![]() |
OK...
I guess I released the pack in an unfinished and experimental (alpha) state in my mania. :o Therefore, for the time being, all dll on my part will be removed. So then on the troubleshooting - under certain circumstances, I have to take the pack apart again and sugsessiv put together again. @Geoff then Since I only played short the original of Ducimus, I would need some information from you because of your experience. 1. Was the ctd problem of the campaign permanently remedied by the fix of KaleunZippel? 2. Was the problem with the engine telegraph Ducimus version already on? :salute: |
@propbeanie: I always start in bordeaux okt. 1942 and get these ctds either while passing spain or the african coast (always when I got in range of some bugged shipping I presume).
@bleiente: I did not finish the whole campaign, but I got from 42 to mid 44 and after the fix I never had any crashes, so I presume, the bug has been permanently fixed. Only mistakes I came across were that the ambient sounds can get stuck when they overlap with another sound or sth. (this happened to me only twice on my 4 pretty long patrols) and sometimes some ships seemed to be very low in the water, especially escorts. The enigne telegraph worked in his version. I will look into the campaign '44-'45 again to see if anything goes wrong there. And thank you once again for dealing with this mod. I think with the enhanced sound and graphics you already implemented plus some adjustments to the physics and this mod has the potential to be a BOMB! :Kaleun_Salute: Edit: Guess the fix from your pack did not work for me because i did not do the manual part, which is deleting all KSS and KSQ.cfg files from every folder. ;) |
OK, I did the same start a few times now, and twice I have CTD'd just after going around the upper "ear" of Spain. I did an SH Validator run on the mod, and it shows this:
Classes errors:Since I crashed in just about the same exact location two times in a row, I suspect a "bad" vessel (air or sea). I didn't dig very deep into what can be encountered there just Northwest of the Spanish coast, but some of the Lant_Single_Merchants and the Lant_Convoys RGG go by there. I didn't check too many other layers. |
Quote:
Die nächste Beta werde ich also für den JSGME splitten, wenn dann bei meiner Probefahrt alles glatt läuft. Edit: Entferne mal bitte den alten DLL aus Deinem Zitat auf der Vorseite... Quote:
:salute: |
Erledigt ;)
@beanie: have you tried it again after deleting all those kss and ksq files? I haven't found time yet, quite busy week :o |
No, I haven't had time yet, but after I do a few tests in the Fall of the Rising Sun Ultimate mod, I'll give 9Delta2 another go-round and get back with you guys! :salute:
Edit 02/03/18 1445: OK, I am around the corner, and frustrated... :arrgh!: - I've tweaked the eqp files, but those probably weren't it. All those "errors" in the Validator program are showing is that equipment is called for, but it's not in the DAT file. Said platforms were not encountered. However, after deleting the KSS and KCS references, I made it around the corner to encounter this fine specimen: https://i.imgur.com/nm04ICx.jpg besides bristling with guns, there is a couple of holes in the stack... Four torpedoes later from right at 1200m, and "Torpedo is a dud sir", "Torpedo is a dud sir", "Boom!", "Torpedo missed, sir."... Several minutes later, we have this: https://i.imgur.com/apjh6mg.jpg ... still doing 9 knots and zig-zagging... Of note: 1. Cannot get to periscope depth from the short-cut key. They will call it out, but it never happens. I have to hit the "D" key and / or set it by clicking on the depth gauge. No biggie. Just be aware of it. Similarly, the speed telegraph doesn't function as inteneded, and all the higher you can get on it is Ahead Standard to display. The boat does seem to do the speeds "telegraphed" with the 4 & 5 keystrokes or clicked with the mouse, but the speed-set display doesn't change. 3. In 1942, is that more of a US torpedo issue than a German, by then? Impact triggers, btw. There's something that I'm forgetting... :salute: Edi-editt: Now I remember... torpedo trails... I was using electrics. That is what was on my boat. I could not see any "trail" in the water from them, but the ship started avoidance almost immediately, like they were compressed air torps that had flags on them... :salute: |
Ok - I solved the problem with "KSS" and "KSQ".
It simply missed the right files in the Sea folder. :03: https://s14.postimg.org/wxg8kz3bx/SH....06.21_156.png https://s14.postimg.org/celcfdue5/SH....06.55_156.png Quote:
Quote:
Quote:
I hope I can post a new beta version today or tomorrow. Smaller bugs could then be fixed for the time being with patches... :doh: Have a bit screwed on the graphics... Quote:
|
We are looking forward to another version to test. I'm not sure if there is a fix for the merchants being able to see the electric torpedoes as easily as the compressed air ones. I don't have a clue about that kind of stuff - whether to look at the torpedo itself, or the AI_Visual, or what... :roll: :salute:
|
Those graphics look tremendous! Very nice colors.
I'm totally up for some testing! :) :Kaleun_Salute: @beanie: that ship you've hit, it reminds me of the "error" I also found in the original mod. Like the ships are very deep in the water, but that seems not to affect the performance in any way. I sometimes saw some escorts speeding upon me with a slightly submerged aft deck for no reason, still fully operational. Might be the same issue with your freighter... |
Naw, she was fine in the water when I first saw her. That was one torpedo hit that put her foredeck under a pinch. Sure didn't slow her down, or reduce her turning radius though... Sometimes, what I call "bad spawns" can cause a ship to sit too low in the water, and there can be all sorts of reasons for bad spawns, such as spawning into another ship, or hitting a dock when spawning, not enough room in the area that a group spawns, etc.
|
Did you already notice that I have a different understanding of time than you... :doh: :haha:
So - now the 2nd beta version of Nine_Delta_Two REVISED: -delete- Since the first version had problems loading it with the JSGME, this time I split the files - the installation was supposed to be self-explanatory. Very important - please use a completely new installation of SH4 V1.5 (UBM) including new SH4 folder under "My Documents". I did not settle any credits this time. Let me forgive, I will make up for it in the next version. Maybe everything will change radically again... Here are some pictures from the test drive: Quote:
|
Went out on my first patrol. Found a convoi ca. 350km west of Vigo. Nighttime, rough weather, missed a liberty at long range, sank a t3 tanker at medium range, crash dived to 175m (escorts already had my number), got depth charged for a few min, then they lost me again. AI seems to work like it should, physics are very nice and make you even more of a sitting duck, which is great IMO. Graphics are fine. Crash dive sound still seems to be played twice in an overlapping manner. Will continue the patrol later on, lets see what happens next. ;):Kaleun_Salute:
Edit: The tanker immediately split in half on the first hit. While this happenend the rest of the convoi kept their course and speed (they were at 5kn anyway) and they started zig zag stuff only after the escorts found me. Is that normal behaviour? |
Damn - the version is flawed.
I do not know how that could happen ... I'm really angry. |
Bleiente, if you knew how many times we blew stuff in FotRSU, it'd scare you - or else make you laugh out loud until your lungs hurt... :har: - you are doing fine, lad! :salute:
|
"Na Männer - alles klar!?!"
Es wird eine neue Beta geben, falls es überhaupt noch jemanden interessiert... :Kaleun_Cheers: |
Quote:
but the answer is "Yes, please - that'd be good!" :salute: |
Very intersted indeed. But right now I don't have much time to play cause of exams, so I can't give a good amount of feedback in the next few weeks. :Kaleun_Cheers:
|
Ich versuche eben Teile von CapnScurvy`s großartigen OTC in diese Mod zu integrieren.
Hat das denn noch niemand bemerkt - abgesehen von der Auflösung korrespondieren die Kartenansichten -im Original- keinesfalls mit den Brückensichtungen?!? Mich selber würde eben interessieren, was diesen extremen Negativ-Auftrieb ab ca. 170m verursacht; ein Typ 9D2 konnte ungestraft auf 230m tief tauchen ohne Verlust der Kontrolle. -------------------------------------------------------------------------------------------------------------------------------------- I'm trying to integrate parts of CapnScurvy's great OTC into this mod. Has nobody noticed that - apart from the resolution, the map views - in the original case - do not correspond to the bridge views?!? I would be interested in just what causes this extreme negative lift from about 170m; a Type 9D2 was able to dive with impunity to 230m without loss of control. Quote:
:salute: |
Quote:
|
I'm sorry I missed your post Bleiente, but like Geoff then, what are you referring to with "Has nobody noticed that - apart from the resolution, the map views - in the original case - do not correspond to the bridge views?!?"? Are you referring to what you see of landmarks from the bridge view, are different from what is visible on the Navigation Map view?
I have run aground in the Climb Mount Niitaka mod I'm working on with keltos01, when leaving Maizuru before. I zoomed-in most of the way and set a course on the Navigation Map, since I didn't want to be bothered with staying on the bridge and turning "by hand", but I wanted to see all of the happenings for the port and channel... well, the Nav Map display is different in that area to what you have when on the bridge. Not much, but enough :roll: - when the chief said "Sir, we're in shallow waters", I thought nothing of it. After all, we're in an enclosed area, but just a few moments later there were screeches and squalls, like running aground, the view on the Nav Map bouncing all around, and then cries of "Medic!" and "Sir, we're taking damage!" - and then the shouting started, like it was ~my~ fault we ran aground, and not some bad chart. The bridge view was nothing but trees, but the chart showed us about 500 meters from shore... The difference there is reminiscent of being in the Mission Editor, and clicking on the "Draw Accurate Shoreline" menu item, and seeing the "shift" in where "land" actually is. It doesn't apply everywhere, just in a few spots near land. Or are you seeing a certain degree of difference in the whole bridge view, which would suggest a 1024_768_menu.ini issue, or a camera problem??... :o As for diving the boat, I have no idea... :salute: |
All times are GMT -5. The time now is 12:07 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.