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Old 03-22-25, 04:25 AM   #646
ME1904
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Originally Posted by VikingGrandad View Post
Thanks!


Regarding the crashing problem, please give details of your PC and operating system, and also which U-boat you are playing with, and the career start date.


Are your drivers up to date, including sound card drivers?

Are you sure you followed the installation instructions correctly, including setting the compatibility settings on the SH3.exe app?


Have you enabled any of the optional mods? Any third party mods installed?
Hello VickingGrandad,

-PC-system: Win11 home, IntelCore i710750, RTX2060, NVIDIA HD Audio T27D590...
- Drivers are updated
- Follwowed the instruction (also use GWX Onealex without problems)
- Played naval academy, game crashed in torpedo and convoy exam (when sobmerged and the hydrophone operator is about to call out a contact)
- career 1942 2.Flottilla typ IXC same problem
- played with and without optional mods /no third party mods.
- also installed reinstalled the mod at different locations/participations ...

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Old 03-22-25, 07:38 AM   #647
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Originally Posted by ME1904 View Post
Hello VickingGrandad,

-PC-system: Win11 home, IntelCore i710750, RTX2060, NVIDIA HD Audio T27D590...
- Drivers are updated
- Follwowed the instruction (also use GWX Onealex without problems)
- Played naval academy, game crashed in torpedo and convoy exam (when sobmerged and the hydrophone operator is about to call out a contact)
- career 1942 2.Flottilla typ IXC same problem
- played with and without optional mods /no third party mods.
- also installed reinstalled the mod at different locations/participations ...

Well, well... changed some minor graphic settings and so far everything is fine.

Thank you VickingGrandad
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Old 03-22-25, 12:42 PM   #648
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Originally Posted by JohnCarterOfMars View Post
I uploaded a recording of the convoy training session to my Dropbox for you to hear. Some sounds appear normal, but others do not. Listen to the sounds at the 300 bearing compared to the sounds near the 340 bearing. Maybe it's an intended effect that just needs explaining to me.

If it's a distant sound, I don't know why a distant would have a louder distortion than a closer true sound.

https://www.dropbox.com/scl/fi/htvwh...=amgw85fy&dl=0

Thanks! Kpt. Lehmann will get back to you regarding this.
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Old 03-22-25, 12:44 PM   #649
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Well, well... changed some minor graphic settings and so far everything is fine.
Glad to hear you've found a solution. For the benefit of other players, what are the settings you changed?
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Old 03-22-25, 02:58 PM   #650
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Glad to hear you've found a solution. For the benefit of other players, what are the settings you changed?
No big deal after all. I just changed the audio output from realtec speaker to the NVIDIA soundcard.

Good hunting everyone
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Old 03-22-25, 03:16 PM   #651
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Default Welcome aboard!

ME1904!....finally on the surface after 4 year's 'silent running'!
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Old 03-22-25, 05:35 PM   #652
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Originally Posted by VikingGrandad View Post
Messages can only be received up to a maximum depth of 25m. As far as I'm aware, it's not even possible to change that parameter (and even if it was, we wouldn't have done so). In testing, we've not seen messages being received at greater depths.

Maybe in your case it was a delay between the message being received and it being reported to you, possibly caused by using high time compression.
yes understand, that may have been the case as I was 32 compression just before the event. Thanks for the reply.
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Old 03-23-25, 08:31 AM   #653
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Amazing mod. So far only one single crash in my 1939-1941 campaign and it was due to moving the map too much while using time acceleration. My only complaint is that there's no hotkey for switching to max time compression
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Old 03-23-25, 10:58 AM   #654
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Default Strange problems

OK...had some fun going through the Naval Academy to get familiar with the new interface controls and such. Then went to do one or two of my favorite old Single Missions to try things out with changes to realism...at 76%.

First did the "Barham" mission and only got one hit on one of the BB's and was driven down by those pesky DD's. Then did "Courageous" and got two hits and sank her; time to quit, logged off and went up for dinner. Decided to go back after that and make another run on "Barham".

Everything OK, game loaded perfectly, selected the "Barham" mission, the red loading bar finished running; CTD. Tried twice more to get back into that mission and same CTD each time. Selected the "Courageous" mission instead, again, and that went smoothly, no problem at all. So, tried the "Barham" again and same CTD. Checked the Naval Academy missions again and they all went well. Decided to get some help before starting a career.

Dell XPS Desktop 8960, Intel Core i7 14700 (33MB cache, 20 cores, 28 threads, 5.4GHz); 16GB DDR5, 5600 MT/s RAM; Windows 11 Home OS.

1TB M.2 PCle NVME SSD (boot) plus 2TB SATA HDD (storage).

NVIDIA GeForce RTX 4060 Ti 8GB GDDR6 Video card; nvidiaProfileInspector and KC.nip file installed with no problems.

The KCE program is installed in a separate "C:\SubSims\GWX-KC" folder; untouched (installed but never run) SH3 is in a separate folder in that "Subsims" folder. The multiSH3 save game folder is named "KC3".

Any ideas what is going on there?
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Old 03-23-25, 11:08 AM   #655
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I would love to know how the sinking mechanics work, not because i am critical, but genuinely amazed!

Encountered a convoy in 15 wind speed and attacked, hit a c3 cargo aft and another midships. C3 remained afloat and didnt break with convoy while the other sank..

yadda yadda 1 1/2 real time later, a sinking message from the c3 cargo!! I had a "WOW" moment and was thoroughly impressed on how the sinking mechanic worked out for that particular ship. Of course, I r/p'd it thinking the flooding was under control, and the crew thought it was fine, until another bulkhead or other component broke under the ferocity of storm and from being weakened by the torpedo, and the ship was unable to be saved.

I would like to know, from a modder perspective, what happened in those DATA files? Simply put for us simpletons.
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Old 03-23-25, 12:40 PM   #656
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Quote:
Originally Posted by CaptBones View Post
OK...had some fun going through the Naval Academy to get familiar with the new interface controls and such. Then went to do one or two of my favorite old Single Missions to try things out with changes to realism...at 76%.

First did the "Barham" mission and only got one hit on one of the BB's and was driven down by those pesky DD's. Then did "Courageous" and got two hits and sank her; time to quit, logged off and went up for dinner. Decided to go back after that and make another run on "Barham".

Everything OK, game loaded perfectly, selected the "Barham" mission, the red loading bar finished running; CTD. Tried twice more to get back into that mission and same CTD each time. Selected the "Courageous" mission instead, again, and that went smoothly, no problem at all. So, tried the "Barham" again and same CTD. Checked the Naval Academy missions again and they all went well. Decided to get some help before starting a career.

Dell XPS Desktop 8960, Intel Core i7 14700 (33MB cache, 20 cores, 28 threads, 5.4GHz); 16GB DDR5, 5600 MT/s RAM; Windows 11 Home OS.

1TB M.2 PCle NVME SSD (boot) plus 2TB SATA HDD (storage).

NVIDIA GeForce RTX 4060 Ti 8GB GDDR6 Video card; nvidiaProfileInspector and KC.nip file installed with no problems.

The KCE program is installed in a separate "C:\SubSims\GWX-KC" folder; untouched (installed but never run) SH3 is in a separate folder in that "Subsims" folder. The multiSH3 save game folder is named "KC3".

Any ideas what is going on there?
It sounds like you have your game folders set-up fine, with the Stock game and the KC modded game in their own folders inside of your SubSims folder. However, what about your Save folder ("C:\Users \UserName \Documents \SH3" by default)?? Did you use MultiSH3 to create separate folders for those two installs?? Such that the stock game uses "SH3", and the KC game uses say "XKC" or similar?? That gives the two game versions their own data space for the changes made with KC... ?? If not, then run MultiSH3 from the KC folder, and give you KC version its own Save folder. Then start your new KC career or any other aspects of the mod. Let us know this detail please.

Otherwise, I've gun the game several times now, and Barnham does fine. One thing to remember about the SH3 game, is that you must treat each menu choice of Museum, Sub School, Single Missions, and Career as separate "modes" of the game. If you run one of those "modes" and want to run another, you should exit the game so that it clears its "buffers", then start the game again and use the next "mode". Otherwise, you can also end up with CTDs from the game running out of memory to use, or whatever happens to the poor, confused game engine...

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Old 03-24-25, 10:05 AM   #657
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Quote:
Originally Posted by JohnCarterOfMars View Post

I hear an unusual distortion from the hydrophone in the bearings before and after the actual merchant/warship sounds that wasn't there before. Is this the new normal or is there something wrong? What does this sound represent?
Please excuse me for taking a minute to get back with you.

Here are my findings after reading your post, listening to your video with the sound turned up greatly.


You video appears to also be picking up ambient noise from the room that you have your PC in. I hear several thumps during the video.
It also sounds as if you have a failing fan in your PC. I suspect fan shaft slipping, causing a variable pitch whine. The whine that I hear varies in intensity, pitch, and is also present during the main loading screens.

As far as sound distortions go, I find all ship sounds in the Convoy Attack training mission that you used, via hydrophone and usage of the F12 camera, to be without issue.

On occasion though in SH3, when for instance, two identical merchants are on the same bearing and nearly... but not quite in-sync with each other, can cause a slow, closely parallel up and down sound, however it is not common at all, and is not a show-stopping problem because it resolves itself.... (The same is true at times on the other big mods.)

Lastly in regards to sound contacts in SH3, hydrophone sounds have a sort of feathered transition to either side of the focused bearing with the full regular sound in the focused center of contact bearing. This has always been normal.

I hope that helps a little.

Otherwise, we have no further plans to change the rest of what you mentioned in that post.

Sink'em ALL!
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Old 03-24-25, 12:13 PM   #658
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Default Even more strange now...

Quote:
Originally Posted by propbeanie View Post
It sounds like you have your game folders set-up fine, with the Stock game and the KC modded game in their own folders inside of your SubSims folder. However, what about your Save folder ("C:\Users \UserName \Documents \SH3" by default)?? Did you use MultiSH3 to create separate folders for those two installs?? Such that the stock game uses "SH3", and the KC game uses say "XKC" or similar?? That gives the two game versions their own data space for the changes made with KC... ?? If not, then run MultiSH3 from the KC folder, and give you KC version its own Save folder. Then start your new KC career or any other aspects of the mod. Let us know this detail please.

Otherwise, I've gun the game several times now, and Barnham does fine. One thing to remember about the SH3 game, is that you must treat each menu choice of Museum, Sub School, Single Missions, and Career as separate "modes" of the game. If you run one of those "modes" and want to run another, you should exit the game so that it clears its "buffers", then start the game again and use the next "mode". Otherwise, you can also end up with CTDs from the game running out of memory to use, or whatever happens to the poor, confused game engine...

Thanks propbeanie. Yup, as I mentioned, KCE has its own save folder...named "KC3". When I encountered this problem, I deleted the entire "KC3" save folder, restarted the program and ran the Naval Academy missions again to make sure the game was working and the "KC3" save folder was "clean". The baseline, stock SH3 game is installed but actually doesn't even have a "save" folder; I haven't run the "vanilla" game on this machine. I can't imagine that would have anything to do with the problem, but maybe I'll run it to create the "SH3" save folder and see if that makes a difference.

In the meantime, I cranked up my good old (14 years old) Alienware Area 51 with Windows 7 (upgraded with a GT 1060 Graphics card), plugged it into the router and downloaded and installed KCE. All good, no problems at all, except I could not install nvidiaProfileInspector...something about an old version of net framework that can't be updated with Windows 7 OS, whatever!

But luckily, I have an old copy of the NVIDIA 3D settings to use for SH sims and those settings are much the same as the KC.nip settings, which I printed out for comparison, when I did the full KCE installation on the new machine.

So, I ran KCE on the old Area 51 and it works perfectly, looks great. No problems with CTD either; ran both "Barham" and "Courageous" twice already and not a glitch with either of them or with the Naval Academy missions. I'm just guessing, but I wonder if there is something in "Barham" that does not sit well with Windows 11 on the new machine.

If I have to live with it that might not be a problem; I'm just wondering if whatever is causing that CTD could rear its ugly head and crash a career down the road a little bit. Guess I'll just have to wait and see.

Thanks again though.
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Old 03-24-25, 06:56 PM   #659
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Thanks propbeanie...
There is 1 group in the mission, consisting of 7 Type=4 J class DD in a 'V' formation, none less than roughly 550m apart. They are followed by 3 individual Type=11 BB, all roughly 775m apart. Then there is the player sub. Not much to go wrong there. Dunno. Fluke? Nip file not liking your set-up?? It was created on a similar machine though. One previous user reported issue with it, and you would be the 2nd - if that's what it is, though I doubt it. The nip would impact more than that particular single mission.
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Old 03-24-25, 10:39 PM   #660
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VikingGrandad:

Thanks for the reply. And I am wrong. I now see that to crew the deck gun one must:

Click on the Watch Officer icon.
Select: Crew on Deck
Select: Man the Deck gun (Then R click on it to actually man the gun)
Use F-10 to manually use the gun

Yes, I was used to LSH3 where one merely hit Shft-D to man and then F-10 to use.

And I have discovered that Shift D puts the whole crew on deck and to dismiss them you hit Shift D again (it is a toggle)

I have yet to find an F1 chart for all the commands. Have I missed something?
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