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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Lieutenant
![]() Join Date: Jul 2008
Location: Phoenix, AZ
Posts: 256
Downloads: 322
Uploads: 0
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I go even farther - I add a custom crew via SH3Cmdr. I have historical crew lists that I have added as choices under Commander, so that doesn't seem to break it. Once I have been out on a "shake-down" run for a day or so, then I add in equipment changes - which I roleplay as being ordered/installed as a result of the trial run!
So far this has worked up to mid-'42, so it should be stable for the entire war. (haven't lasted farther than that - was finally about to when my 'puter died - tend to fiddle with files etc more than play!) |
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#17 |
Swabbie
![]() Join Date: Aug 2010
Posts: 8
Downloads: 46
Uploads: 0
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Thanks everybody, I just got home from work so I'm going to fire up a new career. I have "rollback automatically after exiting" checked this time and will not fiddle with my 1st patrol load-out. I had swapped some steam eels for 2 electrics and started my Career in October '39 during the failed cruise. This time I'll putz around for the shake-out patrol then return in time for ze Kampf to start.
I'll let you know if your suggestions have fixed things. This forum rocks btw; long time lurker, I've killed many hours just reading threads here ![]() EDIT: I hear 2 conflicting pieces of advice should I have "rollback automatically after exiting" on or off? |
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#18 | |
Rear Admiral
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This is especially helpful because if you are going to enable/disable any mods manually or using JSGME in between patrols or careers, you would need to do a manual rollback of Commander beforehand... if you forgot to do that it could cause problems when you loaded the game again. If you let Commander roll itself back every time you leave the game, you don't have to worry about it. |
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#19 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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The bug will only appear if you make changes that alter the patrol start date. Adjusting crew, or using alternate crew config files, do not alter the patrol start date. Upgrading equipment (includes adding an emblem depending on mod installed) will alter the start date. Obviously prevention is the best cure, but if you forget to follow the advice posted by others, then another way of "fixing" the problem is to save your game just prior to docking upon your return. If you then get hit with the bug, simply reload the save and dock again. This appears to rectify the problem. |
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#20 | |
Eternal Patrol
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![]() Who knew? Well, obviously you did. ![]() ![]()
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#21 |
Rear Admiral
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#22 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Yes. The player just notices the missing renown. What they don't notice is that SH3 writes zeroes for the patrol start date and flotilla start date as well. It's this aspect that upsets SH3Cmdr (the telltale sign being the "Invalid date to encode" error).
It's a very easy bug to avoid, if one spends a few minutes reading the GWX and/or SH3Cmdr manuals, or follows the advice spouted on this forum ad nauseam. ![]() |
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#23 | |
Chief of the Boat
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#24 |
Swabbie
![]() Join Date: Aug 2010
Posts: 8
Downloads: 46
Uploads: 0
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Verified the default start date fix worked. I feel Like I read that ages ago and forgot. I'm sure I did read it, here actually, and fudged it up anyway
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