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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
Uploads: 0
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Trying to raid Truk in Dec '42 and as soon as I get about 2 or 3 NM inside the south entrance the game CTDs. Happened 4 times in a row without fail. Also crashed once I was inside about 10 or 15 NM inside past the north entrance. Is too much stuff loading? During the run, I would be using TC maybe up to x64 for short bursts but no faster. There are also about 5 or 6 boats around me when this happens (on the south entrance). I've raided Truk before with no problem before around March or April '42. Sank the Soryu and a Takao cruiser. Anyone know what could be causing this?
I'm running: RFB_2.0 (Real Fleet Boat) RFB_2.0_Patch_23April2010 RSRDC_RFB_V575 (Run Silent Run Deep Campaign) RSRDC_V5xx_Patch1 Improved Ship Physics 2.15 I also added a couple edits to the sensors via jsgme (nothing changed mid patrol). These changed the parameters in the AI_sensors.dat, AI_Visual_sensors.dat, and sim.cfg files. These changes are of the variety that are of recent discussion here on the forum. Also my computer is: Intel core i5 @ 2.5 ghz Windows 7 pro 32 bit 4 gigs RAM (also says 2.88 usable? Dunno what this means) Intel HD Graphics 4000 (yes I'm running on a laptop) Any ideas? |
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#2 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() I sounds like RAM issues might be involved. I don't normally make harbor raids, so someone else may have a better idea. Quote:
Maybe that means that Win7 32bit can only use 2.88 gigs RAM? This might not be enough in a crowded harbor scenario. |
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#3 | |
Planesman
![]() Join Date: Jun 2014
Posts: 198
Downloads: 43
Uploads: 0
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![]() Quote:
For what it's worth, I'm using the Large Address Aware program thingy. I'm gonna go ahead and assume you have heard of it since you have been round these parts far longer than I have. It was supposed to help with the ram issue or something. |
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#4 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Quote:
Yes, it is, but you still have to have the RAM. When I got my machine, it came with 3 gigs; the reason being 32 bit Vista could not use any more than that. I think the game will only use up to 2 gigs, if left to it's own devices. Most have more than this, and can benefit from the LAA stuff. I'm not really the expert on this sort of thing, so someone else will have to assist you here. Last edited by TorpX; 01-09-15 at 02:22 AM. Reason: additional thought |
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#5 |
Helmsman
![]() Join Date: Dec 2014
Posts: 105
Downloads: 38
Uploads: 0
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Sorry, but I know too little about software to actually help. But since I installed TMO I have had the occasional CTD when switching to periscope or outside bridge when using time compression. Maybe RFB has a similar issue?
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Playing: Windows 10 - Steam - Silent Hunter 4 v1.5 1_TriggerMaru_Overhaul_2-5 1_TMO_25_small_patch RSRDC_TMO_V502 RSRDC_V5xx_Patch1 SCAF for RSRDC v502_2.0 IJN_Radar_Fix_2 ![]() |
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#6 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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I doubt it's a RAM issue. 32 bit OS, 2.88 gigs is about right, the operating system itself won't recognize the entire 4 gigs, but should work perfectly using three.
Most likely culprit is Improved Ship Physics 2.15 - for any kind of physics mod the CFG and other files for every ship in the game are included, and if they don't exist in your game then you have a partial "ship" with missing files, the game crashes when it sees that ship. Example, the mod creator has a mod or patch that includes BISMARK, he mods NBB_Bismark.cfg and NBB_Bismark.sim to change the physics. I have SH4 version 1.4, my version doesn't have a battleship Bismark, so the game finds the CFG and SIM files for Bismark, looks for the rest of the files to actually load the ship, gets into a program loop divides by zero and crashes. Since I don't have 1.5 yet (I'll get it one of these days) I've run across several ship acceleration and physics mods that cause my game to crash because they were created and tested in 1.5, and it was assumed they would work with 1.4 without actually being tested in 1.4. The 1.5 "patch" apparently added some new ships which weren't in the original game, so this kind of glitch is fairly common. I would deactivate Improved Ship Physics 2.15 and see if it still crashes, if it works without it then you'll have to notify the mod creator. |
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