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-   -   [WIP] TMO: Nine Delta Two (https://www.subsim.com/radioroom/showthread.php?t=171443)

Bleiente 02-26-18 04:57 AM

OK...
I guess I released the pack in an unfinished and experimental (alpha) state in my mania. :o
Therefore, for the time being, all dll on my part will be removed.

So then on the troubleshooting - under certain circumstances, I have to take the pack apart again and sugsessiv put together again.

@Geoff then
Since I only played short the original of Ducimus, I would need some information from you because of your experience.
1. Was the ctd problem of the campaign permanently remedied by the fix of KaleunZippel?
2. Was the problem with the engine telegraph Ducimus version already on?

:salute:

Geoff then 02-26-18 09:18 AM

@propbeanie: I always start in bordeaux okt. 1942 and get these ctds either while passing spain or the african coast (always when I got in range of some bugged shipping I presume).
@bleiente: I did not finish the whole campaign, but I got from 42 to mid 44 and after the fix I never had any crashes, so I presume, the bug has been permanently fixed. Only mistakes I came across were that the ambient sounds can get stuck when they overlap with another sound or sth. (this happened to me only twice on my 4 pretty long patrols) and sometimes some ships seemed to be very low in the water, especially escorts. The enigne telegraph worked in his version.
I will look into the campaign '44-'45 again to see if anything goes wrong there.
And thank you once again for dealing with this mod. I think with the enhanced sound and graphics you already implemented plus some adjustments to the physics and this mod has the potential to be a BOMB! :Kaleun_Salute:

Edit: Guess the fix from your pack did not work for me because i did not do the manual part, which is deleting all KSS and KSQ.cfg files from every folder. ;)

propbeanie 02-28-18 01:54 AM

OK, I did the same start a few times now, and twice I have CTD'd just after going around the upper "ear" of Spain. I did an SH Validator run on the mod, and it shows this:
Classes errors:
1. F:\Games\SH49D2\data\Air\ASW_RNTBF\ASW_RNTBF.eqp does not contain sequentially
ordered entries (found duplicate [Equipment 6]) @ line number 24
2. F:\Games\SH49D2\data\Sea\Float_Plane_H6K\Float_Pla ne_H6K.eqp doesn't exist!
3. F:\Games\SH49D2\data\Sea\NBB_Nagato\NBB_Nagato.eqp does not contain sequentially
ordered entries (found duplicate [Equipment 48]) @ line number 289
4. F:\Games\SH49D2\data\Sea\NCA_London\NCA_London.eqp does not contain sequentially
ordered entries (found duplicate [Equipment 42]) @ line number 253
5. F:\Games\SH49D2\data\Sea\NDD_Clemson\NDD_Clemson.e qp does not contain sequentially
ordered entries (found duplicate [Equipment 20]) @ line number 127
6. F:\Games\SH49D2\data\Sea\NKSQ_\NKSQ_.eqp doesn't exist!
7. F:\Games\SH49D2\data\Sea\NOM_Paula\NOM_Paula.eqp doesn't exist!
Since I crashed in just about the same exact location two times in a row, I suspect a "bad" vessel (air or sea). I didn't dig very deep into what can be encountered there just Northwest of the Spanish coast, but some of the Lant_Single_Merchants and the Lant_Convoys RGG go by there. I didn't check too many other layers.

Bleiente 03-01-18 12:36 PM

Quote:

Originally Posted by Geoff then (Post 2542710)
Er scheint auch schwierigkeiten beim aktivieren zu haben. Er sagt nach kurzer Zeit "Keine Rückmeldung". Ich glaube, bei allen anderen Mods war das nicht der fall.
Ich weiß nicht genau wie dieser jsgme arbeitet, aber hat es evtl mit dem Ordnernamen zu tun?

Du hattest leider recht - der JSGME hat tatsächlich Schwierigkeiten, das Paket im Ganzen zu laden; dies führt natürlich zu gänzlich verfälschten Resultaten sowie häßlichen Fehlern. :doh:
Die nächste Beta werde ich also für den JSGME splitten, wenn dann bei meiner Probefahrt alles glatt läuft.

Edit: Entferne mal bitte den alten DLL aus Deinem Zitat auf der Vorseite...

Quote:

Originally Posted by propbeanie (Post 2543351)
OK, I did the same start a few times now, and twice I have CTD'd just after going around the upper "ear" of Spain. I did an SH Validator run on the mod...

I also have to get this tool, it should actually simplify the work. :up:

:salute:

Geoff then 03-01-18 03:23 PM

Erledigt ;)

@beanie: have you tried it again after deleting all those kss and ksq files? I haven't found time yet, quite busy week :o

propbeanie 03-01-18 05:35 PM

No, I haven't had time yet, but after I do a few tests in the Fall of the Rising Sun Ultimate mod, I'll give 9Delta2 another go-round and get back with you guys! :salute:


Edit 02/03/18 1445: OK, I am around the corner, and frustrated... :arrgh!: - I've tweaked the eqp files, but those probably weren't it. All those "errors" in the Validator program are showing is that equipment is called for, but it's not in the DAT file. Said platforms were not encountered. However, after deleting the KSS and KCS references, I made it around the corner to encounter this fine specimen:

https://i.imgur.com/nm04ICx.jpg

besides bristling with guns, there is a couple of holes in the stack...

Four torpedoes later from right at 1200m, and "Torpedo is a dud sir", "Torpedo is a dud sir", "Boom!", "Torpedo missed, sir."... Several minutes later, we have this:

https://i.imgur.com/apjh6mg.jpg

... still doing 9 knots and zig-zagging...

Of note: 1. Cannot get to periscope depth from the short-cut key. They will call it out, but it never happens. I have to hit the "D" key and / or set it by clicking on the depth gauge. No biggie. Just be aware of it. Similarly, the speed telegraph doesn't function as inteneded, and all the higher you can get on it is Ahead Standard to display. The boat does seem to do the speeds "telegraphed" with the 4 & 5 keystrokes or clicked with the mouse, but the speed-set display doesn't change. 3. In 1942, is that more of a US torpedo issue than a German, by then? Impact triggers, btw. There's something that I'm forgetting... :salute:

Edi-editt: Now I remember... torpedo trails... I was using electrics. That is what was on my boat. I could not see any "trail" in the water from them, but the ship started avoidance almost immediately, like they were compressed air torps that had flags on them... :salute:

Bleiente 03-03-18 12:51 AM

Ok - I solved the problem with "KSS" and "KSQ".
It simply missed the right files in the Sea folder. :03:

https://s14.postimg.org/wxg8kz3bx/SH....06.21_156.png

https://s14.postimg.org/celcfdue5/SH....06.55_156.png

Quote:

Originally Posted by propbeanie
Of note: 1. Cannot get to periscope depth from the short-cut key. They will call it out, but it never happens. I have to hit the "D" key and / or set it by clicking on the depth gauge. No biggie. Just be aware of it.

I do not know what it's all about yet. Seems to be a problem with the model - had read similar to OM... :hmmm:

Quote:

Originally Posted by propbeanie
Similarly, the speed telegraph doesn't function as inteneded, and all the higher you can get on it is Ahead Standard to display. The boat does seem to do the speeds "telegraphed" with the 4 & 5 keystrokes or clicked with the mouse, but the speed-set display doesn't change.

I corrected... :D

Quote:

Originally Posted by propbeanie
Now I remember... torpedo trails... I was using electrics. That is what was on my boat. I could not see any "trail" in the water from them, but the ship started avoidance almost immediately, like they were compressed air torps that had flags on them...

Damn - what's that again? :timeout:

I hope I can post a new beta version today or tomorrow.
Smaller bugs could then be fixed for the time being with patches... :doh:

Have a bit screwed on the graphics...
Quote:

Originally Posted by Bleiente (Post 2543737)
Press the buzzer... :O:

:salute:

propbeanie 03-03-18 01:06 AM

We are looking forward to another version to test. I'm not sure if there is a fix for the merchants being able to see the electric torpedoes as easily as the compressed air ones. I don't have a clue about that kind of stuff - whether to look at the torpedo itself, or the AI_Visual, or what... :roll: :salute:

Geoff then 03-03-18 03:21 PM

Those graphics look tremendous! Very nice colors.
I'm totally up for some testing! :) :Kaleun_Salute:

@beanie: that ship you've hit, it reminds me of the "error" I also found in the original mod. Like the ships are very deep in the water, but that seems not to affect the performance in any way. I sometimes saw some escorts speeding upon me with a slightly submerged aft deck for no reason, still fully operational. Might be the same issue with your freighter...

propbeanie 03-03-18 04:23 PM

Naw, she was fine in the water when I first saw her. That was one torpedo hit that put her foredeck under a pinch. Sure didn't slow her down, or reduce her turning radius though... Sometimes, what I call "bad spawns" can cause a ship to sit too low in the water, and there can be all sorts of reasons for bad spawns, such as spawning into another ship, or hitting a dock when spawning, not enough room in the area that a group spawns, etc.

Bleiente 03-08-18 12:38 PM

Did you already notice that I have a different understanding of time than you... :doh: :haha:

So - now the 2nd beta version of Nine_Delta_Two REVISED:
-delete-

Since the first version had problems loading it with the JSGME, this time I split the files - the installation was supposed to be self-explanatory.

Very important - please use a completely new installation of SH4 V1.5 (UBM) including new SH4 folder under "My Documents".

I did not settle any credits this time. Let me forgive, I will make up for it in the next version.
Maybe everything will change radically again...

Here are some pictures from the test drive:
Quote:

Originally Posted by Bleiente (Post 2544646)
Impressions...

:salute:

Geoff then 03-09-18 09:37 AM

Went out on my first patrol. Found a convoi ca. 350km west of Vigo. Nighttime, rough weather, missed a liberty at long range, sank a t3 tanker at medium range, crash dived to 175m (escorts already had my number), got depth charged for a few min, then they lost me again. AI seems to work like it should, physics are very nice and make you even more of a sitting duck, which is great IMO. Graphics are fine. Crash dive sound still seems to be played twice in an overlapping manner. Will continue the patrol later on, lets see what happens next. ;):Kaleun_Salute:

Edit: The tanker immediately split in half on the first hit. While this happenend the rest of the convoi kept their course and speed (they were at 5kn anyway) and they started zig zag stuff only after the escorts found me. Is that normal behaviour?

Bleiente 03-10-18 02:26 PM

Damn - the version is flawed.
I do not know how that could happen ... I'm really angry.

propbeanie 03-10-18 03:39 PM

Bleiente, if you knew how many times we blew stuff in FotRSU, it'd scare you - or else make you laugh out loud until your lungs hurt... :har: - you are doing fine, lad! :salute:

Bleiente 03-22-18 02:22 PM

"Na Männer - alles klar!?!"

Es wird eine neue Beta geben, falls es überhaupt noch jemanden interessiert... :Kaleun_Cheers:


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