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Crew wake-up enabled; entry TRUE in Patcher Started ASW Testing mission Scope raised - no call out and no messagebox entry Scope down - no call out and no messagebox entry :hmmm: http://img9.imageshack.us/img9/5185/...0720152028.jpg http://img703.imageshack.us/img703/6...0720152148.jpg Activated Mods: Magnum_Opus_v0_0_1 Magnum_Opus_v0_0_1_Patch2 Shadow Improvement ModLR NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_2_Patch_ByTheDarkWraith OPEN HORIZONS II_full v1.9 OHIIv1.9_Patch1 EQuaTool 01.01 by AvM - Kriegsmarine Regular Style Church's Compass Dials Mod v2.2 - Option Two BearingOverlay_v1_2_Big_null8fuff10 SD_MapCourseLine_tiny_arrows_ocred SD_MapLocationNameFix_v1_2 Magnetic Sensor 4m SM_ASW Regards null8fuff10 |
For those of you whose crew doesn't 'wake-up' have you tried disabling all mods, ensuring the crew wake-up patch is installed, and then running the ASW test mission to see if the crew shouts out contacts and you get messagebox entries? :hmmm:
I have two confirmations that the patch is working correctly currently, Paco and myself, so for those of you who it isn't working it has to be an installation/mod issue. |
Hi all,
A brand new day. TDW, I did a reinstall last night (x-ept for game saves so it left some of the good stuff in the mods folder). Played the ASW testing mission. "Benni" spoke up immediately with messagebox of course, so that is great, I think the soundman's back on line. However, when I raised the scope nothing happened, which in a way, is also good, 'cause we really don't want anyone else to be ship spotting through a periscope that I am using as TDW mentioned awhile back. Though, I was supposed to get a callout, which is not good. So, Benni appears a bit happier, but now I'm going to shoot my watchcrew. I am going to try Trevally's missions again tonight when I get home, and then play with this all weekend to see if there is something else amiss. My friend Hector that some of you know tells me that his stuff is working fine so I'm also going over his mod soup to see if there is something else I can rearrange, or Maybe there is a harsher setting for the patch. Before I make any real conclusions about the watchcrew though, I really need to play a bit more. As far as Sobers suggestion, I have been hanging out at the beginning of this patrol so I can start it from the top each time I make a change, so I thank you there Sob, advice well taken. I checked the dialog.cfg file which had been replaced on install and it was the same so nothing there, yet anyway. It's just that there is so many missing addresses in that file, it looks weird. SO, My new question, why is my watchcrew so talkative in port and after a certain distance they clam-up. I am also going to take a differant approach to the dark side of England so I can get some aircraft action and see how my crew reacts to aircraft. I've gat a few more comments but enough for now. TDW, it's almost there, for me at least, again, I thank you Brother, this is really going to help the immersion in this game. :up: D40 |
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:up: |
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Hi TDW, you know the MODs are essential to making this game playable. Without them ... the DVD is not more than a coaster. Anyway, I will disable everything and then enabling piece by piece to check when the failure will come up. I will report later :salute: Many thanks for solving this sonarman bug!!!! :yeah: |
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I have tested it with Your ASW-TestMission. There I got the merchant as visual-conact spotted thru the periscope and as sonar-contact with the messages in the message-box. But nothing more, only the merchant. Back in Campaign now, I have a visual contact about 3000 meters with two freighters while being surfaced. But my crew ignores them. :/\\!! Diving to 20 or 30 meters, going to sonarman, he does not hear anything. Selfcontrolling the hydrophone, I hear 2 freighters clearly around 30 degrees... :hmmm: Hm, I could test the ASW mission again with some Screenshots if needed. Paco. |
I think Sober found the other factor in this debacle which is the watchstander's CurrentStatus.
Open up your \Documents\SH5\data\Users\save game\ActiveUserPlayerUnits.upc file with Notepad. Find these entries: [UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1.CrewMember] Look for CurrentStatus. What does it say? [UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember] Look for CurrentStatus. What does it say? :hmmm: |
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D40 Also, I know this is backtracking a bit but, I recently changed the status of my hydrophone to surface listening as well to improve my chances of hits while we are all working on this. I thought that doing so, I could get a contact, then backtrack and use the contact to experiment with. So, My question, when I get a surface contact from the hydrophone, should I hear the soundman and get a message, or does the watchcrew override his status? D |
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CurrentStatus=ON_DUTY [UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember] CurrentStatus=ASLEEP But its File \User\Paco\Documents\SH5\data\Users\Paco\AcitveUse rPlayerUnit.upc. I this the right one? |
Hi,
what about Your Mod: TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0 I have this one active in my Mod-Soup. Should we deactivate him? Greets, Paco. |
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[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember] and redo your test and see if the sonarman isn't 'alive' now. And yes, deactivate the no hydrophone on surface mod |
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I don't think you need to change your status as most people use this function. I only changed it for the purpose of getting more contact hits to test with. After the issue is resolved, I'll go back to no Hydro on surface. So, in a way it's even more important that the soundman is working underwater, youknow?! Just my two sence.:O: D40 |
Looks like it's time to write an app for editing the crew files :hmm2:
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Hi, doesn't work for me:wah: Sonarguy is alive but doesn't hear anything. If I tell him to follow a target, he will follow him. But he doesn't find any contact by himself. Also the sonarlines aren't displayed on the maps.:hmmm: |
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