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Old 01-31-13, 09:24 PM   #1966
THE_MASK
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I cannot start a new campaign with these 2 mods enabled . Game crashes to desktop upon loading .
TDW_IRAI_Inertia_Damage
TDW_Ship_Inertia_1_1_0
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Old 02-01-13, 11:45 PM   #1967
Mikemike47
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Quote:
Originally Posted by sober View Post
I cannot start a new campaign with these 2 mods enabled . Game crashes to desktop upon loading .
TDW_IRAI_Inertia_Damage
TDW_Ship_Inertia_1_1_0
Same here.
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Old 02-04-13, 02:45 PM   #1968
mikaelanderlund
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Very strange . I do not think it depends on TDW_IRAI_Inertia_Damage or TDW_Ship_Inertia_1_1_0. However, I can not start a new (or my old) campaign with IRAI v 0.0.39 and FX21 but it works great with IRAI v 0.0.37 and FX 19 .
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Old 02-04-13, 05:17 PM   #1969
gap
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Quote:
Originally Posted by mikaelanderlund View Post
Very strange . I do not think it depends on TDW_IRAI_Inertia_Damage or TDW_Ship_Inertia_1_1_0. However, I can not start a new (or my old) campaign with IRAI v 0.0.39 and FX21 but it works great with IRAI v 0.0.37 and FX 19 .
During my tests, I have started a new campaign with IRAI v 0.0.39 and FX21 many times and with no problems
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Old 02-04-13, 06:55 PM   #1970
Mikemike47
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Quote:
Originally Posted by sober View Post
I cannot start a new campaign with these 2 mods enabled . Game crashes to desktop upon loading .
TDW_IRAI_Inertia_Damage
TDW_Ship_Inertia_1_1_0
Quote:
Originally Posted by Mikemike47 View Post
Same here.

Quote:
Originally Posted by mikaelanderlund View Post
Very strange . I do not think it depends on TDW_IRAI_Inertia_Damage or TDW_Ship_Inertia_1_1_0. However, I can not start a new (or my old) campaign with IRAI v 0.0.39 and FX21 but it works great with IRAI v 0.0.37 and FX 19 .
No CTDs with IRAI v 0.0.37 and FX 19 with TDW_Ship_Inertia_1_1_0 added where Sober suggested. Other threads stated removing both inertia damage mods with IRAI v 0.0.39 and FX21 because it solved CTDs. I do not remember seeing an Inertia Damage version before IRAI_0_0_39.

Quote:
Originally Posted by gap View Post
During my tests, I have started a new campaign with IRAI v 0.0.39 and FX21 many times and with no problems
Using IRAI v 0.0.39 and FX_Update_21 with TDW_IRAI_Inertia_Damage or TDW_Ship_Inertia_1_1_0, I got CTDs.

Here is my mod list presently which is similar to Sobers':
HTML Code:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V2 SH5
DBM Background Video
sobers green spinning thing SH5
Dynamic Environment SH5 Basemod (realistic version) V2.1
Foam_Mod_0.3
sobers best ever fog V22 SH5
Capthelms Audio+SV Touch Ups
Window_Lights_Redone_V1
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
Torpedo_Door_Sound_Mix
Speech fixes and additions (english version)
Pascal-sh5-Crew-Uniforms
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.1
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
SteelViking's Bunker Fixes V1.0
sobers Lights Cfg V5 SH5
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equip_Upgrades_fix_v1.4 dates by sober Patch V2
NOZAURIO'S SKIN (Standard No Emblem) v-1.1.0
FX_Update_0_0_21_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_2_0_ByTheDarkWraith
NewUIs_TDC_7_2_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_2_0_jimimadrids_map_tools
IRAI_0_0_39_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
OHII v2 Western Approaches Mission Fix
OHIIv2.1 sovietunionflag+fixes
SOAN_Filter_Fix(For TDW NewUIs_TDC_7_1_0)
Expanded Navies by Cybermat47 v.1.0.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
OH II Minefield map for TDWs Ui
OPEN HORIZONS II v2 - TDW_Mines_Subnets_Detectable_in_hydro
TDW FX Fix for Sobers chimney smoke
Trevally TDC Help v2
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 v2.9
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 V4 SH5
sobers bad weather deck gun V3 SH5
Voice, Sounds & Help

Last edited by Mikemike47; 02-05-13 at 10:18 AM.
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Old 02-05-13, 01:40 AM   #1971
mikaelanderlund
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Quote:
Originally Posted by gap View Post
During my tests, I have started a new campaign with IRAI v 0.0.39 and FX21 many times and with no problems
Including TDW_IRAI_Inertia_Damage or TDW_Ship_Inertia_1_1_0 in your modsoup?
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Old 02-05-13, 04:10 AM   #1972
gap
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Quote:
Originally Posted by mikaelanderlund View Post
Including TDW_IRAI_Inertia_Damage or TDW_Ship_Inertia_1_1_0 in your modsoup?
No, without them
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Old 02-06-13, 06:25 PM   #1973
7thSeal
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Quote:
Originally Posted by sober View Post
I cannot start a new campaign with these 2 mods enabled . Game crashes to desktop upon loading .
TDW_IRAI_Inertia_Damage
TDW_Ship_Inertia_1_1_0
I'm guessing you have Open Horizons II in the mix when this happens to you and the others?

The only workaround that I've found is to disable Open Horizons II first then start a new campaign. Skip the tutorial and when in bunker make your gameplay changes in options and choose layout for the sub. Save the game and exit. Then load Open Horizons II and any mods you normally load after it. Start the campaign from the save and it should now work.
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Old 02-07-13, 04:40 AM   #1974
Trevally.
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Quote:
Originally Posted by 7thSeal View Post
I'm guessing you have Open Horizons II in the mix when this happens to you and the others?

The only workaround that I've found is to disable Open Horizons II first then start a new campaign. Skip the tutorial and when in bunker make your gameplay changes in options and choose layout for the sub. Save the game and exit. Then load Open Horizons II and any mods you normally load after it. Start the campaign from the save and it should now work.

This will cause the stock camapign to load and not OHII
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Trevally Mods for SH5
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Old 02-07-13, 03:34 PM   #1975
guruganesh
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Default strange contact in hydrophone

since some sessions, i've got an unknown contact at 170° in my hydrohpone. this contact occures quite regularly and isn't definitly not there...?! any ideas? my mod soup:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
DBM Background Video
Real Environment - Revision_3
sobers better terrain v3 SH5
Small_trees_SH5_V1
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
MightyFine Crew Mod 1.2.1 Alt w beards
Naights Submaine Textures v1.2 (PUV)
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_New_radio_messages_German
NewUIs_TDC_7_1_0_WWIIInterface_by_naights
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Shadow Improvement ModLR
IRAI_0_0_37_ByTheDarkWraith
JD Realistic Depth Charge Damage and Shaking 1.0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
TDW_Ship_Inertia_1_1_0
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Accurate German Flags
sobers game loading tips SH5
ers_5_8_ratio
R.E.M_by_Xrundel_TheBeast_1.2
OPEN HORIZONS II_full v2
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
Critical hits 1.1 Torpedos
Old Style Explosions V1.1
Grossdeutscher Rundfunk
Trevally Automated Scripts v0.6
NDB,NDH OM#1 - No Dialog Indicator
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map for TDWs Ui
Fix for bearing sound (german speechpack)
Fix for digits (german speechpack)
AilRain 1.0
AilSmoke 1.7
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Old 02-07-13, 03:43 PM   #1976
Moin
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Have also a small problem with the hydrophone:
Although I am on the surface and drive with 9 knots and the TDW_No_Hydrophone_On_Surface_1_1_0 patch is installed, calls the sonar man constantly contacts out! Once the boat reaches a depth of 6 meters, the hydrophones is active!
Happened during a historical mission (Wolfpacks with Escorts!)
Did I make something wrong?

Current Modlist:
----------------
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 v 2.1 - SkyColor-MurkyWaters-DarkerNights Hotfix #1
Dynamic Environment - Winter hotfix 1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichals interior mod 1.2.1
Fuel Gauge WoGaDi_SteelViking's Interior
Speech fixes and additions (german version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
NewUIs_TDC_7_2_0_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
gap - Sonar Sound Collection v 1.0 for SH5 - Das Boot
Warfox deck crew always whispering SH5 German Version
sobers bad weather deck gun V3 SH5
Grossdeutscher Rundfunk
TDW patcher

SOLVED: Have set MaxSensorHeight settings in UBoot-Sensor.sim file to -9 and it looks, that it works now! Sonar man is quiet and hydrophone works from 9m!
Hope it was the right way!

Last edited by Moin; 02-08-13 at 12:04 PM.
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Old 02-07-13, 05:56 PM   #1977
7thSeal
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Quote:
Originally Posted by Trevally. View Post
This will cause the stock camapign to load and not OHII
When I enter to select missions while in the bunker I have the missions available when using OHII. I start the mission and the ships and everything available in OHII is there.

The only other thing I forgot to mention during those steps is that when I start the campaign from the save after enabling OHII is that I go ahead and save it again while in the bunker. I exit to main menu and restart from that last save and head out on my first mission. OHII has been working fine for me when using the workaround I mentioned.

No stock campaign loads.

Any ideas?
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Old 02-11-13, 07:06 AM   #1978
V13dweller
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I have quite a few problems with this mod, the enemy hydrophones one the surface, enemies that never give up, airplane turrets not tracking enemies, and ships that fire starshells, one fired, their guns no longer track enemies, on on the Admiral Hipper heavy cruiser, it relies on its main guns for firepower fire starshells, and as I have pointed out, they no longer fire, making nearly useless in combat.
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Old 02-11-13, 12:14 PM   #1979
gap
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Quote:
Originally Posted by V13dweller View Post
I have quite a few problems with this mod, the enemy hydrophones one the surface...
Do you refer to enemy subs? As far as I can see from its sns file, the Undine (the only enemy sub featured in game), is not equipped with any hydrophone.

Quote:
Originally Posted by V13dweller View Post
...enemies that never give up...
try reducing IRAI's 'Lost contact time' setting, in Sim.cfg

Quote:
Originally Posted by V13dweller View Post
...airplane turrets not tracking enemies...
see my reply here

Quote:
Originally Posted by V13dweller View Post
and ships that fire starshells, one fired, their guns no longer track enemies, on on the Admiral Hipper heavy cruiser, it relies on its main guns for firepower fire starshells, and as I have pointed out, they no longer fire, making nearly useless in combat.
Yes TDW, can you please look into this weird issue: it seems that without IRAI, guns are not firing their starshells at all; they do with IRAI enabled, but then they keep staying at maximum elevation, and they stop tracking targets

I know that Fx Update adds a new class of starshells; we could just get rid of the problem with "normal" starshells by removing them from gun's outfits, but I was planning to make them into smoke shells, and IMO it would be a pity giving them up...
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Old 02-11-13, 03:21 PM   #1980
THE_MASK
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Quote:
Originally Posted by V13dweller View Post
I have quite a few problems with this mod, the enemy hydrophones one the surface, enemies that never give up, airplane turrets not tracking enemies, and ships that fire starshells, one fired, their guns no longer track enemies, on on the Admiral Hipper heavy cruiser, it relies on its main guns for firepower fire starshells, and as I have pointed out, they no longer fire, making nearly useless in combat.
Is the mod IRAI enabled properly IE: Have you just enabled what was extracted without looking at which folder needs enabling ?
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