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Old 07-18-24, 03:20 PM   #1486
propbeanie
CTD - it's not just a job
 
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Quote:
Originally Posted by MAF12111994 View Post
I played since early war campaign in Asiatic Fleet and now i am stucked because after the beginning of 1943 in almost all the area around Solomons, New Guinea, Borneo and philippines (around i mean also hundreds of mile into sea, very far from coasts) it's impossible to save without getting a ctd, even if i am alone with no contact around me. It simply crash and i honestly don't know if it's only here or even the rest of the pacific.

I started also a new save on beginning of 1943 with the pacific fleet and reached the same sea-zones to see if maybe was my career that was corrupted and nope, still crash. I attached my mod list/order if someone can help me. My sub is a Tambor class. Any help or clarification is appreciated, thanks.
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Originally Posted by propbeanie View Post
It looks like you have several major mods in your MODS folder. Do you empty the Save folder (C:\Users \UserName \Documents \SH4) when you change your mod configuration?
Quote:
Originally Posted by KaleunMarco View Post
there is an easier way to post your config: Launch JSGME, then click Tasks, then Export to Clipboard. then post here using ctrl+v.

... and another issue MAF12111994 has there KaleunMarco is that he has Steam and the game in a C:\Program Files folder... See Moving a Steam Installation and Games MAF12111994 for more info on accomplishing that. Windows will "protect" your computer from "harm", and not allow any "unauthorized" applications to alter any folder in any of the "Program Files" folders, so it is advisable to move the game. On some computers, you can copy the game folder (found under "C:\Program Files (x86) \Steam \SteamApps \config" usually) and then paste it into a folder of your choice, and avoid the issue, but there have been recent reports of more & more people not being able to do that. I installed my Steam to "C:\Games...", a folder I created myself.
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Old 08-04-24, 09:07 AM   #1487
Larrywb57
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Default What happen to the numbers on the dials?

Greetings Captains,

This is the sonar station on the USS Pollack, SS-180, a porpoise class boat out of Pearl Harbor at the beginning of the war. The gauges in the control room can be read. It's the sonar that can't be read. The dial works when moved. Can someone point me in the right direction to fix this? Here is my mod list:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Wolves of the Pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
EAX_splash_clang_TMOV2.0
Torpedoes Early_TNTV3
Radio Messages TMO Update 2.0
AAtoDeckguns+Radio
GatoLadder3
Jimimadrid SubManagement
Jimimadrid_Periscope
Webster's 300' Underwater Visability for v1.5
Bigger Better Protractors
3000 Yard Bearing Tool (1920x)

Thanks for your help.

 
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Old 08-04-24, 09:01 PM   #1488
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Quote:
Originally Posted by Larrywb57 View Post
Greetings Captains,

This is the sonar station on the USS Pollack, SS-180, a porpoise class boat out of Pearl Harbor at the beginning of the war. The gauges in the control room can be read. It's the sonar that can't be read. The dial works when moved. Can someone point me in the right direction to fix this? Here is my mod list:


Thanks for your help.
yes, i had the same issue.
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Old 08-05-24, 08:27 AM   #1489
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Originally Posted by KaleunMarco View Post
yes, i had the same issue.
Thank you for your response.

I now have CTDs after sending that quote, of torpedoes nearing a target and just before hitting, the game goes to desktop. I dumped that career in the sh4 folder under documents. Took out the Torpedos Early_TNTv3 folder, replaced it with Torpex TorpedoesV3 folder to see if I can stop the CTDs. I read about this in the form but don't recall a solution to the cause of the CTD. Do you have any advice to the problem?

Larry
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Old 08-10-24, 10:58 AM   #1490
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If I am remembering correctly, none of the mods work very well with the Mark 10 torpedo... similar to the issue with Webster's GFO mod, if you altered the torpedoes... I don't think anyone has ever figured-out was up with that.
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Old 09-11-24, 09:28 PM   #1491
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Default Deep Torps

Hey all, I used to play TMO way back in the day and just got back into it with BHs update. That being said, I have fired 18 Mk14 torpedoes this patrol. 3 different merchies and every single one of my torps has ran way too deep. I know the issues with the Mk14s but 18/18 seems ridiculous. Is this legit or do I have some odd mod issue? I have searched the forums but haven't found anything that fits my issue other than those dang old Mk14s. On a happy note they were all merchants without ASW support so they still fell to the mighty deck gun.
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Old 09-12-24, 08:49 AM   #1492
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Originally Posted by dbcrutch12 View Post
Hey all, I used to play TMO way back in the day and just got back into it with BHs update. That being said, I have fired 18 Mk14 torpedoes this patrol. 3 different merchies and every single one of my torps has ran way too deep. I know the issues with the Mk14s but 18/18 seems ridiculous. Is this legit or do I have some odd mod issue? I have searched the forums but haven't found anything that fits my issue other than those dang old Mk14s. On a happy note they were all merchants without ASW support so they still fell to the mighty deck gun.
probably not a mod issue.
you are probably experiencing the dud rate that BH defined in the Torpedoes definition file.
you may be lucky that you did not get a hit: another TMO_BH user posted, not long ago, that his torpedo hits generated CTDs. Ouch.
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Old 09-12-24, 05:11 PM   #1493
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Quote:
Originally Posted by KaleunMarco View Post
probably not a mod issue.
you are probably experiencing the dud rate that BH defined in the Torpedoes definition file.
you may be lucky that you did not get a hit: another TMO_BH user posted, not long ago, that his torpedo hits generated CTDs. Ouch.
Thanks for the reply! I'm going to try the Mk10s and see how that goes. The Mk14s work fine in the sink the cruiser training thing so I was hoping it wasn't the mod. As for the top CTDs, I had that when I first downloaded. Had to turn on the realistic sound travel time thingy and that fixed it.
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Old 09-29-24, 12:48 PM   #1494
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Is it worth playing the original TMO + RSRD first and then getting this mod, or is it better to jump right to this one?
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Old 09-29-24, 02:40 PM   #1495
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Is it worth playing the original TMO + RSRD first and then getting this mod, or is it better to jump right to this one?
sure...why not.

i enjoy playing TMO+RSRD.

good luck!
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Old 10-22-24, 07:22 PM   #1496
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at manila 41 off cavit i have 2-1/2 tons doing air patrol boy the japs going have a surprise
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Old 11-21-24, 03:16 PM   #1497
Larrywb57
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Quote:
Originally Posted by dbcrutch12 View Post
....As for the top CTDs, I had that when I first downloaded. Had to turn on the realistic sound travel time thingy and that fixed it.
Thanks dbcrutch12 for the information! I was watching my torpedoes going towards and enemy ship when just before reaching it, CTD
. After reading your post, I made the change in the office. Now I get to watch them go under the ships without the screen going black!
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Old 11-27-24, 12:31 AM   #1498
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Hello, all,

Glad to see there is still interest in this mod. I had to step away from modding and SH 4 in general for a bit as life has kept me busy since COVID relaxed, and new life opportunities opened up.

I have found myself wanting to "get back on patrol" as of late and polish up the last release. Last release I realize I attempted to do too much in one release and while stable etc. on my end, seems some problems arose for others, and other solved them. I would also like to perfect some things. In the past, this has been mostly a one man band so to speak but I am supposed to have some assistance. I will have sometime over holidays to do a mini update of sorts, goal is to release in January or first of February.

I have been perusing the thread to see common issues. If you have any issue, please report it here and include the info such as in game date/time/location(specific coordinates if have them) class of sub, mod list.
I want to build a list of general and specific issues so can tackle in an efficient manner.

Any additional feedback etc is appreciated. Favorite aspects, least favorite aspects.

The ability to perform realistic night surface attacks is a key aspect of this mod and something I worked on for a long time to get to level when one could emulate under right conditions, the tactics of US submarines in 1943-1945 when night surface attacks became the preferred method, including ability to get inside some convoys, attack, and escape without being shot to shreds every time, forcing unrealistic patrol with massive holes in boat etc. Please share your experiences.

I would also like to tweak the damage model, depth charges further if needed.
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Old 11-27-24, 10:42 AM   #1499
KaleunMarco
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Originally Posted by Bubblehead1980 View Post
Hello, all,

Glad to see there is still interest in this mod. I had to step away from modding and SH 4 in general for a bit as life has kept me busy since COVID relaxed, and new life opportunities opened up.
welcome back, BH.
Happy Thanksgiving to you and yours!!!

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Old 11-28-24, 12:02 PM   #1500
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Welcome back Bubblehead 1980,

Happy Thanksgiving!

Quote:
I have been perusing the thread to see common issues. If you have any issue, please report it here and include the info such as in game date/time/location(specific coordinates if have them) class of sub, mod list.
I want to build a list of general and specific issues so can tackle in an efficient manner.
I came across something in the sonar station on the Porpoise class submarine. The patrol started on 09Dec41 with the Patrol Objective being "Proceed directly to Area 4 and standby for orders." upon reaching the area, we received new orders to "Engage and destroy enemy shipping." The boat is out of Pearl Harbor and I noticed this at the beginning of the patrol. With both objectives completed, three torpedoes left, and just enough fuel to reach Midway, we started back. The patrol ended on 13Jan42.

The dial doesn't move but using the home/end keys can move the sensor head. By looking at the text box on the top left-hand side, one can see which heading it traveling.

 


My mod list is:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Wolves of the Pacific\MODS]

Trigger Maru Overhaul 2.5 UpdateBH V2.0
Nav Map Make-Over TMO Update 2.0
NMMO Patch TMO Update V2.0
EAX_splash_clang_TMOV2.0
TorpexTorpedoesV3
Radio Messages TMO Update 2.0
AAtoDeckguns+Radio
GatoLadder3
Jimimadrid SubManagement
Jimimadrid_Periscope
Jimimadrid Optics
Jimimadrid TDC
positionsMenuMerge
3000 Yard Bearing Tool (1920x)
Bigger Better Protractors

Thanks for your hard work and for making this mod available to the community.

Larry
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