SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-24-13, 07:30 AM   #2941
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
if so, why only one of the new layers is causing ctd's?
Imo it must be a problem closely related to the submarine added, rather than a generic CPU threads issue
Well, I'm not a computer genius as some community members .. most of my knowledge I received after the SH5 installation .. so, I don't know why.. I can only make the qualified tests and edit many game's files ..

Quote:
Originally Posted by Trevally. View Post
We should still try and track down why? The typeII is just like any other unit - nothing special. So I do not think it is PC related but rather Submarine or Roaster file clash (another mod)
OK, I will check all my mods for the presence of Type II in the Submarine and Roaster folders and will tell you..
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 04-24-13, 07:32 AM   #2942
Bathrone
Ensign
 
Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
Default

Gap SH5's engine isnt threaded

The game has a tendency to become cpu limited due to that reason but also because of poor optimisation of the code in comparison to modern x86 CPUs. TDW explained that he has observed registers being setup with data for no reason that isnt used. So its a double whammy of not using threads to take advantage of what are otherwise idle execution units and what resources it does have available from the operating system is poorly optimised.

However these problems in and of themselves should not cause functional impacts on gameplay beyond performance
Bathrone is offline   Reply With Quote
Old 04-24-13, 07:37 AM   #2943
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by volodya61 View Post
Well, I'm not a computer genius as some community members ...
Nor am I. We are just brainstorming in the hope that eventually someone will track down the actual problem

Quote:
Originally Posted by Bathrone View Post
Gap SH5's engine isnt threaded

The game has a tendency to become cpu limited due to that reason but also because of poor optimisation of the code in comparison to modern x86 CPUs. TDW explained that he has observed registers being setup with data for no reason that isnt used. So its a double whammy of not using threads to take advantage of what are otherwise idle execution units and what resources it does have available from the operating system is poorly optimised.

However these problems in and of themselves should not cause functional impacts on gameplay beyond performance
I see. Thank you for your clarifications, Bathrone
gap is offline   Reply With Quote
Old 04-24-13, 07:43 AM   #2944
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
Nor am I.
You know The One I had in mind -
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 04-24-13, 07:54 AM   #2945
Mikemike47
Grey Wolf
 
Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
Default

Quote:
Originally Posted by Trevally. View Post
Ok thanks for the feedback guys

Mikemike:
The second set of errors are the HogIsland and KSCSN3SA1. This is caused by a mod overwritting OHII - here a roaster and sea cfg is not matching up. OHII changes these ships to type 108 (stock is 102) - some other mod is changing eith the sea cfg or the roaster cfg to the default of 102. So what does this mean for the game - not much realy - these ships will not show in the game. This should not cause any issues unless thay are direct placed (they are not).

Now that I have had time to reflect a little on this.....If I remember corrrectly, these ships (HogIsland and KSCSN3SA1) were in expanded navy mod. I will try to fix 9 hours or later from now and update Cybermat47.
Mikemike47 is offline   Reply With Quote
Old 04-24-13, 08:06 AM   #2946
Bathrone
Ensign
 
Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
Default

Quote:
Originally Posted by volodya61 View Post
maybe.. don't know..
I'm not able to buy a new PC at the moment.. now the minimum system requirements for the full moded game - 8 GB RAM ..
A free tool to help find this stuff out are

- sysinternals process explorer

It ll give details on private working set, virtual memory etcetc at the process level for every process running on the kernel
Bathrone is offline   Reply With Quote
Old 04-24-13, 08:30 AM   #2947
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by Bathrone View Post
A free tool to help find this stuff out are

- sysinternals process explorer

It ll give details on private working set, virtual memory etcetc at the process level for every process running on the kernel
Thanks.. will I see these details while game loading/running?
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 04-24-13, 08:31 AM   #2948
SkyBaron
Lieutenant
 
Join Date: Mar 2010
Location: South Atlantic
Posts: 262
Downloads: 673
Uploads: 2
Default

Quote:
Originally Posted by Trevally. View Post
SkyBaron:
v2.1 work ok - but mod list unknown

Forgot to post my mod list, a slight variation of sober's mega-mod:

Code:
Accurate German Flags
sobers game loading tips V5 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 8.a Wave Mechanics - Breeze
DynEnv v2.9 - 10.III Seafloor (low resolution)
DynEnv v2.9 - 11.b.III Sea Plants - Med Posidonia Meadows (low resolution)
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog  V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers more trees SH5
sobers see thru wake fix
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_3_0_Real_Navigation + menu entries for TDWpatch
NewUIs_TDC_7_3_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
IRAI_0_0_39_Inertia_Damage
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
sobers DC barrels mod V2 SH5
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (U-96 BLACK) v-1.1.0
OPEN HORIZONS II_full v2.1
Harbour_Addition_Environment_Enhancement_update_for_OHIIv2.1a_By_Trevally
SH5Lifeboat_Wooden ver. 0.2
Expanded Navies by Cybermat47 v.1.0.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
smaller flags for Warships 1_0b
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Messervy_s_gramophone_pack1
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Trevally TDC Help v2
Naights Clock skin
AilImpurity 1.2 light
Shadow Improvement ModLR
gap - Sonar Sound Collection v 1.0 for SH5 - Das Boot
Drifter's Damage Control Screen v1.02
Nauticalwolf's_Torpedo_Textures_v1.2
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
MadMaxs_SH5_Subdiesel (mono) v2
Loading Screens Mod puma1x
Dark_Interior_CFGs_ONLY
Stormys dark OBS periscope shaft v1
NewUIs_TDC_7_3_0_New_radio_messages_German
IO_StrategicMap_4_7_for_TDWv710
Naights Submaine Textures v1.2 (PUV) - Textures Only
SteelViking's Bunker Fixes V1.0
SubFlags_0_0_8_byTheDarkWraith_Compatible_with_IRAI
All sounds included - sh.sdl merge
I did the following test, not sure if it's going to be of any help:

- Started a new campaign in every single war period available and "drove around" the harbor for a while. No CTDs or freezes.

I haven't played a full mission from start to finish yet with 2.1, but I can start new campaigns with no problem.
__________________


SkyBaron is offline   Reply With Quote
Old 04-24-13, 09:22 AM   #2949
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

@ Trevally

from my mod-list

Type II in the Roster folder: OHII v2.1 full
Type II in the Submarine folder: New UIs 7.3.0, SubExhaust 1.0.5, OHII v2.1 full
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 04-24-13, 09:38 AM   #2950
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Mikemike47 View Post
Now that I have had time to reflect a little on this.....If I remember corrrectly, these ships (HogIsland and KSCSN3SA1) were in expanded navy mod. I will try to fix 9 hours or later from now and update Cybermat47.
This is ok - you should install OHII after Expanded navy mod
Thanks for your help Mike

Quote:
Originally Posted by SkyBaron View Post
- Started a new campaign in every single war period available and "drove around" the harbor for a while. No CTDs or freezes.

I haven't played a full mission from start to finish yet with 2.1, but I can start new campaigns with no problem.

Thats great SkyBaron thanks
Its good to know that it works with your list (TDW UI 7.3

Quote:
Originally Posted by volodya61 View Post
@ Trevally

from my mod-list

Type II in the Roster folder: OHII v2.1 full
Type II in the Submarine folder: New UIs 7.3.0, SubExhaust 1.0.5, OHII v2.1 full
SubExhaust
Thanks Volodya - do yu have a link
Can you try without it?


Edit: hmm Mike did not use subexhaust and had the same issue - guess it cant be it
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 04-24-13, 09:43 AM   #2951
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Trevally. View Post
SubExhaust
Thanks Volodya - do yu have a link
http://www.gamefront.com/files/17388...DarkWraith.7z/
gap is offline   Reply With Quote
Old 04-24-13, 10:03 AM   #2952
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

No smoking gun there
Just installed and campaign loads fine
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 04-24-13, 10:41 AM   #2953
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by Trevally. View Post
SubExhaust
Thanks Volodya - do yu have a link
Can you try without it?
Quote:
Originally Posted by Trevally. View Post
No smoking gun there
Just installed and campaign loads fine
Yes, I have tried to disable this mod an hour ago too.. nothing.. still CTD on campaign start.. only commented out layer Type II is working
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 04-24-13, 10:57 AM   #2954
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Trevally. View Post
No smoking gun there
Just installed and campaign loads fine
Trevally, have you ever had any ctd using v2.1? I mean, can you reproduce the problem that many of us are having with the U-boat type II layer?

Maybe you have inadvertently modified some files directly in your SH5 folder and you have not included the essential modification in the new OHII pack. Or maybe you got a different version of the game (gold edition?) where the Type II is "activated"

Another idea which came to my mind is that maybe you could modify the new layer making it to point to an old and surely working unit, and release it as new test patch. If the patch will still CTD the game (using Volodya's normal mod loadout), there would be a chance that some campaign setting in the new layer is causing the problem. If not, there would be another evidence against the Type II herself
gap is offline   Reply With Quote
Old 04-24-13, 11:50 AM   #2955
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by gap View Post
Trevally, have you ever had any ctd using v2.1? I mean, can you reproduce the problem that many of us are having with the U-boat type II layer?
I just love a good mystery



No - I have not had any issue this this version or the making and testing of it.

Quote:
Maybe you have inadvertently modified some files directly in your SH5 folder and you have not included the essential modification in the new OHII pack. Or maybe you got a different version of the game (gold edition?) where the Type II is "activated"
Yes - this is possible and why I do not want to remove my development version. If this is the case, I need to find the change and/or missing file that I have not placed in the mod version (v2.1)

Quote:
Another idea which came to my mind is that maybe you could modify the new layer making it to point to an old and surely working unit, and release it as new test patch. If the patch will still CTD the game (using Volodya's normal mod loadout), there would be a chance that some campaign setting in the new layer is causing the problem. If not, there would be another evidence against the Type II herself
Yes - a good test, but
The layer only had this boat in it - nothing else
So this point is already proved.
This then only leaves that the coastal waters campaign .pj file is large at 30 layers.
Monsun campaign has many more.

There is something that I and others have - But Volodya and the others who had ctd don't have.

What could it be?
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Reply

Tags
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:07 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.