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I got sunk, so I'm installing v.2.1 now :up:
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windows 7 SP1, 2.6 GHz quad core CPU, 4 GB of RAM worked fine. I usually stop miscellaneous programs at game startup. I could run Open HorizonsII v2.0 with 65 mods plus (mostly using sober's modlist) in the open seas at time compression of 4096 or 8192 with rare CTDs. Same mods as before. I even disabled mods that overwrite Open Horizons. still crashes. I disabled OPEN HORIZONS II v2.1 - TDW_Mines_Subnets_Detectable_in_hydro, too, and game is not working still. Started with this list - Which worked fine at V2.0 Code:
Accurate German Flags Code:
Accurate German Flags |
Thank you for the new update Trevally! :salute:
I did a new Sh5 install and I found these errors with SH5Validator, not sure if they are relevant or can be ignored or maybe I installed something wrong: Code:
Roster errors: |
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I remember seeing these errors. I had CTDs and found fixes to crashes using the validator. Then the game ran fine. Similar class ships were crashing the northwestern approaches that were also found at scapa flow. http://www.subsim.com/radioroom/show...postcount=1953 http://www.subsim.com/radioroom/show...postcount=1955 time to run the validator with all my mods and debug. |
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I sent PM to Trevally since it seems quite a few of us are having problems. |
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I disable all mods loaded after OHII and still got the CTD but haven't gone through the mods loaded before it to see which one of them might be giving it trouble. Well test some more later when I have more time. Building a 12'x30' covered back porch for the wife has been keeping me quite busy. :) |
CTD - new mod list and SH5 Validator error log
Mod list - Some ships may be from expanded navy mod.
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Accurate German Flags SH5 Validator error log. I see that I found these errors in the log, KMSSHogIsland.cfg, KSCSN3SA1.cfg. I remember correcting them for myself. Folder by folder I think!!!!!! I can not find a record if I sent you this information in the past. I know I fixed the battlecruiser, battleship type issues for myself in the past,too. Time consuming but a little fun to debug. Code:
Silent Hunter 5 Validator v2.0.6.0 by TheDarkWraith Good Luck Trevally. Do you need help with this? Mike |
Mike and others, while testing I always run telemetry to understand what the app is doing on my system
Interestingly with the Han Solo port mod, and the usual suspects along with it such as Steel Vikings Interior Mod, Dyn Env, OH II etc I noticed at 1920x1080 my GPU memory useage was 1422 MB which is getting close to the limits of many graphics card. Personally I have 4GB each on my various EVGA superclocked GTX 680s but given its getting close to common gpu memory limits I figured I'd flag this issue for others to pay attention too in the setups |
Perhaps in the next version, you could fix Toulon and Marseille? They show up as friendly when France is hostile.
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Ok thanks for the feedback guys:sunny: I am going to need some help to track down the issue with the new version 2.1 The reason that I need help is that my system is working - if I remove my mod (OHII development version) and replace it with the version that I have uploaded - I will lose whatever is making my version work. Working in the campaign files is a case of make changes to my game - copy change to a mod version. If I forget to copy a change I have made - the mod version will have an error. So it is important that I track down this error without removing my own campaign development files. So I need to be clear what type of issues are out there. We have so far:- Volodya: New campaign worked with v2.1, but only when over written with HA for v2.0 This is useful as HAv2.0 will prevent two new campaign layes being added. It could be therefore that there is an error related with these two layers. Mikemike: Here the game will ctd when selecting a campaign at the selection page. I am guessing that this is the same stage as with Volodys. Mike is using a full mod list that did work with OH v2.0 Mike is also having so class issues when validating the OHII mod. I have look over these errors and there are two types and two reasons for them. First is where a unit type is wrong being set at 102 - this is when I have directly placed units through layers in the campaign - the game uses there name only and not type - when they are written to file - the game gives them the default type of 102. This is ok and will not cause any issues as only the name is used for ID. The second set of errors are the HogIsland and KSCSN3SA1. This is caused by a mod overwritting OHII - here a roaster and sea cfg is not matching up. OHII changes these ships to type 108 (stock is 102) - some other mod is changing eith the sea cfg or the roaster cfg to the default of 102. So what does this mean for the game - not much realy - these ships will not show in the game. This should not cause any issues unless thay are direct placed (they are not). 7thSeal: V2.1 works ok on its own - with mod list, CTD SkyBaron: v2.1 work ok - but mod list unknown |
I'm experiencing CTDs, mostly near ports, with the HanSolo78 mod, but that might just be because of some mods I'm developing.
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Can anyone please confirm that the have OHII full working when it is the only mod installed:06: - please start a new career to test if it is working:)
If it is working on its own - the files are good so no corruption during upload - download This would then suggest that it is no loanger compatable with one of the common mods. Changes made to version 2.1 that may effect other mods are:- Campaign start date has been brought forward to 30/08/39 (2 days before that attack on Poland) Could this have an issue with equipment mods:hmmm: I have added (diredt placement) the type II uboat This will not have happened with Volodya first test where he used the old HA mod. This mod would stop this unit from showing in the game. This is a likely cuase of the issue:hmmm: I have added a scripted battle in Danzig bay Again this is a new layer and will not have happened with volodya Again this needs looking at. I have added new ports to the game I do not think this can be an issue:hmmm: I have added the ability to refuel from docked supply ships :hmmm: |
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Can you confirm that you can start a new campaign with v2.1 full:06: |
Just thinking out loud with you, Trevally... ;)
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Since we are at it, have you checked roster AppearanceDates? Quote:
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