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-   -   after reloading saved game my dials & guages dont work (https://www.subsim.com/radioroom/showthread.php?t=93353)

Carotio 06-19-06 06:33 AM

Quote:

Originally Posted by dcb
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...1092223/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!

dcb 06-20-06 03:39 AM

Quote:

Originally Posted by Carotio
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

Quote:

Originally Posted by dcb
Quote:

Originally Posted by Carotio
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...

dcb 06-20-06 09:08 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.

Carotio 06-20-06 09:55 AM

Quote:

Originally Posted by dcb
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!

dcb 06-21-06 04:43 AM

Quote:

Originally Posted by Carotio
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

Rubini 06-21-06 05:44 PM

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.

dcb 06-22-06 04:28 AM

Quote:

Originally Posted by sergbuto
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

Quote:

Originally Posted by dcb
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!

dcb 06-22-06 05:25 AM

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.

Quote:

Originally Posted by Carotio
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?

Rubini 06-22-06 07:33 AM

Quote:

...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

Quote:

Originally Posted by Rubini
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...

Quote:

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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