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Old 03-03-10, 03:58 PM   #1
Jeevz
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Quote:
Originally Posted by CCIP View Post
Okay, let me look into possible relation to commands.cfg. If it is, I will probably be extremely embarassed

It was happening to me both before and after I changed commands.cfg, in my OP I meant Hardware/Driver/Etc configuration.
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Old 03-03-10, 04:22 PM   #2
CCIP
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No, I haven't been able to track down any cause for it so far. It's not whether the saves go on the server or are stored locally, it's not the commands config, and it's not anything else that I can see so far (like overwriting old saves for example). As far as I can tell, that's just an issue I consistently have.
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Old 03-03-10, 04:26 PM   #3
Schunken
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mmm...Can it have something to do with the browser of Ubi and your safety settings for the Internet? Like accept no cookies or something?

dont hit me, just "brainstorming"....

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Old 03-03-10, 04:33 PM   #4
Ragtag
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I have this bug to. Moral goes 0 when loading a save. U can see it on the dialog boxes.
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Old 03-03-10, 04:39 PM   #5
CCIP
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I'm looking at my locally-saved files, and it's rather strange. (namely, ActiveUserPlayerUnits.upc in each save folder). The saves I do before exiting the game definitely show morale/morale pool for each individual crew member as being non-0 (7 and 5, respectively). Afterwards if I get into the game and save again, the pool goes to 1 and morale to 0. So the problem definitely happens somewhere during the first time you reload a safe game.

I.e. it's not the save files doing it. The save files have morale saved. But for some reason these values are not interpreted correctly when the game loads.

Which tells me it's a hard-code issue, not data. The way in which the game recognizes this data when it loads saves is borked.
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Old 03-03-10, 07:13 PM   #6
remowilliams
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Out of all the nonsense in the current version, this zero morale bug is an absolute game killer.
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Old 03-03-10, 09:41 PM   #7
Ducimus
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I wonder if its possible to disable morale degredation altogether? Somewhere, there should be something like "Morale Coef = 0.X". My first guess on where to look would be the UPC files for the individual submarines. Probably in the compartment definitions therein. Assuming that did work, you might have to restart your game in order for it to take effect, or assume a new command. If SH5 is anything like SH4, the game reads info for your sub from the data files ONCE, and then saves a working copy of that in your save game. From there it reads from that working copy, and doesn't look in the data directory again until there's a reason to, like aquiring a new sub. Then it takes that data, and makes a new working copy.

edit:
Morale Coef could also be in the crew configuration files, where ever those are.
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Old 03-03-10, 10:59 PM   #8
etheberge
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Well Ducimus since you so graciously volunteered all this information, perhaps you'd like to take a stab at it?

My guess would be "Sleepcoef" or "EfficiencyDenominator". I'm too tired to test now but I'm sure CCIP will be along soon



-------------->from UnitParts2VIIA.UPC

;+++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++
;+++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++

[UnitPart 1]
ID= VIIATower
Type= VIIAConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= VIIA-Conning-Name
Info=VIIA-Conning-Info
Notes=VIIA-Conning-Notes
UnitPartInterval=NULL, NULL
ExternalLinkName3D= Conning_7a_01,data\Submarine\NSS_Uboat7a\Submarine Parts\Conning_7A_01
HullTextureNameOverride=NULL
HullLightmapTextureNameOverride=NULL
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= data\Textures\TNormal\tex\7A.dds
ImageIndex=42
TrackingID=100

;------------------------------------------------------------
; COMPARTMENTS STRUCTURE
;------------------------------------------------------------

[UnitPart 1.Compartment 1]
CompartmentType= 2
StatusActive= No
ID= VIIAConnWatch
NameDisplayable= Gun-Compartment-Name
Type=NULL
FunctionalType= FlakRoom
MechanicalCoef= 0.3
ElectricsCoef= 0
GunsCoef= 0.4 ;0..1
WatchmanCoef= 0.3
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=0
CrewMembersSlots= 0
EffciencyDenominator=2
EffciencyDenominatorBS=2
Hitpoints=200
CrewExposure=0.5
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 31
GUIPlaceHolderIndex=6
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1



;------------------------------------------------------------
; CREWMEMBER SLOTS
;
;
;Type= Officer ;for Officers slots, which should be located in the Command Room and give bonus to the entire unit
;Type= Leader ;for Leaders slots, which give bonus to the compartment
;Type= Crewman ;for crewmember slots, which work and get poor pay
;
;------------------------------------------------------------


; ******** DECK WATCH *********

; ******** FLAK *********


;************************************************* ***********
;
; COMPARTMENT EQUIPMENT & WEAPS
;
;************************************************* ***********


;------------------------------------------------------------
; DECK WATCH
;------------------------------------------------------------

[UnitPart 1.Compartment 1.EquipmentSlot 1]
ID= EqSlotPeriscopeHeads
NameDisplayable= EqSlotPeriscopeHeads-EquipmentSlot-Name
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpAttackPeriscopeHead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1
GUIPlaceHolderIndex= 1
GeneralDescription= EqSlotPeriscopeHeads-EquipmentSlot-General-Description
TechnicalDescription= EqSlotPeriscopeHeads-EquipmentSlot-Tehnical-Description

[UnitPart 1.Compartment 1.EquipmentSlot 2]
ID= RadioAntenna
NameDisplayable= Radio Antenna
Type=NULL
AcceptedTypes= Radio
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpRadioAntenna
ExternalNodeName3D= D02
ExternalDamageZoneTypeID3D= -1

[UnitPart 1.Compartment 1.EquipmentSlot 3]
ID= RWRAntenna
NameDisplayable= Radar Warning Antenna
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= C02
ExternalDamageZoneTypeID3D= -1

[UnitPart 1.Compartment 1.EquipmentSlot 4]
ID= RWRAntenna2
NameDisplayable= Radar Warning Antenna
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= C01
ExternalDamageZoneTypeID3D= -1



;------------------------------------------------------------
; FLAK GUNS
;------------------------------------------------------------



[UnitPart 1.Compartment 1.WeaponSlot 1]
ID= VIIABowDeckGun
NameDisplayable= BowDeckGun-WeaponSlot-Name
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= M01
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1
GUIPlaceHolderIndex= 3
GeneralDescription= BowDeckGun-WeaponSlot-General-Description
TechnicalDescription= BowDeckGun-WeaponSlot-Tehnical-Description

[UnitPart 1.Compartment 1.WeaponSlot 2]
ID= WpSlotLightFlack
NameDisplayable= WpSlotLightFlackVIIA-WeaponSlot-Name
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= A01
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1
GUIPlaceHolderIndex= 8
GeneralDescription= WpSlotLightFlack-WeaponSlot-General-Description
TechnicalDescription= WpSlotLightFlack-WeaponSlot-Tehnical-Description


;************************************************* ***********
;
; UpgradePackSlot
;
;************************************************* ***********


[UnitPart 1.UpgradePackSlot 1]
ID= UpgDeckFlak
NameDisplayable= UpgRearFlak-Name
Type=NULL
AcceptedTypes=GerLightAA
UserCustomizable=Yes
IDLinkUpgradePackSlots= WpSlotLightFlack
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, UpackUb20mmSingle


;+++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
;+++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
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Old 03-04-10, 07:08 AM   #9
Bilge_Rat
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just want to make sure we are all talking about the same thing. This is from the 3rd reload and save of the PQ-17 single mission:

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Old 03-04-10, 07:28 AM   #10
Iliaz
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I have encountered this Bug too. Problem is, I have no bit of a clue how the raise my crews morale at all. This is particularly stupid considering that the morale seems to deduct over time.

Would be nice if somehow we could kick this whole morale ordeal overboard...
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Old 03-04-10, 08:37 AM   #11
Athlonic
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Quote:
Originally Posted by Iliaz View Post
I have encountered this Bug too. Problem is, I have no bit of a clue how the raise my crews morale at all. This is particularly stupid considering that the morale seems to deduct over time.

Would be nice if somehow we could kick this whole morale ordeal overboard...
Hi,

Try to talk with your petty officer, sometimes it helps.
And also take a look at the abilities of Olaf your Cook and Bosco
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Old 03-04-10, 08:41 AM   #12
alx100
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Quote:
Originally Posted by Iliaz View Post
I have encountered this Bug too. Problem is, I have no bit of a clue how the raise my crews morale at all. This is particularly stupid considering that the morale seems to deduct over time.

Would be nice if somehow we could kick this whole morale ordeal overboard...

R-T-B has released a little mod which disables the morale part of the game.

http://www.subsim.com/radioroom/showthread.php?t=163091
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