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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soundman
![]() Join Date: Feb 2015
Location: Dresden, Germany
Posts: 147
Downloads: 50
Uploads: 0
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Hey everyone,
apart from a bit of trouble with the sensors, I've never experienced any bugs in SH3. But now there is a very nasty one and unfortunately it seems to be persistant. After I get torpedo hits on enemy ships, they disappear after a while. No no, they're not going down. They become more and more transparent and suddenly - poof! - they're gone. I can still see their wake, but the ship is gone. I don't get any "She's going down" message. But after a critical hit, when I get the ship sunk message, the same thing happens. Reloading the save dioesn't help. Reloading a different save doesn't help either. It happens with any ship I hit so it has nothing to do with one certain ship at one certain location. It happens with and without TC. Has anyone ever experienced this? Does anyone have an idea awhat the possible cause might be? I suspect ARB to be the culprit, but I'm not sure. Here's my mod list NYGM Tonnage War V2.5 – Stand Alone Version NYGM3_New NYGM3_6F NYGM_2017A 1500 meter bearing overlay Restore Gods Eye View Harbor Traffic Add-In IABLShipsforNYGM_New_Thomsen Thomsen's No Instant DeathScreen Mod V1.1 Thomsen's Sound Pack V3.2cg Rapt0r's Uniforms V2.0 [Grey] Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch No Medals On Crew [Patch] TychoSh3Patch_v3 ARB WideGui 1920x1080_new TKSS18 German U-Boats Compilation German UBC_FuMO_Fix_SNS_NYGM New U-Boat Guns Fixed Reworked (for German U-Boats Compilation) NewCamera_ARB Supplement to V16B1 (JSGME) EnvSimAct_10 |
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#2 |
Navy Seal
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So it seems it’s in NYGM?...never experienced this, even playing with ARB!
It can’t be ARB btw! Only thing i can think of, is ship vanishing when reached end of waypoint course. But vanishing after beeing hitted ![]() Don’t see what could be the culprit in your mod list either ![]() Or maybe Einstein teleportation is finally working! ![]()
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#3 | |
Sea Lord
![]() Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,965
Downloads: 275
Uploads: 51
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![]() Mmmm.... not sure.... CapZap
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#4 |
Ocean Warrior
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For starter's, this from Tycho's patch page:
"It is compatible with everything, but if you use "H.Sie patch" and "Stiebler add-on", "TychoSh3Patch" must be installed last. This patch will not work by default with Steam version of the "sh3.exe"! In order to use it, you must first apply "H.Sie patch"."
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#5 | |
Soundman
![]() Join Date: Feb 2015
Location: Dresden, Germany
Posts: 147
Downloads: 50
Uploads: 0
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I changed the load order, activated the tycho patch last and patched the .exe that had been previously patched with h.sies pach. It didn't help. The bug does not occur in the naval academy torpedo mission. But in my campaign, I just intercepted another single merchant, got a perfect hit...and again, the map contact disappeared and the ship vanished as described in the first post. I'm getting kinda desperate here. |
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#6 | |
Ocean Warrior
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NYGM uses the IABL ships in that mod in the campaign, per the .rnd file included in the IABL mod. That mod is not the problem, but something else may be affecting it. No proof, but I'd look at the TKSS files and that camera mod you have listed. But you have a pretty good mod soup there and the more mods the higher the odds for problems. I'd do a re-install of just the NYGM core files and the IABL mod and I bet you don't have the problem. Then, add any other mod you want ONE AT A TIME with a test each time. That will eventually tell you where the problem is. Lot of work, but if you want a big mod soup that's the price to pay.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#7 | |
Soundman
![]() Join Date: Feb 2015
Location: Dresden, Germany
Posts: 147
Downloads: 50
Uploads: 0
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That camera mod you've mentioned was a small fix made by Fifi, for a small bug related to ARB (something with the periscope view). Deactivating that fix didn't help either. Nor did switching back from ARB to MaGUi do anything. Which is weird, because everything had worked perfectly fine before installing ARB. Well, I guess you're right, I have to re-install. |
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#8 |
Soundman
![]() Join Date: Feb 2015
Location: Dresden, Germany
Posts: 147
Downloads: 50
Uploads: 0
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But now that you mentioned it...literally all the ships this bug happened with were Liberty cargos. But why would a mod cause a conflict with one specific type of ship?
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#9 | |
Ocean Warrior
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Well, if that mod only contains files pertaining to that ship that would do it. Maybe look at the mods you're using and see if there's a conflict with the Liberty files in your sea folder.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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