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Old 10-02-13, 02:23 PM   #1
plj
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Default YAY! I sunk my game! .. wait wut ?

Quote:
[4456] Target has new range value of 4504.93
[4456] First range reading set for target
[4456] Attack: Opening torp tube 2 doors
[4456] Attack: Opening torp tube 0 doors
[4456] Realistic torp launch request
[4456] Realistic torp launch: Tubes=[0]
[4456] Realistic torp launch firing all selected tubes
[4456] Realistic torp launch request
[4456] Realistic torp launch: Tubes=[2]
[4456] Realistic torp launch firing all selected tubes
[4456] TC level changed to 2
[4456] TC level changed to 4
[4456] TC level changed to 8
[4456] TC level changed to 16
[4456] PDH: Unit_Destroyed command received
[4456] TDWDestroyedMarks: Unit_Destroyed command received
[4456] TDWDestroyedMarks: Ship destroyed event
[4456] TDWDestroyedMarks: real nav error is 65,000000,57,000000
As you can see, all went fine, till impact. I guess the explosion was a little too big or something. On a more serious note .. what could be causing this ?

Code:
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog  V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
New Torpedo Door Sound Mix
Pascal-sh5-Crew-Uniforms 06.2012
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
R.S.D. - Reworked Submarine Damage v5.1 by vdr1981
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0
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Old 10-02-13, 02:42 PM   #2
Rongel
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What kind of ship was it? Was it imported ship, or basic SH 5 ship? I see that you are using my cargo mod, but for me it seems stable, I have sunk ships with cargo in custom missions and in campaign, and they went down just fine.
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Old 10-02-13, 02:50 PM   #3
plj
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It was a C1-B Type Medium Merchant, docked. A little before that I succesfully sank a 03:20 WEPS: SV Small Modern Composite Merchant Ship sunk at position: Lat: 54° 31' N Long: 19° 8' E. Tonnage: 1859 tons. with my deckgun.
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Old 10-02-13, 02:55 PM   #4
Mikemike47
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Quote:
Originally Posted by plj View Post
. with my deckgun.
Was this mentioned along the Reworked submarine damage thread and SHcollisions.act issues?
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Old 10-02-13, 02:59 PM   #5
plj
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Quote:
Originally Posted by Mikemike47 View Post
Was this mentioned along the Reworked submarine damage thread and SHcollisions.act issues?
Given this is a new mission, I dunno how that would be relevant ? I did not mention it there tho .. should I ?
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Old 10-02-13, 03:37 PM   #6
Mikemike47
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Quote:
Originally Posted by plj View Post
Given this is a new mission, I dunno how that would be relevant ? I did not mention it there tho .. should I ?
Please recheck the other thread. I do not remember all the other issues with it or what version was being talked about at the time.
The deck gun and SHcollisions.act issues was being discussed somehow in the Reworked submarine damage thread.
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Old 10-02-13, 02:56 PM   #7
Rongel
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Quote:
Originally Posted by plj View Post
It was a C1-B Type Medium Merchant, docked.
Ok, if it was a docked ship in a port, my mod doesn't touch them, so it can't be that (pheww!).

Yep, it can be that there was too much stress on the computer, maybe reducing particle density in options helps a bit??
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Old 10-02-13, 02:51 PM   #8
Mikemike47
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[QUOTE=plj;2122433]As you can see, all went fine, till impact. I guess the explosion was a little too big or something. On a more serious note .. what could be causing this ?

You have seen all my mods I have listed in another thread. I used to get the hesitation or a game CTD with a torpedo explosion a lot. Like voloday61 said in some other thread, debug view does not really tell you where the failure is coming from.

Antilag.cfg helps. I limit my FPS to 30 as author suggests.

CTDs dramatically dropped with newer graphics card. Always happened with convoys of 10 or more ships. Less CTDs now since I am using an ATI 7870, upgraded from 4670 with 1024 MB or two ATI 4670s crossfired with 512 MB graphics memory. Debug report talked about registry entry too long, Main video set -64 bit. I tried searches to manipulate ATI registry data and nothing worked. Had random problems more so in SH5 for 9 months or longer, than compared to SH3 or SH4. I talk about in Multiple UIs for TDC thread.

Overclocking my CPU first time ever helps, too. I have heard other subsimmers talk about it. Increased frequency by 10%. Original CPU setting AMD AM2, quad core 2.6 Ghz. Still very stable now. Not going to touch it anymore.
I am going through Gibraltar strait at 512 max with a convoy of 20-30 ships submerged, Mare Nostrum. Largest convoy I have ever seen in any of the SH3-5 series I have encountered. Smooth!
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Old 10-02-13, 02:57 PM   #9
plj
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I'm basically running your list with some minor tweaks atm I'll try antilag .. I have a 512mb card :p Single one :p Thanx!
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Old 10-02-13, 03:39 PM   #10
Mikemike47
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Quote:
Originally Posted by plj View Post
I'm basically running your list with some minor tweaks atm I'll try antilag .. I have a 512mb card :p Single one :p Thanx!
I change my main.cfg settings, too. No new campaign or return to bunker is needed for that. Want them posted? Refresh my memory of what your computer specs are, if stated before.
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Old 10-02-13, 04:08 PM   #11
vdr1981
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Hm, was that particles.act CTD?
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Old 10-02-13, 09:44 PM   #12
Mikemike47
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Quote:
Originally Posted by Mikemike47 View Post
Was this mentioned along the Reworked submarine damage thread and SHcollisions.act issues?
Quote:
Originally Posted by Mikemike47 View Post
Please recheck the other thread. I do not remember all the other issues with it or what version was being talked about at the time.
The deck gun and SHcollisions.act issues was being discussed somehow in the Reworked submarine damage thread.
I'm talking about this:http://www.subsim.com/radioroom/show...&postcount=244
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Old 10-02-13, 04:15 PM   #13
SnipersHunter
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Quote:
Originally Posted by Mikemike47 View Post
I change my main.cfg settings, too. No new campaign or return to bunker is needed for that. Want them posted? Refresh my memory of what your computer specs are, if stated before.
But what is when you played without the mod before?
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Old 10-02-13, 04:32 PM   #14
vdr1981
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Just had 4 strikes in TDW torpedo tutorial mission... 1 CTD (first one,particles.act) and 3 good...Not bad.
Baah, it's SH5 CTD 's are normal thing...

Somehow, i'm having a feeling that those CTD's when torpedos strucks are closely connected to TDW radio patches...But i'm not sure still...
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Old 10-02-13, 09:48 PM   #15
Mikemike47
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Quote:
Originally Posted by SnipersHunter View Post
But what is when you played without the mod before?
What are asking here ? main.cfg? Settings were stock before I added mods.
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