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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Sep 2009
Posts: 18
Downloads: 33
Uploads: 0
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Have just been cruising in the north sea when my sonarman picked up a warship contact, so I set up an intercept point, and when i got within visual range I discovered it was a British sub which is the first one I have encountered in this game, so I thought I would go listen to its engine noise at the hydraphone staton and it ctd.
![]() Has anyone else had this???? It would appear that if your sonarman picks up a warship contact and you go listen to it at the hydraphone staton and you ctd chances are it could be an enemy Sub ![]() PS Big Thanks to the all modding community ![]() ![]() |
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#2 | |
The Old Man
![]() Join Date: Aug 2009
Location: Sin City
Posts: 1,364
Downloads: 55
Uploads: 0
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![]() Quote:
torpedo is overkill though. a torpedo hitting a sub is just gonna pulverize it. you gotta one vicious sub captain to blow it away with a torpedo. although a deck gun is just as vicious. perhaps letting the enemy off their sub, radioing their position to the enemy, and THEN destroying it would be the "humane" thing to do. although you cant do it in the game...and it would also compromise your poistion. perhaps you use THEIR radio, and claiming they hit a mine or something.
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#3 | |
A-ganger
![]() Join Date: May 2010
Location: 52° 31' N, 13° 24' E
Posts: 76
Downloads: 75
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To make things worse, SH5 seems to be prone to a ctd while loading a savegame file if there has been an enemy sub in the surrounding area at the time you saved the game. |
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#4 |
Stowaway
Posts: n/a
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this is a great catch that has probably happened to many who didnt put the connection together
![]() now that its been confirmed by someone else as a repeatable CTD issue, the modders will be looking into it and i hope a fix for it will be found soon |
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#5 |
Electrician's Mate
![]() Join Date: Dec 2001
Location: Edmonton
Posts: 133
Downloads: 145
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Yup,
happened to me yesterday. Spotted a British sub WNW of Scap Flow, dove to peri depth to line up an attack, went to check the bearing on the hydophone and.....CTD!
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U-Boot Spezial Cocktail......neidisch? ![]() |
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#6 |
Pooped from posting
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as a first fix you can delete the file
"NSS_Undine.dsd" in data/Submarine/NSS_Undine this prevents the game from crashing but you won't hear anything from the sub. |
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#7 |
Black Magic
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#8 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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I had the same problem, however I went from NavMap to external cam and I crashed. I think it is whenever you switch a view ie: Map to 1st person/external, 1st person to external/nav, etc
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#9 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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I don't like these types of bugs...
![]() Can someone test it to confirm if its fixed? EDIT: File removed Last edited by Captain America; 09-07-10 at 06:38 PM. |
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#10 |
Medic
![]() Join Date: Jul 2007
Location: BH7853
Posts: 169
Downloads: 458
Uploads: 0
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Hi all!
As I was also very disturbing by this annoying game bug,I decided to do something about it... I came to partial solution...Hydrophone now works as it should...Only thing that is missing is the hydrophone sound of sub propelles - submerged or not...So you must relay on your hydrophone operater and his reports...If anybody from more experienced modders would fix the hyd sound of sub,we would have properly working hydrophone...Thanks. ![]() Here's what I ddid: 1. Backup original files first!!! 2. Open Undine.GR file with Goblin editor and merge it with .sds file. 3. Add two new soundsources(you can copy/paste from the other subs) I.Submarine.EngineDieselInSub - identifier: DieselInsideSub II.Submarine.EngineElectricInSub - identifier:ElectricInsideSub 4. Save and you won't have CDT anymore.. |
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#11 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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Seems CaptainAmerica solved the issue
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__________________
Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#12 |
Pooped from posting
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can't access mediafire but here's a single mission
with a brit sub ahead http://www.filefront.com/17271799/Feind_U-boot.7z |
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#13 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
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The attempt I made was a very quick one. I've never used goblin yet (still have my sh4 shoes on), all I did was do a quick compare with a hex editor and took a shot in the dark since that was the only main difference that stood out. At quick glance it appeared that all the controllers were ok...but I could have missed something.
Oby's solution is much more comprehensive and it sounds like that may be the solution. Now that vickers kindly provided a test mission I'll try out my fix and then mess around with Oby's solution. EDIT: It appears that my fix doesn't work. Trying out Oby's solution with mine combined. Will report back shortly. Last edited by Captain America; 09-07-10 at 02:13 PM. |
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#14 |
Watch
![]() Join Date: Sep 2009
Posts: 18
Downloads: 33
Uploads: 0
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Well i hope a fix is found soon for this annoying bug as the sub contact was marked up as a normal warship contact on the nav map and seeing as my sonarman isn't the brightest spark in the Kriegsmarine I decided to check it myself on the Hydraphone and wham ctd
![]() Would it be possible for someone to make the fix JSME friendly ![]() ![]() |
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#15 |
Pooped from posting
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another idea would be to rebuild the .dsd file from
scratch, don't know if goblin can handle this. |
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