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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1021 | |
Black Magic
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#1022 | |
Navy Seal
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![]() When we use ME2 and set conditions, they are saved in the campaign.cfg within each campaign folder. Some conditions can be to target ships by either type (11=BB, 11=BC) or class (name within sea folder cfg). When ME2 sets target by type - it gives the campaign.cfg a "TargetType=1" When by class - it gives "TargetType=0" If we set target by class - it gives the following:- Class=BCRenown (battleCrusier) Type=102 (should be 10) TargetType=0 So here is the bug where it is also giving us a type and it is wrong. A type=102 is a cargo ship. It should be type=10 for BattleCruiser as set within the names.cfg in the roaster. If we set target by type - it gives the following:- Type=10 TargetType=1 This one is correct. |
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#1023 |
Black Magic
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I understand somewhat
![]() Given the following: [Campaign.CampObj.MacroObj 3] ObjectiveID=TG_British_Supplies Name=Campaign.CampObj.MacroObj 3.Name MapZone=BritishSupplies ValuePointsProvided=3 FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo StartDate=19390901 EndDate=19400601 IsCompleted=false IsFailed=false IsUnlocked=true AssocMissionsActive= AssocMissionsCompleted= ObjActivationAchievements=OBJ Invasion Of Poland [Campaign.CampObj.MacroObj 3.PersObj 1] PersObjType=0 Name=Sink_100,000_tons_of_cargo_in_South_Western_A pproaches Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description RelatedMapLocations=Area_Southwestern IsCompleted=false [Campaign.CampObj.MacroObj 3.PersObj 1.Amount] IsTonnage=true Tonnage=100000 NumOfShips=0 [Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount] IsTonnage=false Tonnage=0 NumOfShips=0 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1] Type=102 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2] Type=101 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3] Type=103 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4] Type=107 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5] Type=109 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6] Type=108 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1] TargetIdType=1 ToNode=St. Nazaire FromNode=Bristol [Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2] TargetIdType=1 ToNode=Bristol FromNode=St. Nazaire It appears that this 'problem' only appears on those entries that end with .TargetType x correct? How does one cross reference the Type=x for each entry to what it should be? For instance the entry ending in .TargetType 6 where can I find what the actual Type=x should be? How do I know that Type=108 is incorrect? How do I know that TargetType=1 is correct? ![]() |
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#1024 | ||
Navy Seal
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This "1" is saying - target is set by type. So it will also have "Type=x" if x being a ship type found in roaster/names.cfg. Code:
;Warships Type0=Patrol Craft Type1=Corvette Type2=Frigate Type3=Destroyer Escort Type4=Destroyer Type5=Minesweeper Type6=Light Cruiser Type7=Heavy Cruiser Type8=Escort Carrier Type9=Fleet Carrier Type10=Battlecruiser Type11=Battleship Type12=Minelayer Type13=Auxiliary Cruiser Type14=Special OPS Boat Type15=Landing Craft Type16=Elite Patrol Craft Type17=Elite Destroyer escort Type18=Elite Escort Carrier Type19=Super Fleet carrier Type20=Super Battleship ;Merchant ships Type100=Replenishment Type101=Tanker Type102=Cargo Type103=Troop Transport Type104=Coastal Vessel Type105=Life Raft Type106=Survivor Type107=Z ships Type108=Rare Cargo ship Type109=Rare Troop Transport Type110=Environmental ;Submarine Type200=Submarine Type201=Replenishment Submarine Type202=Missile Submarine Type203=Environmental If TargetType=0 - this is where I think there is an error. This "0" is saying - target is set by class (name). Class=BCRenown Type=102 TargetType=0 So the name is BCRenown and is found in the sea folder ships cfg This may be enough for the game to be able to id the target, but it also lists the ship type (as with the example above for TargetType=1) Now if the game also reads the type=102 - this will not match with the type in the ships cfg file. For this ship (Renown) it is type 10 Quote:
So - if your app can check if in campaign folder campaign.cfg has the entry TargetType=0 It should check the ship class(name) from same file (campaign.cfg) and then look in that ships cfg file for unittype - then check that is the same as the Type=x in the campaign.cfg |
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#1025 |
中国水兵
![]() Join Date: Mar 2006
Location: Czech Republic Prague
Posts: 286
Downloads: 224
Uploads: 0
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I ran the test now after OHII 1.8 patch 2.
There are two bad news and one good news. It will be definitely different depending on the installation of every skipper here. So the first bad news is that I had a ctd southeast of Scapa again when I was making my approach. No contacts, the game crashed. Loaded the game back and finally made my way in. Now the good news is the game didn't crash inside the base. Fired four torps at the capital ship, watched the sinking with all the fireworks etc. Even attacked and sunk one destroyer with my aft torpedo-hit, explosions, sinking, everything good. Second bad news is that all other ships are absolutely inert again just like if it was without IRAI. I mean stationary, hydrophones on, pinging and everything, doing nothing. Loaded the game again and tried again and destroyers are only shining at me, can be surfaced or submerged, get no fire from them. However I did take a heavy fire from the capital ship when surfaced and close. Just to conclude my findings if it's going to be any help for your awsome work (I mean all the modders now). I'm using MMM where IRAI is included, I just applied OHII patch 1.2. Should I start new career to make this change function properly? But I think it's definitely going somewhere because before this patch no way I could spot/approach/attack/observe the capital ship. Then I escaped Scapa with objective accomplished (full bar on "Sink one capital ship at Scapa flow").
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![]() ![]() First Patrol Of U-21 Part 1:http://www.youtube.com/watch?v=DqBqInzBaGc First Patrol Of U-21 Part 2:http://www.youtube.com/watch?v=WWqyTaomDjM |
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#1026 | |
Black Magic
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#1027 | |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
Downloads: 78
Uploads: 0
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The other CTD may have been random. I've noticed those, and they usually resolve themselves. The last one I had was a bit more of a bother, though. I was coming home from Scapa and, all of a sudden while getting closer to the canal entrance near Wilhelmshaven, off the coast of Denmark, I CTD'd. So I reloaded the most recent save, which was an auto-save, and it CTD'd as it was loaded. Went back to the last of my own saves and everything was OK. I think what happened was that the auto-saves just jump in and save whenever, and I was running TC in an area with a lot going on (low FPS), whereas my own saves are usually from TC1. I think sometimes the game, when attempting to save when the CPU is too busy, creates problems. Anyway... The passive destroyers in Scapa after your attack I can't speak to as I was in a hurry to leave after I fired my salvo so I didn't stick around. I suppose it could be because of the disabling/enabling mods while on patrol which has been known to cause strange issues even when it shouldn't.
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Ansonsten, Herr Lutter, ist alles in Butter Liqui-cooled Intel i2550K @ 4.2 GHz, 8 Gb RAM, GTX 970 GPU |
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#1028 |
Navy Seal
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Thanks for the feedback guys
![]() If anyone else is playing the first campaign with the new hotfix installed - please let us know how attacking the BBs in scapa works |
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#1029 | |
Navy Seal
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Thanks TDW ![]() |
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#1030 |
Navy Seal
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There have been a few post lately about flotilla requests.
In SH5 the flotilla request option is there, but it looks different than the other SH games. With SH5 this flotillas are selected by the player in the campaign screen. ![]() The above is the campaign screen from OHIIv1.9 and where you can select the next campaign - this also sets the flotilla. I can change this page to make more info about the flotillas as well as the campaign that that flotilla would set for you. If anyone has any suggestions about how this page should look or the flotilla information given - please post ![]() |
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#1031 |
Machinist's Mate
![]() Join Date: May 2010
Location: South Korea
Posts: 127
Downloads: 904
Uploads: 0
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thank you, thank you for all mod
keep working for better mod ![]() |
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#1032 |
Machinist's Mate
![]() Join Date: May 2010
Location: South Korea
Posts: 127
Downloads: 904
Uploads: 0
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i installed this mod again but i cant play game with this mod
i just started first campaign but i crashed to window what's the problem? please some help me ... please i just wait for all help thank you for reading my reqeust have a nice day !! ![]() |
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#1033 |
Navy Seal
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Write here what mods you have installed and the order
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#1034 |
中国水兵
![]() Join Date: Mar 2006
Location: Czech Republic Prague
Posts: 286
Downloads: 224
Uploads: 0
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Now it seems I got rid of the ctd during the approach from southeast. But again I do get ctd inside Scapa. And the error log always says that fault module is SHSim.act. Can anyone advise what does SHSim.act do please?
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![]() ![]() First Patrol Of U-21 Part 1:http://www.youtube.com/watch?v=DqBqInzBaGc First Patrol Of U-21 Part 2:http://www.youtube.com/watch?v=WWqyTaomDjM |
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#1035 |
Machinist's Mate
![]() Join Date: May 2010
Location: South Korea
Posts: 127
Downloads: 904
Uploads: 0
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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