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EDIT: No luck :down: the SH5 External Cargo 2 mission CTD's while loading. The original SH5 External Cargo mission loads ok.....both folders next to each other in Single Missions. EDIT 2: Don't know what's going on....even the original Lifeboats mission doesn't want to load :06: I'm using SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 version of the mod??? It's a problem on my side...just have to track down where it is....in the morning Zzzzzzzzzz |
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SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 and the mission loaded without a problem. My result is the same as yours....CTD when surfaced moving towards the carnage.:down: Before the CTD, I didn't actually see any lifeboats....the Scharnhorst seemed to hit them so hard, no crew had a chance to launch a raft!:dead: I'll try it without the lifeboats and see if the CTD is not caused by just the amount of dead units, heavy seas, plus the battleship and the smoke/fire etc all rendering at the same time. I'll have to add the other mods one at a time to find the one causing the mission to CTD while loading. |
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It's not about flares, smoke and other effects...It's something AIframework.dll related. :hmmm: And it's really strange because it seems that the mod works just fine in the campaign.:hmmm: |
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EDIT: Just reinstalled the mods one at a time and it's "KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith" that's causing the loading CTD! The Wolves of Steel 1.03 The Wolves of Steel 1.03 - Patch 4 The Wolves of Steel 1.03 - TDW Real Navigation The Wolves of Steel - 16x9 Resolution Patch silentmichal's interior mod 1.2.4 silentmichal's interior mod v 1.2.4b nVidia missing lights KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11(minus Sh.sdl) SH5Lifeboat_Wooden ver. 0.2 gap - HD 1 deg Scope Bearing v 1.0 Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english The mods in orange are the ones I have been experimenting with and haven't caused any problems with the campaign as yet. I haven't updated to the last version of TWoS (Patch 5), hence the position of "gap - HD 1 deg Scope Bearing v 1.0". I have also manually inserted sobers water splash anim SH5 texture "water_splash_anim.dds" into C:\Ubisoft\Silent Hunter 5\data\Textures\TNormal\tex folder. |
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Otherwise it overwrites "gap - Real Diveplane Gauges v. 1" that's included in TWoS. Deleting this file removes the crates of food out of the control room. silentmichal's mod is based on SteelVikings interior, so I hope to start on a compatibility mod in the next week or so and combine these interior mods plus their hotfixes into a single install. Quote:
OFF TOPIC: :06: vdr...with all your delving into the game physics etc while working on Real U-boat performance and your other mods, can you tell me if, and to what extent Fluid Mechanics and Hydrodynamics is modeled in the game engine? I have this wispy, fleeting idea somewhere deep in the subconscious that's trying to surface....:D |
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In any case don't expect too much...SH physics is VERY limited and follows set of some strange hardcoded formulas which cant be edited. It's because neither SH wasn't meant to be true submarine/ship simulator , it more like naval tactical or maybe strategical simulation. My passion are also flight simulations where flight dynamics, realistic performance and systems are in the first place so I'll never be impressed by what we have in SH series. All important settings for submarine behavior are located in submarine .sim file, I can help you with some of them if you like... |
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At this stage I have no idea if the effect of dividing and variable filling of ballast compartments can even be emulated. Other systems such as compressor, pumps, vents and valves would have to be taken into consideration as to how they are handled within the game engine. WOW....getting bigger than "Ben Hur" already!! :o As I said, very wispy, fleeting idea somewhere deep in the subconscious that's trying to surface....:D |
Hi Kevin,
IIRC correctly, only main ballast tanks and buoyancy tanks (the ones used during crash dive for fast diving) are simulated in game. I am talking out of memory, as I have not access to game files currently. You can check yourself by opening any unit_submarine controller, or you can wait for an answer by Vecko, who dealt longly with those controllers during the development of RSD. In any case, making ballast tanks player-controlled would require a whole new patch by TDW (similar to the dive plane one), plus UI support. :salute: |
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That said, after reading the entire thing I must disagree with your assessment. In the entire diving procedure the captain is only mentioned once, when he gives the dive order. Everything is done by the LI and the crew, none of it by the captain. To me this means that the only thing really required for a realistic dive experience would be a sound routine in which the player hears all the various orders being given. Direct player operation in diving procedures would be less realistic, not more. I did come across one section that confirms what I've always said when having discussions about the crash dive: Quote:
Anyway, good reading and thanks again. |
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As you've mentioned above, when the sum of the individual components of the system are totaled, variable ballasting will be a huge undertaking that would probably require a collaborative effort to achieve. I suppose it also depends as well on whether SH5 players are actually interested in having other systems modeled into the game. and gap....if I had known beforehand that PC issues was interfering with your modding, I would have dropped one down on a parachute last time I flew over your grid location. :D |
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:rotfl2: :rock: :yeah:
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Can you please fix the link, it is broken now :wah:
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