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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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Thanks for the info! But I still don't spot any bugs roaming around, your list looks ok, both of the overwrites should be ok, and work for me just fine. I saw that you don't have the new FX update patch that should remove some crashing, maybe that will fix the issue??? Maybe sober was also suffering because of that?
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#32 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#33 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
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Oh dear thanks guys I never knew one was up.
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#34 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
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#35 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
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I tried again with sobers new list and with the FXU_0_0_22 ship zone file. Placed starshell patch where sober has it and later in the end where sjizzle has it. Tried that with the ship zone file too. Same result. It simply refuses to start at all using silentotto. Removed starshell patch and all fine. I give up I think and use the IRAI patch.
Can it be related to options settings or patch settings? I saw somebody suggest changes in the patch but I can t find it again Doing mod by mod reaserach now Last edited by Husksubsky; 11-14-13 at 03:45 AM. |
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#36 | |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
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I m talking about silentotto starts.(wich isn t so important isolated , but it shows something is wrong) I thought first it was OH2 , but I rolled back and found oh2 also worked with only starshells, fx update new ui s and Irai.I started adding mods and It worked until I installed the TDW chimney fix ![]() |
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#37 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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I don't know if it helps, but I can also make a test mission where you should see starshells in action easily! |
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#38 | |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
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Anyway as I write now dissapointingly I hear it work with those three and fx update new ui s and irai. That means I have to start over again and find a fourth. will get back to you. A test mission would be great, but for now I want to see what combination messes up the start. As I mentioned I believe that if it can t start a silentotto campaign it will definatly give trouble elsewhere. Persnonally I didn t get ctds with the starshells or with the irai patch. I did get lag without the Irai patch though and I want to use this startshell patch. ![]() this my list now minus irai patch + starshell patch after fxu ship zone HTML Code:
sobers game loading tips V8 SH5 Das Boot Departure Theme SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch sobers multi color mod V5 Real Environment - Revision_3 sobers base sky mechanics V1 Water reflections intensity varied by available sunlight by TheDarkWraith sobers water splash anim SH5 sobers see thru wake fix sobers best ever fog V22 SH5 sobers better terrain v4 SH5 SH5_7A_Conning_Fix Fuel Gauge WoGaDi_SteelViking's Interior Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober EUF_UBoat_FX_v0_0_3_ byTheBeast FX_Update_0_0_22_ByTheDarkWraith FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) FXU_0_0_22_Ship zon files MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible MCCD_1.04_GER AI_sub_crew_1_0_2_TheDarkWraith NewUIs_TDC_7_4_2_ByTheDarkWraith NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_4_2_Real_Navigation NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7_1_0_To_7_5_0 Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z Sjizzle's - Charts for NewUIs part1_07.06.2013 Manos Scopes-patch for 16x9 Radio_Messages_1_2_0_German_Voices IRAI_0_0_39_ByTheDarkWraith IRAI_0_0_39_ByTheDarkWraithpatch1 R.E.M_by_Xrundel_TheBeast_1.2 Depth Charge Fix Reduced Explosion Range Cerberus62 Corrected Depth Charge Projector 1.0 Reworked Morale and Abilities v.1.1 Speech fixes and additions (german version) sobers green crew training V4 SH5 TDW FX Fix for Sobers chimney smoke Church's Compass Dials Mod v2.2 - Option Two OPEN HORIZONS II_full v2.2 R.S.D. - Reworked Submarine Damage v5.4 by vdr1981 R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface) Bullet_spark_test SkyBaron's Leigh Light for SH5 1.1 Sobers Terrain fix for OH2 V2.2 RPM Hydrophone v2.2.1 Realistic_Hydrophone_1_1 Expanded Navies by Cybermat47 v.1.0.01 smaller flags for Warships 1_0b sobers Lights Cfg V5 SH5 Trevally Tutorial - All v0.2(for OHIIv1.3) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v3.1 Trevally TDC Help v2 Patrolsearch autoscriptsV04 MadMaxs_SH5_Subdiesel (mono) v2 sobers hud sounds V1 SH5 sobers Realistic contrast V7 SH5 sobers realistic underwater FX6 SH5 EQuaTool 01.01 by AvM - Large Style AOB slide ruller for TDW UIs and MO by stoianm gap - HD 1 deg Scope Bearing v 1.0 Shadow Improvement ModLR sobers bad weather deck gun V5 SH5 sobers map colors SH5 V1 Grossdeutscher Rundfunk Last edited by Husksubsky; 11-14-13 at 06:17 AM. |
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#39 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
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I came down my list to finish putting new ui s then I put Irai, tdw chimney fix and oh2. this did not work but after taking away something (didn t matter what it seemed) it worked. then all of a sudden it worked after I put the same mods back in. First time I experience a list that don t work all of a sudden works.
There is a pattern,I can feel it, but I can t see the pattern. Some mods are way more troublesome than others , but its not really mod conflicts. To blame the starshellpatch alone here isn t right although that was the last added and the hole thing worked without it .this is something else...jsgme related somehow I think. FXU0_0_22 ship zone was added after starshell patch. That never gave trouble. |
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#40 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Anyway, there is now a test mission available in the first page, when you fire some torpedoes to the docked ship in front of you, you should see some lag-free starshells in the sky! |
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#41 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#42 |
Ocean Warrior
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No.. it's not JSGME related.. I tried this before.. merged all my mods in one folder..
__________________
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#43 | |
Ace of the deep .
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#44 |
Ace of the Deep
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#45 |
Ace of the deep .
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