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Old 06-11-13, 05:38 PM   #3466
Fifi
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Didn't even know we can play SH5 with 2Gb RAM
I occasionaly get CTDs with 16Gb...but mainly because of my high reso.
Anyway, latest OH version is no CTD free like the previous one
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Old 06-11-13, 07:05 PM   #3467
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Quote:
Originally Posted by bandongogogo View Post
Yes, i tried new campaign, loading a started campaign, several historical missions, changed installing order of mods, nothing work. The mod works with my current mod list in the listed order -see previous page- till the New UI's, but when i add the other mods like REM and IRAI everything crashes.
My specs:
Win 7 32 Bits - actually i used the fix -not a mod but a sh5.exe "fix"- for the 32bit system listed on the OHII thread because i was having a lot of random CTD and it solved my problems.
2 Gb DDR3 Ram (2x 1gb.)
Nvidia GForce GTS 250 Core Edition 1Gb 738Hz
Intel Core Duo E8400 @3.0Ghz
Msi G41MP26 MOBO
3HDD (1x40Gb for OS; 1x80Gb for simulators; 1x80Gb for games) --> i know i need to change this.. u.u

Dont think is a specs issue, i play Crysis 1 and 2 maxed out with 30fps minimun, and SH5 as modded as it is listed on my mod list runs like a charm.
Yes.. it's specs issue.. too many mods for 2 Gb RAM.. and in this case better to use WinXP.. it requires much less memory for system use..

Quote:
Originally Posted by Fifi View Post
Didn't even know we can play SH5 with 2Gb RAM
I occasionaly get CTDs with 16Gb...but mainly because of my high reso.
Anyway, latest OH version is no CTD free like the previous one
I told you earlier, I'm using XP and 2Gb RAM and my list is not much less than yours
But!.. I use a lot of optimization tools
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Old 06-11-13, 07:28 PM   #3468
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Quote:
Originally Posted by Fifi View Post
Didn't even know we can play SH5 with 2Gb RAM
I occasionaly get CTDs with 16Gb...but mainly because of my high reso.
Anyway, latest OH version is no CTD free like the previous one
SH5 isn't 64bit so it can't make use of anything over 3-4gigs, if you check your memory usage while the game is running you'll find that's its usually not over 2gigs of memory being used for it.
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Old 06-11-13, 07:41 PM   #3469
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Quote:
Originally Posted by bandongogogo View Post
well my res is not big, 1280x960 but i like 4:3, anyway with all those mods my sh5 have about 60-70 fps -more than 40 for sure- at all times, its just when u add the OHII when i get the CTD.
I don't see a depending between your low RAM and FPS..

Quote:
Originally Posted by bandongogogo View Post
Well... i think it might be some uncompatibility betwen either IRAI, FX, REM and the OHII, i'm sure its not a memory issue...
I repeat, it's low memory problem

EDIT: 4 Gb virtual memory .. if you mean swap, forget it.. what is the data transfer rates of your fastest HDD and your RAM?.. just compare these two numbers..

Quote:
Originally Posted by 7thSeal View Post
SH5 isn't 64bit so it can't make use of anything over 3-4gigs, if you check your memory usage while the game is running you'll find that's its usually not over 2gigs of memory being used for it.
OK.. that's great.. then why I can play with Win7-64-8 Gb RAM without any CTDs and can't do that with WinXP-32-3 Gb RAM? with identical mod lists
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Old 06-11-13, 08:39 PM   #3470
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Quote:
Originally Posted by volodya61 View Post

OK.. that's great.. then why I can play with Win7-64-8 Gb RAM without any CTDs and can't do that with WinXP-32-3 Gb RAM? with identical mod lists
Because XP is old school....

Just kidding.
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Old 06-11-13, 09:08 PM   #3471
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Quote:
Originally Posted by 7thSeal View Post
SH5 isn't 64bit so it can't make use of anything over 3-4gigs, if you check your memory usage while the game is running you'll find that's its usually not over 2gigs of memory being used for it.
The correct values are for 64bit windows 7/8 running 32 bit user applications not in kernel mode is:

2 GB with IMAGE_FILE_LARGE_ADDRESS_AWARE cleared (default)

4 GB with IMAGE_FILE_LARGE_ADDRESS_AWARE set

In kernel mode on 64 bit processes the limit is actually 8 TB

However, modern windows OS's like 7 and 8 will also cache using modern cache technology unlike XP. So you end up having all of SH5 game files cached into RAM when you have enough RAM. I find the 11 GB of SH5 files ends up cached when I play.

Windows XP just needs to die. For those people who actually understand windows internals so much has changed in modern OS's that XP is the stone age.
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Old 06-11-13, 09:22 PM   #3472
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I have Win7 64bit with 4gigs of mem so that's likely why I don't see as many files being cached. I have two more empty slots on my MB for more memory but never have taken advantage of it.... humm another 4gigs of mem would make a good Father's Day gift.
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Old 06-12-13, 06:52 AM   #3473
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Hello, Trevally a question, in previous versions, the type of some units, such KMCSAkita formerly UnitType = 102 and now I see
UnitType = 108, is this correct?
has changed the nature of some units?
In previous missions with edited versions to load into the editor now with this version of Open Horizons fails.
So I ask if you have changed the type of certain units,
has noticed this?
Thank you.

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Old 06-12-13, 07:00 AM   #3474
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Hi Chun

I do not recall doing this
I use type 102 (larger) for ships crossing the atlantic and 108 (smaller) for ships in coastal waters.

Where did you find the cfg that had it as 102? - what version of OHII?

Do you get errors when you run sh5 validator?
What are the errors in ME2?

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Old 06-12-13, 07:33 AM   #3475
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Quote:
Originally Posted by Trevally. View Post

Where did you find the cfg that had it as 102? - what version of OHII?

Do you get errors when you run sh5 validator?
What are the errors in ME2?
from version 1.7 to version 2.0
I only noticed the change of type of units in this latest versión
in this example is a mission that calls murmanks and edit with earlier versions





As in the image and a few more units
Sorry for my bad English, I use translator
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Old 06-12-13, 07:42 AM   #3476
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can check by looking in the folder and look Sea NKMCS_Akita.cfg unit, this as type 108 today
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Old 06-12-13, 12:22 PM   #3477
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Hi Chun - I am not sure where that layer "murmanks" came from
I don't think it is part of OHII

OHII does change some ship types from the stock game and thus will cause issues when you open a layer that has a placed ship type that does not match your cfg. So poeple making missions that do not have OHII installed - will not work correctly with people who do.
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Old 06-18-13, 12:54 PM   #3478
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Default Resupply topic

Code:
Refueling.
Refueling and spares was one of the biggest challenges that the boat  faced (other than air attacks) and OHII tries to add this. Resupply  tankers are used in most objectives in the campaign, but a game  limitation restricks you to one refuel only (I had always wanted to use  two) per patrol (leaving and returning to dock).
EDIT: Resupply is now fixed by TDW - Use his patcher to fix this bug
I have the resupply issue enabled in TDW patcher. I used the radioman "request resupply" command in the Monsun Gruppe and resupply works.

I have tried using request resupply on other campaigns, other than Monsun Gruppe, and I was denied. I am not sure anymore if the request resupply was ever granted on any campaign, other than Monsun Gruppe, or some individual mission within a campaign. All years. I do not remember anymore.

Is something written into the open horizons campaign structure or each individual mission to trigger an approved resupply? If so, where for my own curiosity? Is the request resupply written on a historical basis only, similar to the type XIV milkcow U-boats and only available in the regions that happened in real history? Is resupply only hardcoded into the vanilla version, which TDW fixed, and has nothing to do with Open Horizons?

I can not determine what % values of low torpedoes or low fuel trigger a "request resupply" acceptance.

Last edited by Mikemike47; 06-19-13 at 12:24 PM.
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Old 06-19-13, 11:36 AM   #3479
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First of all: Thanks for the awesome mod.
I just wanted to point out a couple of issues I'm having to see if there is maybe a fix.
1 - When on the first mission (Baltic operations?) in Danzig Bay, my ballast tanks sounds get real glitchy. One of two things happens: either the ballast sounds will play several times during a dive or surface, or they won't play at all. When they play several times, it's not like the sound is just repeating....it is actually being triggered more than usual. For example: if I go for a dive to say 30m from surface, the ballast sound will normally play once for flood tanks....then go down. (If I am using vanilla and this mod only it will play the tank blow sound at 30m for leveling out, but since I use TDW's UI it doesn't normally play the tank blow sound for level because the sub sim properties are different and it just settles at the desired level - this is right, it's for the depth keep fix) However, when the ballast tank sounds get glitchy in the Danzig Bay area, it will play the tanks flooding sound maybe 3 times going from surface to 30m, and then play the tanks blow sound maybe 10 times for surface. Or, they could just not play at all.
This drove me nuts trying to find where the bug was coming from. Spent about 4-5 days trying to isolate it. Eventually, I reinstalled SH5 after completely cleaning stuff from old install. Then I did 1.2 update. Then I installed OH2 v2.2. Then I started a new campaign from Memel harbor. I did all this to make sure there were no other influences causing the issue.
I can repeat the bug over and over again by going into Danzig Bay area. Once I leave that area, everything is good again. (I haven't played through much more after that to test other locations, but so far that's it)

2 - Small issue: After leaving the bunker at Memel, looking to the right (west I guess) at the docks at Memel bunker area, there is a somewhat larger ship that has no texture. This is with the same clean install setup as described above. Win7 64bit 8Gb ram. I don't think it's a memory issue like some people have had with loading textures. I have turned down all my other vid settings to see. I think the texture is actually not there.

Sorry for the long winded approach. Tried to make it small as possible and still give enough details.

Thanks for the awesome mod!
If anyone has an idea what is causing the ballast tank sound bug around Danzig Bay, let me know....Please!
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Old 06-20-13, 07:03 AM   #3480
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Quote:
Originally Posted by Mikemike47 View Post
Code:
Refueling.
Refueling and spares was one of the biggest challenges that the boat  faced (other than air attacks) and OHII tries to add this. Resupply  tankers are used in most objectives in the campaign, but a game  limitation restricks you to one refuel only (I had always wanted to use  two) per patrol (leaving and returning to dock).
EDIT: Resupply is now fixed by TDW - Use his patcher to fix this bug
I have the resupply issue enabled in TDW patcher. I used the radioman "request resupply" command in the Monsun Gruppe and resupply works.

I have tried using request resupply on other campaigns, other than Monsun Gruppe, and I was denied. I am not sure anymore if the request resupply was ever granted on any campaign, other than Monsun Gruppe, or some individual mission within a campaign. All years. I do not remember anymore.

Is something written into the open horizons campaign structure or each individual mission to trigger an approved resupply? If so, where for my own curiosity? Is the request resupply written on a historical basis only, similar to the type XIV milkcow U-boats and only available in the regions that happened in real history? Is resupply only hardcoded into the vanilla version, which TDW fixed, and has nothing to do with Open Horizons?

I can not determine what % values of low torpedoes or low fuel trigger a "request resupply" acceptance.
Resupply is controlled by layers within each campaign or by triggered events.
If the campaign has it set to allow (and you have enabled TDWs fix), then you will always get a resupply when you ask.

When and where - search for Gaps posts for v2.1 to see full details for the refuel
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