uses the work from RUB (Ops mod team) which done this peculiar features. But this is not really a error. The Nationality of unit is not important for SH3 (unless that you are mixing axis and allies ones). BTW, land units have a stock and hardcoded bug after patch 1.4b with the external camera. This is why we don't make an extensive use of them on the Campaign files what is really a pity.;)
Rubini.
Carotio
06-22-06, 03:47 PM
GW (also NYGM) uses the work from RUB (Ops mod team) which done this peculiar features. But this is not really a error. The Nationality of unit is not important for SH3 (unless that you are mixing axis and allies ones).
For example, what I meant by some German search lights at Cape Town in South Africa - if they spotted me, they would not call in an air strike from the nearby allied/British air base!? It would surprise me...
BTW, land units have a stock and hardcoded bug after patch 1.4b with the external camera. This is why we don't make an extensive use of them on the Campaign files what is really a pity.;)
Rubini.
What bug is this? Something that creates CTD?
Is too many land units in one area a problem, or in general too many land units over the entire map?
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