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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
A-ganger
![]() Join Date: Nov 2004
Posts: 80
Downloads: 35
Uploads: 0
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![]() Quote:
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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Commence to Jigglin |
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#2 |
Navy Seal
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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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#3 |
Medic
![]() Join Date: Feb 2006
Posts: 168
Downloads: 20
Uploads: 0
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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".... Andreas |
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#4 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
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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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Intel I7-7800x CPU. 16Gb G.skill DDR4 3600MHz. Asrock Taichi X299 mb Palit RTX 2080Ti. Fortron 1000W PSU. BenQ XR3501R LCD. |
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#5 |
Navy Seal
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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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#6 |
Loader
![]() Join Date: Mar 2010
Posts: 90
Downloads: 16
Uploads: 0
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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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#7 |
Rear Admiral
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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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#8 |
Watch Officer
![]() Join Date: Nov 2007
Location: Montreal, QC
Posts: 345
Downloads: 614
Uploads: 10
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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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11 War Patrols / 56 ships sunk or damaged for 212,022 tons Zero casualties throughout the war Scuttled on 8 May, 1945 in Sonderburg Bay, after German surrender |
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#9 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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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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#10 |
Seaman
![]() Join Date: Jul 2007
Location: Outer Heaven
Posts: 37
Downloads: 2
Uploads: 0
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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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Welch' Künstler gingen an mir zu Grunde! |
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#11 | |
Chief
![]() Join Date: Apr 2005
Location: France
Posts: 311
Downloads: 51
Uploads: 2
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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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#12 | |
Watch
![]() Join Date: Jul 2005
Posts: 27
Downloads: 2
Uploads: 0
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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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