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Old 03-07-25, 09:28 AM   #556
Kirienko
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Hi team, one question: I have observed that using the "no map contact updates" option in realism settings does not affect to the realism score. Is that intentional or will it be changed in future releases?
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Old 03-07-25, 10:35 AM   #557
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Quote:
Originally Posted by Fubar2Niner View Post
"What can I say... what can I do..."

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Old 03-07-25, 11:53 AM   #558
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Originally Posted by Doolar View Post
just my opinion. I like an August start. It gives me a head start and puts me in a primo hunting spot. I avoid ANY shipping, they might report a U-Boat sighting. Probubly not but I play, they do, anyway. Tentions were high at that time, so I could imagine any ship would report "if you see something, say something". Starting August 1st, I run a 1 day "shake down" on my 1st patrol. Return to base, once there, I add needed crew, emblems and any up-grades I need or can aford. (I don't add anything on my 1st patrol of a new career). By the time I'm ready for my 2nd patrol, it's August 20th or a tad later. Perfect !
Thanks for answer
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Old 03-07-25, 12:12 PM   #559
karla
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Thank you for this great game changer.

An absence of crew in view - or invisible crew - makes GWX-KC into something special. The non-existance of wooden-looking animated figures really improves the overall realism of the game. However, external views of the boat without a cluster of men on the bridge may seem unrealistic but, on balance, I prefer this modification of the game without those un-lifelike characters.

There is currently no simple mod, so, download and install Silent 3ditor S3D.exe (https://www.subsim.com/radioroom/dow...o=file&id=4489).
Open each .dat file in the /data/crew folder. Click on each node and uncheck the 'visible' box. Make sure you find every node related to each file - some .dat files have more than one node. There are a total of 16 .dat files and 44 nodes to find.
Click on File/Save As and Yes to replace and Yes to the next Question for each .dat file.
Also, uncheck the 'visible' box in the data/library/Binocular01.dat file node.

Previously shown in https://www.subsim.com/radioroom/sho...d.php?t=212072
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Old 03-07-25, 01:38 PM   #560
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Does anyone have an Intel Arc graphics card who has gotten Knights Cross Edition to run without CTD?

I can run it for a few minutes before a CTD occurs - always with a kernel.dll and an igd932trinity.dll as the faulting modules.

I've tried multiple things: changing compatibility anywhere from WinXP to Win8; changing high DPI scaling, fresh install of the directx redistributable, running from the integrated GPU instead of the discrete GPU card, and substituting in a d3d9.dll and ini from a separate known working GWX 3.0 install.

My last options before deciding that my video card is the culprit is to try and see if it will run on my older computer, and also seeing if there is a way to back out the hsie mod to eliminate that as a factor.

Does anyone know how to back out the hsie mod?
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Old 03-07-25, 01:48 PM   #561
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Run the HsieOptionsSelector.exe in the Base folder.
It's there with the SH3.exe
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Old 03-07-25, 02:22 PM   #562
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Originally Posted by Dulfaen View Post
Having the same problem with dxvk in Linux Wine. The mod + driver just runs out of memory. Since Intel uses parts of dxvk in their driver, this could be the same problem. I think GWX KC went to very the limits of available memory in 32 bit and that is causing problems.
I got crashes with DXVK as soon as I looked at the sun, you can file a bug report on the DXVK github but honestly it's not likely the DXVK devs will take it seriously, because it's caused by an interaction between the widescreen .dll and DXVK. If you have an AMD GPU, you can use the Gallium 9 native DX9 driver instead of DXVK, and it'll work.
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Old 03-07-25, 04:18 PM   #563
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Quote:
Originally Posted by Jeff-Groves View Post
Run the HsieOptionsSelector.exe in the Base folder.
It's there with the SH3.exe

Thanks - but I'm not asking to specifically turn off the options - what I'm trying to do is remove all traces of it to eliminate it as a potential source of CTDs to definitively narrow it down to my video card being an Intel card.


In a manual install of Hsie with the V16B1 supplement, as I understand it, it modifies SH3.exe itself, and writes or modifies several different files both in the SH3 root and in \Data\


What I'm looking to do is determine - if I unselect all of the options in HsieOptionsSelector.exe and then replace the SH3.exe with a stock 4GB-patched SH3.exe, will it even run or will it crash because the data files, EnvSim.act, etc. are looking to an SH3.exe file that has been patched with hsie?


Thanks!
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Old 03-07-25, 04:35 PM   #564
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I'd check dates of files in the Base Folder. Remove the newest to a safe place then copy same files from a Stock SH3 install to replace them.
Remove the Hise.act file also.

Can't do more then crash. Again.


And do you have a Monitor that can handle 1920 x 1080?
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Old 03-07-25, 05:25 PM   #565
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Quote:
Originally Posted by Jeff-Groves View Post
I'd check dates of files in the Base Folder. Remove the newest to a safe place then copy same files from a Stock SH3 install to replace them.
Remove the Hise.act file also.

Can't do more then crash. Again.


And do you have a Monitor that can handle 1920 x 1080?
Yep. My monitor is native 1920 x 1080.

I didn't know if it is hsie or if it is my graphics card. I had another GWX 3.0 install with hsie and a ton of mods (German Uboats compilation, Arb Widescreen GUI, Merchant Fleet Mod, to name a few) that was rock solid that I replicated (i.e. a manual install rather than cut and paste) from my older PC that also crashed when trying to run on my new pc.

Right now my daily driver on my new PC is GWX 3.0 without hsie and Ahnenerbe Widescreen Mod and it is stable, as is SH4 FOTRSU.

An interesting thing though - when I run it in my new PC, the initial water the screen with the animated water is not full screen, then it goes to full screen. On my older PC, it went full screen right away on the animated water. Difference is my old PC is dvi to the monitor while my new PC is displayport (to the same monitor).

Second edit: pretty sure it's solely due to my Intel arc a770 on my new PC - someone else mentioned that Intel use dxvk in their drivers and it's an issue. Just Installed KCE in my old PC and it was stable with no ctd for a half hour before I saved and exited. Oh well - I guess I'm buying a new video card...

Last edited by 3catcircus; 03-07-25 at 06:26 PM.
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Old 03-07-25, 07:37 PM   #566
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Is there something wrong with the sonar or is this typical for early war? The range est is WAAAYYY off, but like thousands of meters
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Old 03-07-25, 11:25 PM   #567
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Quote:
Originally Posted by karla View Post
Thank you for this great game changer.

An absence of crew in view - or invisible crew - makes GWX-KC into something special. The non-existance of wooden-looking animated figures really improves the overall realism of the game. However, external views of the boat without a cluster of men on the bridge may seem unrealistic but, on balance, I prefer this modification of the game without those un-lifelike characters.

There is currently no simple mod, so, download and install Silent 3ditor S3D.exe (https://www.subsim.com/radioroom/dow...o=file&id=4489).
Open each .dat file in the /data/crew folder. Click on each node and uncheck the 'visible' box. Make sure you find every node related to each file - some .dat files have more than one node. There are a total of 16 .dat files and 44 nodes to find.
Click on File/Save As and Yes to replace and Yes to the next Question for each .dat file.
Also, uncheck the 'visible' box in the data/library/Binocular01.dat file node.

Previously shown in https://www.subsim.com/radioroom/sho...d.php?t=212072
This is great, thank you. Those figures are terrible for even 2005 let alone now. They seriously distract from the game.
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Old 03-08-25, 12:15 AM   #568
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Been a long-time active in Subsim and have followed this development for a long-long time. Suddenly there is a lot of messaging going on. Is there actually finished to look at here?
Archive1
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Old 03-08-25, 07:12 AM   #569
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Originally Posted by Archive1 View Post
Been a long-time active in Subsim and have followed this development for a long-long time. Suddenly there is a lot of messaging going on. Is there actually finished to look at here?
Archive1
It’s a sight to behold.
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Old 03-08-25, 08:31 AM   #570
VikingGrandad
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Quote:
Originally Posted by Kirienko View Post
Hi team, one question: I have observed that using the "no map contact updates" option in realism settings does not affect to the realism score. Is that intentional or will it be changed in future releases?
I think I'm right in saying that the "no map contact updates" was set up like that in an earlier version of GWX (and carried through to GWX KC), for the following reason:

- Using that setting requires quite a steep learning curve, even for many very experienced players.

- So, in theory, that setting should contribute a very high % contribution to the maximum of 100% difficulty, which of course affects the amount of renown earned by the player (100% difficulty gives the player 100% of the renown earned).

- However, doing that would then mean many (probably the vast majority?) of players, who will never want to use that setting, will not be able to get 100% renown. So I think that's why it was set to 0%.

One could also argue that advanced players who prefer to use "no map contact updates" are quite likely to also know how to mod the difficulty percentage settings to suit their preferences.

As a side-note: I think Kpt. Lehmann mentioned recently here that changes to the renown system will be considered.
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