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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! |
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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. |
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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.
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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! |
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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. |
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. |
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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> |
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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.
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Rubini. |
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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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