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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#916 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
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I have not looked at the mod, there's too much files in there and from where I stand every file can be the problem, I just wouldn't know where to look. My suggestion is track back to an older version, and move forward one step at a time until you get a CTD again.
You could also go in reverse trying to isolate the problematic file, and then the problematic chunk, but generally it's easier to start over from the last working version.
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#917 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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the thing is I had to change a few things to try and add two tubes to the boat.
She needs 6 forward and 2 aft. I think all is ok but for the .dat ... k |
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#918 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
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Have you also copied the zones? I wouldn't know if this can cause CTD, but worth a try.
[edit] try one tube first instead of both....
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#919 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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no not the zones...
will try one tube then ... is the node number important or can my tubes stay at the end of the file ? thanks k |
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#920 | ||||||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#921 |
Samurai Navy
![]() Join Date: Aug 2008
Location: U-30
Posts: 597
Downloads: 910
Uploads: 12
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Hi,
I would like to say the it was a good jesture to remember LeoVampire in your new update. Was he the guy killed in a car accident? KUrtz
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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#922 | |
Mr. Bad Wolf
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http://forums.ubi.com/eve/forums/a/t...5/m/9661064165 Leo Vampire was the "force majeure" of the ROW mods, and in his case, it was heart problems, IIRC. Anyway, RIP to both...
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#923 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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I gave new id numbers to the torpedo doors nodes and voilà,
an axis side submarine with 8 torpedo tubes, this means probably that the game's maximum number of tubes per boat is 10, either US or german/japanese side. Keltos 8 tubes sub, soon to become a Kaidai 3 : http://files.filefront.com/IJN+Jyuns.../fileinfo.html |
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#924 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
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@Ktl_KUrtz, as Carotio mentioned Leo (Dave) had problems with his heart and went beyond his own illness to finish up some of his work. He was an early S3D adopter and made good use of it with his mods. Thanks Dave...
@keltos, good job, I saw it already in your own thread. ![]()
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#925 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
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Downloads: 114
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![]() Quote:
would you know why only 6 lights appear on the console when the 8 tubes works ? also : the attack map shows only 6 tubes, but eight are there if you switch using "W" ? on the loadout : it's correct. keltos |
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#926 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
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No idea keltos. I'm sure it's possible, but you probably need to do some more digging. Compare with fleetboats that have 6 front tubes. I don't suspect it's configured through the binary files, probably just somewhere in the upcs.
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#927 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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More news from the animation front, S3D will support real time preview of animations (both mesh and keyframe). This will allow you to edit animations without even needing to test in game.
It's not perfect (because you can't control much of the animation, it's synced to a global timer) and does take significant cpu cycles (my viewer is a cpu-hog in general anyway), but it does the job and makes life oh-so-much easier yet again. Here's a sample of Tomi's engine room animations I've worked on... http://sh4.skwas.net/media/S3D_Anims.wmv I am aiming for a new release with this functionality including zones editor not too far away. The only thing left atm is finalizing mesh import.
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 01-12-09 at 06:30 PM. |
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#928 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
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Now that's impressive.
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#929 |
Commodore
![]() Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
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Very Impressive Skwas.
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#930 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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BTW, the units in a SH4 dat file? A decameter. 10m.
Ie: want a node on the bow of Yamato, which is ~263m overall? 263/2= 131.5, or 13.15 units in SH4. |
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