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Old 03-01-10, 04:12 AM   #106
comet61
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That's not very hard to fix. If you look in the PDF that FM has supplied with this mod, there listed are a few lines of text you can add to your 'command_xx.cfg'; specifically ones that operate the obs. scope and the hatches/doors.

On a related note, I replaced cameras.dat while trying to integrate the ACM Reloaded mod -- similar to your Mano's GUI -- but noticed quite a few bugs. I'm not sure anymore if it's wise to just replace such files.

Can anyone here point me to a guide on how to use Silent_3ditor to reconcile mod differences?
I finally did that. Got everything working fine. However...I found another bug: The hydrophones are off by 20°, When running at Full ahead and I turn the scope needle to 180...nothing, turn to 160 and there are my motors. I had a visual via the scope at 40°, but my hydrophones were detecting at 19°.....

I have the new mod unloaded for now and will be tweaking some more....
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Old 03-01-10, 05:42 AM   #107
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Thanks for the effort!

However, I cannot get this mod to work.
When I load a patrol I get the "not so long ago" and then a CTD.

Disabled all other mods in JSGME, running only GWX and FM 1.0.
Deleted my career and started a new one. Tried it using SH3 commander and without.

Any ideas?
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Old 03-01-10, 05:45 AM   #108
Desga
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Thank FM all work well !!
and my submarine now is like in a new dimension!!
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Old 03-01-10, 05:56 AM   #109
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Originally Posted by JCWolf View Post
Hi there guys...

...
DFa_UpDnRot_Flags_fin2
DFant_subFlag_2010
...
Sorry, JCWolf.
If you use DFant_subFlag_2010... you must to delete DFa_UpDnRot_Flags_fin2...
DFant_subFlag_2010 is later version...
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Old 03-01-10, 05:59 AM   #110
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Originally Posted by Dronston View Post
Thanks for the effort!

However, I cannot get this mod to work.
When I load a patrol I get the "not so long ago" and then a CTD.

Disabled all other mods in JSGME, running only GWX and FM 1.0.
Deleted my career and started a new one. Tried it using SH3 commander and without.

Any ideas?
Never mind, I works now. What I did was disable FM. Started a new career and patrol with only GWX. After that went back to base. Quit the game and enabled FM. When I continued the career I had the interiors!

Great job!
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Old 03-01-10, 06:10 AM   #111
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What an awesome mod..Thanks for the advice with the download FM it worked a dream...only problem I have is that when I'm stood in the new engine room and I order a speed change I get a CTD and blue screen straight away. If I stand in the CM and do it nothing happens but If I return to the engine theres no sound. Any ideas????
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Old 03-01-10, 06:39 AM   #112
Reece
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Well I'm having a lot of trouble, all my tests were done in the naval academy missions and the mod works there, but single missions or starting a new patrol in campaign mode I just get a CTD! DD's OH 3.09 works ok but not this mod, not sure where to look.
Edit: The old FM beta works fine but all attempts to get it to go have failed.
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Old 03-01-10, 07:10 AM   #113
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Great mod, well done to all those involved.

The only change I have made is to go back to the stock/GWX sounds which I prefer. Doing this also removes the conflict with the Lifeboat mod.

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Old 03-01-10, 07:24 AM   #114
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Originally Posted by AHT413 View Post
Confirmed CTD in single mission.. Game engine must be choking up..
I tried a new campaign with a VIIB but still CTD or lockup with the "Not so long ago" screen.
Edit: Why should it work in the Naval academy!!
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Old 03-01-10, 07:34 AM   #115
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Originally Posted by AHT413 View Post
For me it started spiting out Error messages like:
Faulting application sh3.exe, version 1.4.0.1, faulting module ntdll.dll, version 5.1.2600.5755, fault address 0x000104fa.
Faulting application sh3.exe, version 1.4.0.1, faulting module kernel.dll, version 0.0.0.0, fault address 0x0001a323.
When it crashes I am able to hit Ctrl+Alt+Del then Alt+E and another Alt+E, this reveals a sh3.exe error and pressing the details reveals much the same as yours (module kernel.dll or ModName: ntdll.dll), wonder how brett25 is going!
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Old 03-01-10, 07:49 AM   #116
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Originally Posted by AHT413 View Post
Dunno, this mod works ok in Academy only.. sadly.
I know! that is what is frustrating, also his beta version worked ok in single missions and campaigns as well!
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Old 03-01-10, 07:49 AM   #117
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Kernel.dll is memory allocation file IIRC and I used to have loads of CTD's after a load when I was running over 40 mods. It got to the point where I actually had to do a whole patrol in one sitting, pausing and alt-tabbing if I needed to do something else, closing the game was out of the question as it would always result in a corrupt, unloadable save, I even posted here about it but never resolved it.

I just think there is a limit to how much stuff you can chuck at the engine before it goes 'errrr, I DON'T THINK SO!!' and CTD's. Some people may have an easier time with better specs but I'm on a dual core @ 3ghz with 2gig memory and I suffered badly...

On the face of it though, we are trying to do the equivalent of fitting a V8 on a Vespa, so something's gotta give eventually. It's early days though for this mod and the issues that seem insurmountable may eventually be solved, just like animations were. It's that hope that keeps such excellent work flowing from our talented modders here. Maybe someone will take a closer lok at old Mr Kernel and kick him back into shape for us....

EDIT: I should mention that if I restarted my PC and then ran Gamebooster (Google it), it would load a new patrol fine for me before, I haven't tested this with this mod but you might just get it to work, just minimise any resources being used when you load, but there is also the drawback that you may never get to save and load again, at least until the issue is fixed (if...).
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Old 03-01-10, 07:53 AM   #118
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Hi chaps,

I've seen a lot of CTD's recently after the "Not so long ago" message.
First with the Sub pens mod and now with the fantastic new interior. The sub pens mod work for me only with certain bases, Norway Subpens are good as is Keel (as one doesn't start in a pen) but St. Nazaire always crashes., new career or otherwise, edited sdl or otherwise and always in single missions, I stripped everything back to just GWX3 and solved the problem by removing mods one-by-one the sub pens mod causes the problem. I replaced the FM beta (which had been working fine)with the release version and everything worked in a single mission but started a new career and CTD with the kernel error.

I will try tonight to just install the following mods and to get them to work together by editing the config and/or sdl files of DfantSubflag_2010, FM interior, Animated sub pens, combined water streams and exhaust smoke v2.3, lifeboats and debris v4.

I want to try and pick my way through the files and edit the config and sdl files to get them to work together. I'm also hoping that Luca can produce an updated version of his excellent open hatch in comnmand room mod like he did before to pull together FM's/DD's new Interior, Anvart's flags/pennant/DF antenna and of course his own great work.


Best Regards

Aces

PS: I have an Intel Core 2 Quad wiith 4GB RAM.
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Old 03-01-10, 08:25 AM   #119
JCWolf
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OK Guys, this is what I have concluded so far,


The problem it is not the Mod, the mod works fine, it is the
SH3 Exe and game Capacity to run so many more Items installed
and by that increasing the Ram usage a lot....

This game it is not prepared to run so many features, so mi advise goes
directed to the Mods you have installed, take most of them and reduce
it to really needed Mods, if you installed maximum from 17 to 19 Mods
you will see that it will work, also I have implemented the 3GB patch to the exe file, and in mi case cause I use XP Pro to the Boot.ini so that
Mi system uses more then 2 GBs Ram that is what XP uses...

Try reducing your Installed Mods and mostly take of the old OH 3.9
version cause if you are playing with the VII boat it is unnecessary to install cause it comes with this Mod, when you move into another Boat
of Improved Quality then this Mod will be useless cause it is only for VII class boats, there you can Remove this Mod and Install the OH 3.9 version to have the hatches opening in other U-Boat cçlasses...



I think if you are playing with the VII class boat, what is the use of installing the OH 3.9 mod, I mean if it cames already with this Mod what is the Point???!!!


Reduce your amount of installed Mods...
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Old 03-01-10, 08:38 AM   #120
Damo
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I just tried loading a new patrol and I got a ntdll.dll error just before the 'Not so long ago...' message, I've not had one of those before, only after enabling this mod. Removing mods is sound advice, I just did a total rework of my install and it loads saves perfectly now with no kernel errors, unfortunately it seems I can't use the interiors at the moment but I'll keep working on it over time, it is only version 1.0, lol.

For now I'm back to my original game in my somewhat cramped VIIB with no bog...



I'm not beaten yet, just gonna play instead of watch that red loading bar on it's slow journey to CTD hell.

@JC: Can you explain how you patch the .exe with a 3GB patch? I'm on XP and have the 3GB boot.ini but on the .exe? Need more info...... Thanx.
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