SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   after reloading saved game my dials & guages dont work (https://www.subsim.com/radioroom/showthread.php?t=93353)

kaizerkat 05-19-06 12:23 PM

after reloading saved game my dials & guages dont work
 
downloaded sh3 world mod & when i reload a saved game my hydrophone dial dont work along with my command room dials & guages can i get some help

Scorpius 05-19-06 06:32 PM

OOOH BAD IDEA!

One important thing with mods - NEVER install/enable them mid patrol. Most mods have an accompanying readme.txt that states specifically that this should not be installed mid patrol as it causes serious glitches to the game. :nope:

Uninstall/disable the mods, finish the patrol and then install/enable them and you should be without a problem! :up:

kaizerkat 05-20-06 09:17 AM

sh3 world mod
 
Thanks Scorpious for the reply....I hear what your saying and i didafter i downloaded mod start a new career because due to the change my old or existing career would crash or not allow mod to run....so are you saying to uninstall shiii and start anew or just start a new career and then put sh3 mod into the new career thanks again & good hunting

Scorpius 05-20-06 09:53 AM

If you use jonesoft generic mod enabler you can disable and enable quick and painlessly. But if you dont then yes you will have to either scrap the mid patrol save and start the same patrol afresh or if you desperately want to use the mid patrol save, you will have to reinstall the game. Then load the save, finish it, and then whilst you are docked, install the mod and then start a new patrol.

Carotio 05-20-06 02:24 PM

Sorry to say so, but as far as I remember, when I tried that particular mod, at a time when fewer mods were around, then you'll have this problem always, when using that mod!

I can't really remember if someone found a solution to it, but it's a pretty old mod, and so I don't know, if the creator is still around to get help from....

But the world mod added traffic and cities to the map, and you have plenty of other mods around, which does the same:
RuB, IUB, GW.....

Keelbuster 05-22-06 12:24 PM

Re: after reloading saved game my dials & guages dont wo
 
Quote:

Originally Posted by kaizerkat
downloaded sh3 world mod & when i reload a saved game my hydrophone dial dont work along with my command room dials & guages can i get some help

Quote:

But the world mod added traffic and cities to the map, and you have plenty of other mods around, which does the same:
RuB, IUB, GW.....
It's a problem in NYGM TW 1.03 as well. I use that, and have, over the last few patrols, experienced this problem as well. After loading a save, all the gauges within the sub are fixed, pointing straight up. The torpedo tube controls are fixed in the 'down' position, and the hydrophone won't turn, which shatters my ability to evade DC attack. I would really like a fix to this problem.

Have you experienced this issue, Teddy Bar?

Kb

Keelbuster 05-24-06 04:53 PM

Kaizerkat - i guess we're the only ones with this problem?

dcb 06-14-06 06:31 AM

same issue here - dials up'n'stuck
 
I got the same issue. With GW + latest Unchange Adding (1.13), after reload, all dials are stuck in the 12'o'clock position and won't budge. In the old times (the times of world mod), this issue was associated with the presence of other uboats on the map. then, soomeone found a solution and ai uboats did no longer cause this.
Carotio, please could you look into the issue? Thx in advance.

Keelbuster 06-14-06 10:15 AM

Ah = other uboats - that sounds right. Maybe this only happened to me when I had used the Utankers? That's possible, though I can't say for sure. I think I first had the problem when I used a utanker off of halifax. It's a real bummer.

Kb

dcb 06-15-06 08:07 AM

I don't use any u-tanker
 
Keelbuster, I think it's not related to u-tankers, because I don't use any, I just started a fresh campaign in '39, when there were no milk-cows. I think it's related to the other subs (regular, not tankers) on the map. will try to delete them from the campaign files and see what happens - but don't have time these days. maybe over the weekend.
Yet, there is the other mod "war ace campaign" which uses not just other subs, but wolfpacks, and does not give this behavior, so someone must have found a fix for it.

Keelbuster 06-15-06 08:55 AM

Yea maybe. In my game (NYGM 1.03) the only other subs were the utankers. Could be a more general other-sub thing though.

Carotio 06-15-06 11:32 AM

Quote:

Originally Posted by dcb
I got the same issue. With GW + latest Unchange Adding (1.13), after reload, all dials are stuck in the 12'o'clock position and won't budge. In the old times (the times of world mod), this issue was associated with the presence of other uboats on the map. then, soomeone found a solution and ai uboats did no longer cause this.
Carotio, please could you look into the issue? Thx in advance.

Do you use only GW + GW-UA1.13? The GW-UA1.13 is not enough, since it's a patch for GW-UA1.1, which I write on my page as well! By the way, better ask this question about my add on in my own thread! It was just a coincidence that I saw this post...
So you need to play GW1.0 + GW-UA1.1 (mod) + GW-UA1.13 (patch)

dcb 06-16-06 05:04 AM

Posted by Carotio:
Quote:

Do you use only GW + GW-UA1.13? The GW-UA1.13 is not enough, since it's a patch for GW-UA1.1, which I write on my page as well! By the way, better ask this question about my add on in my own thread! It was just a coincidence that I saw this post...
So you need to play GW1.0 + GW-UA1.1 (mod) + GW-UA1.13 (patch)
I posted here because I saw you answered previously in this thread.
I play as you indicate in your site GW1.0 + UA1.1 + 1.13, enabled through jsgme, but I also added some extra mods (don't remember all of them precisely, as I am at work now), like several ships, the 16 kms light mod, a smoke mod that came up recently, and a few others, plus my custom-picked sounds. will see tonight precisely what I added.
anyway, I'll do a fresh install this weekend, only put gw 1.0, ua1.1 and 1.13, and see what happens. then, will add the rest of the mods via jsgme and see when the dial-up issue appears. I'll post the result here.

Another point, I tried to remove the other subs in campaign_scr, but did not find any in wilhelmshaven. yet I am pretty sure I saw some when starting the mission. where are they?

BTW, your mod is great and brings a lot to the original gw, which in its turn brought
alot to sh3. I really appreciate your effort, especially you trying to support people who use it. Thx again.

Carotio 06-16-06 06:15 AM

Quote:

Originally Posted by dcb
Posted by Carotio:
Quote:

Do you use only GW + GW-UA1.13? The GW-UA1.13 is not enough, since it's a patch for GW-UA1.1, which I write on my page as well! By the way, better ask this question about my add on in my own thread! It was just a coincidence that I saw this post...
So you need to play GW1.0 + GW-UA1.1 (mod) + GW-UA1.13 (patch)
I posted here because I saw you answered previously in this thread.
I play as you indicate in your site GW1.0 + UA1.1 + 1.13, enabled through jsgme, but I also added some extra mods (don't remember all of them precisely, as I am at work now), like several ships, the 16 kms light mod, a smoke mod that came up recently, and a few others, plus my custom-picked sounds. will see tonight precisely what I added.
anyway, I'll do a fresh install this weekend, only put gw 1.0, ua1.1 and 1.13, and see what happens. then, will add the rest of the mods via jsgme and see when the dial-up issue appears. I'll post the result here.

Another point, I tried to remove the other subs in campaign_scr, but did not find any in wilhelmshaven. yet I am pretty sure I saw some when starting the mission. where are they?

BTW, your mod is great and brings a lot to the original gw, which in its turn brought
alot to sh3. I really appreciate your effort, especially you trying to support people who use it. Thx again.

1) okay, then it might be one of the other mods! Probably not the sounds, but the gameplay mods!
2) Odd, I haven't removed stationary or moving subs/uboats from either Kiel or Wilhelmshaven, so in the campaign_scr, they should be there as Rubini put them for GW. I built my extra info on the GW campaign files...
3) Support means feedback for improvement! :up:

dcb 06-19-06 04:43 AM

results of trial&error install
 
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.


All times are GMT -5. The time now is 02:56 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.