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Old 02-08-14, 05:44 PM   #4921
vdr1981
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Originally Posted by Trevally. View Post
Unfortunately no...Same procedure but again CTD.
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Old 02-08-14, 05:55 PM   #4922
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Originally Posted by vdr1981 View Post
Unfortunately no...Same procedure but again CTD.
ok thanks Vecko
That tested if the AI Uboats that enter in that time frame in Kiel may be the issue with their equipment.
The patch removed them

Does the ctd happen with any other campaign start (here I am thinking type C player boat) OD, TP TBP etc?
Or MN as it also is in Kiel?
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Old 02-08-14, 06:09 PM   #4923
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Originally Posted by Trevally. View Post
ok thanks Vecko
That tested if the AI Uboats that enter in that time frame in Kiel may be the issue with their equipment.
The patch removed them

Does the ctd happen with any other campaign start (here I am thinking type C player boat) OD, TP TBP etc?
Or MN as it also is in Kiel?
Without testing I can confirm CTD in WA, BP, OD ...I can test other campaign too if you like.

Do you need download links for any mod from my test modlist?
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Old 02-08-14, 06:20 PM   #4924
Trevally.
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Originally Posted by vdr1981 View Post
Without testing I can confirm CTD in WA, BP, OD ...I can test other campaign too if you like.
If Coastal Waters and HappyTimes load ok - it would suggest in issue with the starting boat (typeC)


Quote:
Do you need download links for any mod from my test modlist?
I will search and install them
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Old 02-08-14, 06:37 PM   #4925
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Quote:
Originally Posted by Trevally. View Post
If Coastal Waters and HappyTimes load ok - it would suggest in issue with the starting boat (typeC)




I will search and install them
I've just tested ""happy Times" with no luck, CTD. Also OD campaign use type VIIC/41 so it can't be type of the boat...

Best results I had so far with opening campaign, no CTD with previously mentioned test scenario. But if I start first campaign , enter the bunker in Memel then exit to main menu, after more "extensive" visit to museum, the game will eventually crash at some point on random unit.

Could this be some kind of strange "memory overload" or something?
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Old 02-09-14, 05:47 AM   #4926
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Originally Posted by vdr1981 View Post
I've just tested ""happy Times" with no luck, CTD. Also OD campaign use type VIIC/41 so it can't be type of the boat...
Ah that's good as it rules out the players boat and most like any equip mod for non AI units.
Also - that it happens with all campaigns would suggest it is not something in port or date related


Quote:
Best results I had so far with opening campaign, no CTD with previously mentioned test scenario. But if I start first campaign , enter the bunker in Memel then exit to main menu, after more "extensive" visit to museum, the game will eventually crash at some point on random unit.

Could this be some kind of strange "memory overload" or something?
It does sound like a weird stock bug that ubi would fix IF they still supported the game.

If the bug is caused by, as you describe "extensive" use of museum with a campaign load then memory could well be the reason.
If it is only USA/DAT units that cause it - then it sounds like an error in mods. So now that we suspect just lots of unit viewing and not specific units - then it does sound like a problem in the stock game that is now being exposed with the extra loading that all the mods have caused.

MTNS by Uekel found something similar. With that mod + OHII + TDWs UI caused ctd when in Kiel.
After lots of testing - it was found that if the UI mod was removed until you were 50km out of port - you could then save game and add the UI mod and everything worked ok. You could even then return to Kiel with no issue. So it was the huge rewriting of carrer files when you start a career + the large unit rosters and all that goes with that (mast height loading etc) that caused the ctd.

When Uekel switch to DrJones UI - the problem stopped and a campaign could start correctly. DrJones UI has much less work to do on startup.

Now all in all this may well be pointing a finger at an issue during campaign/career start when resources are failing and the museum viewing may be showing the same issue.

I this is the case - Ubi doesn't not care and our best hope of a fix may come from TDW being able to recreate the bug and fixing it with a patch for the exe
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Old 02-09-14, 06:04 AM   #4927
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Hi!
Could you send us a list of language change file has OHII 2.2 and the version 2.4 between?

Thank you!


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Old 02-09-14, 06:17 AM   #4928
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Hi!
Could you send us a list of language change file has OHII 2.2 and the version 2.4 between?

Thank you!


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Hi HUNterkarabiner

There is no language change from v2.2 to 2.4

I will however, release a new addon mod that player can use if they wish.
It will be an option to have all "sink" missions changed to "patrol" missions.
This addon has a small game bug where the patrol icon will not appear on the map. There is a workaround for this where you can click on the "zoom to" icon either beside the progress box (top left in map view) or by clickthe the zoom to icon in the captains log page.

This addon will require a language update - the good news is the evry tsr file will be the same - so translate one file and repeat for all files

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Old 02-09-14, 08:10 AM   #4929
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I have space again in my inbox for those who have been trying to PM me
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Old 02-18-14, 07:34 AM   #4930
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Please, your thoughts on this..

OHII installed with FIFI's modlist..

After the first campaign was completed and I headed to Kiel for new orders, everything was fine.. I ended patrol and asked for new orders.. There were none yet, and I thought maybe it's because it was only Sept 2'nd and the deadline for the first mission was Sept 5'th. So I just selected Start New Patrol without selecting a mission, so I can click End Patrol again to leap forward in time past the due date of the first Baltic mission..

But no... CTD...

Now I can not load the game anymore.. No luck..
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Old 02-18-14, 12:10 PM   #4931
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This is probably a dumb question answered before. I haven't looked thru all 339 pages so please forgive me.

Is the OHII v2 Mission Fix WA required for OH II 2.4, or was it included in the newest version?

I'm finally getting the time to get SH5 running. I'm redoing my mods and getting the newest mods I believe necessary to start again. I forgot how tedious this is to get them right. LOL So much for taking time off and not keeping track of things. Neal is going to get a good size donation and some WWII Weekend posters as soon as I can get it all to him this month or next.... finally.
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Old 02-18-14, 12:43 PM   #4932
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Due to the advent in IRAI_0_0_41 mode AirToAirCombat, it became necessary to equalize the chances of planes. In the original game, some aircraft have the ability to deviation the built guns ±1°, others ±5°, still others +20°-60°(excluding turrets). Yes, I know that the built-gun could not deviate, but for this game it is necessary, otherwise the aircrafts would not shoot. According to my tests deviations ±5° - is not enough. In the planes, which I corrected, accepted: Traverse ±15°, Elevation ±10° or Traverse ±10°, Elevation ±10°.
Here is adjusted for others:http://yadi.sk/d/s696YzCKJ9AWK
I could not do anything for Beaufort, his rear turret shoots like a front gun, it GR2 file.

By the way, found another bug. In my game, when resupply, there was not a tanker, there was a submarine (7C_AI). She was not rammed me, she ran and I could not catch up. In Sub-Navigate.aix file, in sub-strategies NavigateCNFPNEP, need to change the line: Sub Dive(0.0, false) to Ship: Goto (0.7, true). (In IRAI_0_0_41 it is associated with sub-attack.aix file and I do not know how it will work).

QUOTE - # have ship zig-zag it's course. Yes, I know, but without waypoints - it circulation.

NOTE: My little fix "For IRAI" is now fully compatible with IRAI_0_0_41.

Last edited by Serge65; 02-18-14 at 01:08 PM.
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Old 02-18-14, 01:18 PM   #4933
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Quote:
Originally Posted by Serge65 View Post
Due to the advent in IRAI_0_0_41 mode AirToAirCombat, it became necessary to equalize the chances of planes. In the original game, some aircraft have the ability to deviation the built guns ±1°, others ±5°, still others +20°-60°(excluding turrets). Yes, I know that the built-gun could not deviate, but for this game it is necessary, otherwise the aircrafts would not shoot. According to my tests deviations ±5° - is not enough. In the planes, which I corrected, accepted: Traverse ±15°, Elevation ±10° or Traverse ±10°, Elevation ±10°.
Here is adjusted for others:http://yadi.sk/d/s696YzCKJ9AWK
I could not do anything for Beaufort, his rear turret shoots like a front gun, it GR2 file.

By the way, found another bug. In my game, when resupply, there was not a tanker, there was a submarine (7C_AI). She was not rammed me, she ran and I could not catch up. In Sub-Navigate.aix file, in sub-strategies NavigateCNFPNEP, need to change the line: Sub Dive(0.0, false) to Ship: Goto (0.7, true). (In IRAI_0_0_41 it is associated with sub-attack.aix file and I do not know how it will work).

QUOTE - # have ship zig-zag it's course. Yes, I know, but without waypoints - it circulation.

NOTE: My little fix "For IRAI" is now fully compatible with IRAI_0_0_41.
Brilliant work

By the way of planes' guns, have you tried playing with their trav/elev tolerance factors? They tell the game how much off (in degrees, respective to the ideal aim) virtual gunners are still allowed to pull the trigger. The higher tolerance factors are set to, the higher the rate of fire but the lower gun's accuracy
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Old 02-18-14, 01:35 PM   #4934
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Originally Posted by gap View Post
Brilliant work

By the way of planes' guns, have you tried playing with their trav/elev tolerance factors? They tell the game how much off (in degrees, respective to the ideal aim) virtual gunners are still allowed to pull the trigger. The higher tolerance factors are set to, the higher the rate of fire but the lower gun's accuracy
No, not yet tried, as well as the Fire Restrictions in certain sectors, only on ships.
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Old 02-18-14, 02:01 PM   #4935
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No, not yet tried, as well as the Fire Restrictions in certain sectors, only on ships.
My and Volodya's tests with u-boat guns didn't show any clear connection between tolerance factors and aiming accuracy, but Vecko, who also carried several tests on this subject, assured me that those parameters have a strong effect on AI ship guns. Ship and aircraft guns are very similar by the way
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