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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2236 | |
Medic
![]() Join Date: Dec 2009
Posts: 168
Downloads: 389
Uploads: 1
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Even with a few less ships etc, your mod pack straight rocks ![]() |
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#2237 | |
Stowaway
Posts: n/a
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http://www.subsim.com/radioroom/showthread.php?t=203711 I will start from there and and mods when the game feels stable. I will report back when I have the task force in sight and if the game loads and runs stable after that. |
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#2238 |
Ace of the deep .
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sobers 1100 20082013
Taken out some mods . Trying to stop peoples ctds . Too much memory perhaps . Carry on with your current campaign using the new list . Either in port or on patrol . |
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#2239 | |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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#2240 |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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I noticed in the last few days, lots of people are having CTDs with Danzig again on this thread. Sometimes others are mentioning FX update v22 CTDs. The FX update thread is mentioning CTDs alone with the new version 22 or a combination when certain radio patches are enabled.
Current mod list Code:
Accurate German Flags RemoveLogoIntroTheDarkWraith sobers game loading tips V8 SH5 DBM Background Video sobers green spinning thing SH5 SMission - D-Day Landings Grossdeutscher Rundfunk U-Boat Watch Crew Routine SFX WolfPack Wotan Messervy_s_gramophone_pack1 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch Fuel Gauge WoGaDi_SteelViking's Interior Fix clock rear torpedo room VIIA Depth Charge Range Fix Capthelms Audio+SV Touch Ups sobers multi color mod V5 DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - No Underwater Impurity Patch DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters DynEnv v2.9 - 12. Sounds sobers smoke screen V1 SH5 (DynEnv compatible) DynEnv v2.9 - 9. Sobers Best Ever Tweaks sobers best ever fog V22 SH5 sobers waves mod V12 27032013 Window_Lights_Redone_V1 Torpedo_Door_Sound_Mix Pascal-sh5-Crew-Uniforms SH5_7A_Conning_Fix SteelViking's Bunker Fixes V1.0 German U-Boat Hydrophone SFX Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober EUF_UBoat_FX_v0_0_3_ byTheBeast FX_Update_0_0_21_ByTheDarkWraith New Torpedoes Explosion - FX Update add-on FX Update torpedoes (modified for torpedoes failure patches) FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches) AI_sub_crew_1_0_2_TheDarkWraith NewUIs_TDC_7_5_0_ByTheDarkWraith - all New UIs are test version 12. NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_5_0_jimimadrids_map_tools NewUIs_TDC_7_5_0_TDW_MessBoxMinWidth Sjizzle's - Charts for NewUIs part 1_07.06.2013 Sjizzle's - Charts for NewUIs part 2_07.06.2013 Sjizzle's - Charts for NewUIs part 3_24.06.2013 gap - armaments & equipments patch v 0.2 IRAI_0_0_39_ByTheDarkWraith IRAI_0_0_39_ByTheDarkWraith_Patch_1 R.E.M_by_Xrundel_TheBeast_1.2 R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible Cerberus62 Corrected Depth Charge Projector 1.0 Flower_Class_Corvette_Pack NDD_Soldati Fix NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 Expanded Navies by Cybermat47 v.1.0.01 OPEN HORIZONS II_full v2.2 OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch OHII v2.2 Sobers Terrain fix OH II Minefield map for TDWs Ui SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 SH5Lifeboat_Wooden ver. 0.2 SkyBaron's Bold SFX for SH5 1.0 SkyBaron's Leigh Light for SH5 1.0 Reworked Morale and Abilities v.1.1 MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible Crew scripting by TheDarkWraith sobers green crew training V4 SH5 TDW FX Fix for Sobers chimney smoke sobers Lights Cfg V5 SH5 Trevally Tutorial - All v0.2(for OHIIv1.3) Krauters Automated Scripts (v5_0_0 compatible) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v3.1 Trevally TDC Help v2 MadMaxs_SH5_Subdiesel (mono) v2 Sonar Sound Collection v 1.0 for SH5 - Distorted sobers hud sounds V1 SH5 AMMO_v1.0_SH5_by_Raven_2012 sobers Depth of Field V6 SH5 sobers bad weather deck gun V5 SH5 sobers map colors SH5 V1 Shadow Improvement Mod Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1 Voice, Sounds & Help Dialogs(xx) and sound cfg - my own testing for future [WIP] Voices Reloaded TDW_GenericPatcher_v_1_0_149_0 Sometimes I change mods after starting a new campaign, sometimes I change mods when I return to the bunker. Many subsimmers were reporting CTDs with OPEN HORIZONS II_full v2.1. I was using NewUIs_TDC_7_4_2 at the time. During debug testing of OPEN HORIZONS II_full v2.1, the two lifeboat mods in my modlist solved CTDs with Open Horizons. Volodya61 and Trevally agreed. Thanks volodya61. I corrected version #s after time to reflect on this. OPEN HORIZONS II_full v2.2 came out so fast, with lifeboat CTD fix and the new Memel port, after OPEN HORIZONS II_full v2.1. Last edited by Mikemike47; 08-21-13 at 10:01 PM. Reason: Fixed version #s of Open Horizons |
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#2241 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2242 |
Ace of the Deep
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#2243 |
Medic
![]() Join Date: Dec 2009
Posts: 168
Downloads: 389
Uploads: 1
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@Sober: 8/20 list is running amazing
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#2244 |
Ocean Warrior
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Trevally had mistakenly left some lifeboat files in the OHIIv2.1.. I don't remember exactly in which folders.. so OHIIv2.1 could work without mistakes only with lifeboat mods installed also.. something like that, if I remember correctly..
EDIT: on the other hand, I saw these mistakes only using SH Validator by TDW and I don't remember any troubles in my game for this reason..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2245 |
Medic
![]() Join Date: Dec 2009
Posts: 168
Downloads: 389
Uploads: 1
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Do sinking ships not show up on the hydro?
I broke the back of a freighter (single shot, G7E, the only one I've had work of 7 shots so far), and was hanging out at about 50 meters repairing a bit of damage and reloading my torps when I heard a contact at about 30, growing louder. Did a quick spin of the wheel trying to figure out where the sinking boat was, heard nothing, shrugged and went 1/3rd ahead, diving towards 70. Ended up half pinned and pretty seriously damaged under the ship I had just sunk, at about 60 meters, almost lost my boat! Full reverse and diving to 100 meters got me out somehow, just short of the bottom, and limped on home for repairs, but was kind of puzzled that I couldn't hear the wreck on the hydro Edit: Also, is it possible to adjust the time it takes to switch from standard to recharge propulsion? 20 minutes seems a bit long Last edited by Santini; 08-20-13 at 11:54 PM. |
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#2246 |
Watch
![]() Join Date: Jul 2008
Posts: 16
Downloads: 49
Uploads: 0
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Just wanted to leave a token of gratitude for compiling the list and keeping it up to date. Last time I seriously engulfed on a Feindfahrt was during the SH3/GWX days but recently I felt the itch again.
So thanks for making it easy for me to get started. ![]() Cheers! |
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#2247 | |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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I definitely had CTDs when I updated my modlist with OPEN HORIZONS II_full v2.1 after returning to the bunker, not a campaign. At the same time, fellow subsimmers were talking about CTDs after the new v2.1 came out. Troubleshooting began! I ran the SH validator and told me some LifeBoat*.cfg files were missing or referencing other data not to be found from somewhere else. I actually had the lifeboat mods in my available mods list that solved the problem. I never used them, AND were never enabled during the CTDs. So I had a vague memory about their file structure. Config files were calling for the files either in the data\Sea\NLifeBoat_02 or data\Sea\NLifeBoat_01 folders that were not there. Duplicated the necessary files for the folders needed. Problem solved and reported back to Trevally and reverified. Last edited by Mikemike47; 08-21-13 at 10:48 PM. |
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#2248 |
Stowaway
Posts: n/a
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I've spent hours updating, run the latest .mep file but it says 182 mods found (69 active).
For example it says OPEN HORIZONS II_full v2.2 is NOT active yet, the game boost as OH II. Any ideas? ![]() |
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#2249 |
Medic
![]() Join Date: Dec 2009
Posts: 168
Downloads: 389
Uploads: 1
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Can you post a screenshot of your JGSME? Stretch it so they all fit
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#2250 |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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