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When we use ME2 and set conditions, they are saved in the campaign.cfg within each campaign folder. Some conditions can be to target ships by either type (11=BB, 11=BC) or class (name within sea folder cfg). When ME2 sets target by type - it gives the campaign.cfg a "TargetType=1" When by class - it gives "TargetType=0" If we set target by class - it gives the following:- Class=BCRenown (battleCrusier) Type=102 (should be 10) TargetType=0 So here is the bug where it is also giving us a type and it is wrong. A type=102 is a cargo ship. It should be type=10 for BattleCruiser as set within the names.cfg in the roaster. If we set target by type - it gives the following:- Type=10 TargetType=1 This one is correct. |
I understand somewhat :hmmm:
Given the following: [Campaign.CampObj.MacroObj 3] ObjectiveID=TG_British_Supplies Name=Campaign.CampObj.MacroObj 3.Name MapZone=BritishSupplies ValuePointsProvided=3 FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo StartDate=19390901 EndDate=19400601 IsCompleted=false IsFailed=false IsUnlocked=true AssocMissionsActive= AssocMissionsCompleted= ObjActivationAchievements=OBJ Invasion Of Poland [Campaign.CampObj.MacroObj 3.PersObj 1] PersObjType=0 Name=Sink_100,000_tons_of_cargo_in_South_Western_A pproaches Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description RelatedMapLocations=Area_Southwestern IsCompleted=false [Campaign.CampObj.MacroObj 3.PersObj 1.Amount] IsTonnage=true Tonnage=100000 NumOfShips=0 [Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount] IsTonnage=false Tonnage=0 NumOfShips=0 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1] Type=102 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2] Type=101 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3] Type=103 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4] Type=107 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5] Type=109 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6] Type=108 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1] TargetIdType=1 ToNode=St. Nazaire FromNode=Bristol [Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2] TargetIdType=1 ToNode=Bristol FromNode=St. Nazaire It appears that this 'problem' only appears on those entries that end with .TargetType x correct? How does one cross reference the Type=x for each entry to what it should be? For instance the entry ending in .TargetType 6 where can I find what the actual Type=x should be? How do I know that Type=108 is incorrect? How do I know that TargetType=1 is correct? :hmmm: |
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This "1" is saying - target is set by type. So it will also have "Type=x" if x being a ship type found in roaster/names.cfg. Code:
If TargetType=0 - this is where I think there is an error. This "0" is saying - target is set by class (name). Class=BCRenown Type=102 TargetType=0 So the name is BCRenown and is found in the sea folder ships cfg This may be enough for the game to be able to id the target, but it also lists the ship type (as with the example above for TargetType=1) Now if the game also reads the type=102 - this will not match with the type in the ships cfg file. For this ship (Renown) it is type 10 Quote:
So - if your app can check if in campaign folder campaign.cfg has the entry TargetType=0 It should check the ship class(name) from same file (campaign.cfg) and then look in that ships cfg file for unittype - then check that is the same as the Type=x in the campaign.cfg |
I ran the test now after OHII 1.8 patch 2.
There are two bad news and one good news. It will be definitely different depending on the installation of every skipper here. So the first bad news is that I had a ctd southeast of Scapa again when I was making my approach. No contacts, the game crashed. Loaded the game back and finally made my way in. Now the good news is the game didn't crash inside the base. Fired four torps at the capital ship, watched the sinking with all the fireworks etc. Even attacked and sunk one destroyer with my aft torpedo-hit, explosions, sinking, everything good. Second bad news is that all other ships are absolutely inert again just like if it was without IRAI. I mean stationary, hydrophones on, pinging and everything, doing nothing. Loaded the game again and tried again and destroyers are only shining at me, can be surfaced or submerged, get no fire from them. However I did take a heavy fire from the capital ship when surfaced and close. Just to conclude my findings if it's going to be any help for your awsome work (I mean all the modders now). I'm using MMM where IRAI is included, I just applied OHII patch 1.2. Should I start new career to make this change function properly? But I think it's definitely going somewhere because before this patch no way I could spot/approach/attack/observe the capital ship. Then I escaped Scapa with objective accomplished (full bar on "Sink one capital ship at Scapa flow"). |
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The other CTD may have been random. I've noticed those, and they usually resolve themselves. The last one I had was a bit more of a bother, though. I was coming home from Scapa and, all of a sudden while getting closer to the canal entrance near Wilhelmshaven, off the coast of Denmark, I CTD'd. So I reloaded the most recent save, which was an auto-save, and it CTD'd as it was loaded. Went back to the last of my own saves and everything was OK. I think what happened was that the auto-saves just jump in and save whenever, and I was running TC in an area with a lot going on (low FPS), whereas my own saves are usually from TC1. I think sometimes the game, when attempting to save when the CPU is too busy, creates problems. Anyway... The passive destroyers in Scapa after your attack I can't speak to as I was in a hurry to leave after I fired my salvo so I didn't stick around. I suppose it could be because of the disabling/enabling mods while on patrol which has been known to cause strange issues even when it shouldn't. |
Thanks for the feedback guys:up:
If anyone else is playing the first campaign with the new hotfix installed - please let us know how attacking the BBs in scapa works |
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Thanks TDW:yeah: |
There have been a few post lately about flotilla requests.
In SH5 the flotilla request option is there, but it looks different than the other SH games. With SH5 this flotillas are selected by the player in the campaign screen. http://img845.imageshack.us/img845/5827/campaignx.jpg The above is the campaign screen from OHIIv1.9 and where you can select the next campaign - this also sets the flotilla. I can change this page to make more info about the flotillas as well as the campaign that that flotilla would set for you. If anyone has any suggestions about how this page should look or the flotilla information given - please post:up: |
thank you for this mod..
thank you, thank you for all mod
keep working for better mod :salute: |
please some help me...
i installed this mod again but i cant play game with this mod
i just started first campaign but i crashed to window what's the problem? please some help me ... please i just wait for all help thank you for reading my reqeust have a nice day !!:D |
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Now it seems I got rid of the ctd during the approach from southeast. But again I do get ctd inside Scapa. And the error log always says that fault module is SHSim.act. Can anyone advise what does SHSim.act do please?
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i had no problem before..:yawn: |
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