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Old 02-19-14, 12:54 PM   #4936
vdr1981
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Quote:
Originally Posted by vdr1981 View Post
Well, it depends from mods configuration and it look like it cant be connected to any specific plane.

OK then, this is minimal modlist when CTD problems start to kick in...It contains few most important /must have mods and any incompatibility between those mods can pose large problem.

Code:
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
FX_Update_0_0_22_ByTheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
OPEN HORIZONS II v2.4 
OHII v2.4 patch2 IMPORTANT
+ TDW generic patcher and changes to "true" for independent engine control and deck awash via TDW otions file user editor.

How to reproduce CTD:

- Install modlist from above and set properly TDW generic patcher + necessary changes for TDW user options file(independent eng. control and deck awash).
- Start the game and enter the museum. Take a look to all american planes. Exit to main menu.
- Start new "Western Approaches" campaign using sillent otto.


At this point my game will always CTD and I really dont know where to search for solution...
Quote:
Originally Posted by Trevally. View Post
Ah that's good as it rules out the players boat and most like any equip mod for non AI units.
Also - that it happens with all campaigns would suggest it is not something in port or date related




It does sound like a weird stock bug that ubi would fix IF they still supported the game.

If the bug is caused by, as you describe "extensive" use of museum with a campaign load then memory could well be the reason.
If it is only USA/DAT units that cause it - then it sounds like an error in mods. So now that we suspect just lots of unit viewing and not specific units - then it does sound like a problem in the stock game that is now being exposed with the extra loading that all the mods have caused.

MTNS by Uekel found something similar. With that mod + OHII + TDWs UI caused ctd when in Kiel.
After lots of testing - it was found that if the UI mod was removed until you were 50km out of port - you could then save game and add the UI mod and everything worked ok. You could even then return to Kiel with no issue. So it was the huge rewriting of carrer files when you start a career + the large unit rosters and all that goes with that (mast height loading etc) that caused the ctd.

When Uekel switch to DrJones UI - the problem stopped and a campaign could start correctly. DrJones UI has much less work to do on startup.

Now all in all this may well be pointing a finger at an issue during campaign/career start when resources are failing and the museum viewing may be showing the same issue.

I this is the case - Ubi doesn't not care and our best hope of a fix may come from TDW being able to recreate the bug and fixing it with a patch for the exe
Huh, this still bothering me...And maybe you're right Trev. How about to ask TDW while he's still around?
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Old 02-21-14, 01:28 PM   #4937
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I have flaws, I can miss, forget, not notice something.
Made a small revision:
1. For Bf-109E are added guns in wings.
2. For AS_USFloatEarlyWar are added 2 nodes loadout (B02, B03, compatible with Leigh Light) and loading by torpedoes.
3. Unnecessary files are removed from folder AS_USFloatEarlyWar.
4. For AS_Sunderland are added node loadout L01 (REF_Leigh, not found a information where it should be).
5. Checked "true / false" is level bomber, it is necessary for the proper drops of bombs.
There are 3 planes (maybe there are other) at which rear turrets shoot as front guns:AS_Sunderland, AS_USHeavyBomberMedWar, ATB_Beaufort (in 3D model it is necessary to turn system of coordinates, but I can't make it in GR2 file).

Corrections here:http://www.subsim.com/radioroom/show...postcount=4939
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Old 02-21-14, 02:01 PM   #4938
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Quote:
Originally Posted by Serge65 View Post
There are 3 planes (maybe there are other) at which rear turrets shoot as front guns:AS_Sunderland, AS_USHeavyBomberMedWar, ATB_Beaufort (in 3D model it is necessary to turn system of coordinates, but I can't make it in GR2 file).
Very easy to do with my GR2 Editor/Viewer app
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Old 02-21-14, 02:12 PM   #4939
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Quote:
Originally Posted by TheDarkWraith View Post
Very easy to do with my GR2 Editor/Viewer app
I can't get or I can't understand.
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Old 02-21-14, 02:39 PM   #4940
TheDarkWraith
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Quote:
Originally Posted by Serge65 View Post
I can't get or I can't understand.
If you're having problems using the app or their is something you don't understand then please post those problems/concerns/etc. in my GR2 Editor/Viewer thread. There might be other people having the same problem/concern. Include screenshots if possible.
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Old 02-22-14, 06:31 AM   #4941
Trevally.
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Ahoy

Just a quick update on how work for OHIIv2.5 is going.
The main upgrade will be the inclusion of this mod - MarineQuadratKarte by Illyustrator

OHIIv2.5 missions within campaign objective will now be mostly patrol missions. These will no longer have a map marker to tell you where to go, but rather the MQK system will instruct you where your patrol area is.
More info here

Serge65 and I have split up the work and are now nearly finished (Serge is finished his half - many thanks Serge) with only two campaigns to go.
I am away for a week now and this will delay the new version release.
I hope to have it all finished a week after I am back - sorry for the wait

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Old 02-22-14, 11:17 AM   #4942
vdr1981
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Quote:
Originally Posted by Trevally. View Post
A

OHIIv2.5 missions within campaign objective will now be mostly patrol missions. These will no longer have a map marker to tell you where to go, but rather the MQK system will instruct you where your patrol area is.
More info here



Aaaa, finally!
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Old 02-22-14, 12:26 PM   #4943
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Quote:
Originally Posted by Trevally. View Post
Ahoy

Just a quick update on how work for OHIIv2.5 is going.
The main upgrade will be the inclusion of this mod - MarineQuadratKarte by Illyustrator

OHIIv2.5 missions within campaign objective will now be mostly patrol missions. These will no longer have a map marker to tell you where to go, but rather the MQK system will instruct you where your patrol area is.
More info here

Serge65 and I have split up the work and are now nearly finished (Serge is finished his half - many thanks Serge) with only two campaigns to go.
I am away for a week now and this will delay the new version release.
I hope to have it all finished a week after I am back - sorry for the wait

whoop awesome Trevally i am waiting for the new OH II
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Old 02-22-14, 01:50 PM   #4944
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Quote:
Originally Posted by Trevally. View Post
Ahoy

Just a quick update on how work for OHIIv2.5 is going.
The main upgrade will be the inclusion of this mod - MarineQuadratKarte by Illyustrator

OHIIv2.5 missions within campaign objective will now be mostly patrol missions. These will no longer have a map marker to tell you where to go, but rather the MQK system will instruct you where your patrol area is.
More info here


Ahhhhh, back to SHIII's way of telling you your patrol area. Sounds good.
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Old 02-22-14, 06:08 PM   #4945
THE_MASK
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Is OH2.4 compatible with all the TDW_GenericPatcher_v_1_0_152_0 patches ?
Units must use radio for example .

Last edited by THE_MASK; 02-22-14 at 06:57 PM.
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Old 02-22-14, 06:41 PM   #4946
THEBERBSTER
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Is it necessary to start a "New Career" each time a new version of "OHII" comes out?
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Old 02-22-14, 06:42 PM   #4947
THE_MASK
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Quote:
Originally Posted by THEBERBSTER View Post
Is it necessary to start a "New Career" each time a new version of "OHII" comes out?
Absolutely because in the SH5 save game folder the game creates a massive file from the campaign that it uses throughout the career afaik .
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Old 02-25-14, 03:04 PM   #4948
Husksubsky
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I also get crash in musem looking us airplanes. Did any solution come up? I don t get crashes viewing other stuff.
EDIT: disappeared after I installed newest fxu shipzone file from vdr81..make sense?

Last edited by Husksubsky; 02-25-14 at 03:34 PM.
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Old 02-25-14, 04:06 PM   #4949
THE_MASK
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If we could have the new turrets where the indicator loops were then there would be no travelling on the surface during the day or close to shore at night near these ports . Just something else to be aware of
What happens if you make them a random unit ? Do they work underwater ?
http://indicatorloops.com/
OT If you look at google earth , click on 1943 on the clock timeline on the top bar and go to Kiel .

Last edited by THE_MASK; 02-25-14 at 04:56 PM.
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Old 02-25-14, 05:40 PM   #4950
vdr1981
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Quote:
Originally Posted by Husksubsky View Post
I also get crash in musem looking us airplanes. Did any solution come up? I don t get crashes viewing other stuff.
EDIT: disappeared after I installed newest fxu shipzone file from vdr81..make sense?
No, problem didn't disappear...CTD will occur under certain circumstances, like when you enter the museum after campaign start in Kiel, or if you try to start new campaign after extensive visit to the museum...
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