SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-28-11, 04:43 PM   #1996
Capt. Morgan
Commander
 
Join Date: Dec 2009
Location: Just east of the west coast.
Posts: 463
Downloads: 424
Uploads: 0
Default

Quote:
Originally Posted by Stoli151 View Post
@Capt.Morgan I also experience these save CTD. It also seems to come from using patch. .... Hopefully this can be solved by removing the 4gb patch as you have suggested. I will do some testing of my own. Highly interested in your results.
Well Stoli, I'm sorry to say that I was wrong (and I've edited my original post so as not to mislead anyone further).

I had originally thought that how the 4GB patch was implemented (using the 4GB flag in the Options Selector V.S. applying the 4GB patch afterwards) made a difference. When h.sie pointed out that both methods produce files that are indistinguishable from each, other I took a closer look, and can confirm that how the 4GB patch is implemented makes no difference at all.


Quote:
Originally Posted by h.sie View Post
... I am careful with CTD reports in the meantime, because most of them have been caused by corrupted or highly-modded sh3 installations. Or because MODs configuration has been changed between save and reload of a game. ...
h.sie
And I'm going to be more careful myself as this certainly seems to have been situation in my case.

I started testing on a completely new (stock) SHIII install. Finding no problems, I continued testing as I gradually added back all of my mods, resolving any conflicts as they arose - much as h.sie explains in the remainder of above post.

The end result is that I have GWX 3 with DD's interior, Manos Env. 2.1, Manos Gui, The St.Naz harbour mod, and a dozen others, all working smoothly with the Realism Patch (It did take a few hours to get it there though).

I'm beginning to think that this Realisim Patch may also be an acid test as to whether one has their install and mods properly sorted.

The only additional advice I can offer is to use JSGME's file snapshot feature. It's slow but it will tell you if an install is damaged - also - pay close attention when JSGME reports that files are being over-written. It is often necessary to create a hybrid file, combining the values set by several mods in order to get them to work together (much of this work will already be done for you if you use Aces Multimod Compatibility Fix).

Quote:
Originally Posted by Stiebler View Post
Concerning 4GByte fix for SH3:
This fix consists of just ONE byte changed, from 0x0F (original) to 0x2F (fix).

I have checked the code of the Options Selector, and there is no problem with it.
However, it is my understanding that the 4GByte fix should be used only with 64-bit computers. This is marked clearly on the Options Selector dialog box, and in its documentation. Some users here seem to be using it with 32-bit computers....
My apologies for suggesting that there was a problem.

I have a 32-bit operating system (albeit on a 64-bit processor), and on my setup, found that SH3 would not load without the 4GB patch if I had the Merchant Fleet Mod enabled.

While It seemed to run fine, your comments about the 4GB patch - and later, the MFM (which is the only reason that I needed it) convinced me to drop both from my install. Thanks for the information.
__________________
There are no great men, only great challenges that
ordinary men are forced by circumstances to meet.
-- Admiral William Halsey


Last edited by Capt. Morgan; 08-28-11 at 05:04 PM.
Capt. Morgan is offline   Reply With Quote
Old 08-28-11, 04:48 PM   #1997
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

@Captain Morgan: Nice to know you got it all to work. Have fun. And thank you for correcting your older post.
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 08-28-11, 05:11 PM   #1998
fitzcarraldo
Argentinian Skipper
 
fitzcarraldo's Avatar
 
Join Date: Jul 2009
Location: Somewhere between Buenos Aires and the Bungo Suido
Posts: 5,320
Downloads: 3346
Uploads: 0


Default

I have good results saving games with the "save" option, and not with "save and exit" option. With this option, I have some CTDs.

The MFM mod DON´T WORK without 4Gb Patch in a 64 bits OS.

Regards.

Fitzcarraldo
__________________



My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen.
fitzcarraldo is offline   Reply With Quote
Old 08-28-11, 09:10 PM   #1999
Fish In The Water
Prince of
the Sea


SUBSIM
Welcome
Committee

 
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
Default

Quote:
Originally Posted by h.sie View Post
Exactly 1 year ago I started this thread. It was a very interesting year.
It's come a long way in it's first year... Lots of issues sorted, lots of people helped and tons of progress. Very good work indeed...

Congrats and happy thread anniversary!
__________________
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell.


Fish In The Water is offline   Reply With Quote
Old 08-28-11, 11:05 PM   #2000
Stoli151
Helmsman
 
Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
Default

It seems that TDW's DC mod was in fact the culprit. After doing clean install, reapplying patch and eventually reinstalling every other mod I have, I cannot get a CTD from a save. Looks like I can enjoy your work again H.Sie, without having to try to finish out a patrol between sessions(long nights). Yes, I loved this mod so much that even when I thought it was causing the save CTDs, I wouldn't uninstall it. Thanks everyone for helping me sort out my install.

Last edited by Stoli151; 08-29-11 at 12:20 AM.
Stoli151 is offline   Reply With Quote
Old 08-29-11, 01:30 AM   #2001
Magic1111
Silent Hunter
 
Join Date: Sep 2008
Location: Germany - Sailing on U-552 in North Atlantic
Posts: 4,429
Downloads: 783
Uploads: 0


Default

Quote:
Originally Posted by Fish In The Water View Post
It's come a long way in it's first year... Lots of issues sorted, lots of people helped and tons of progress. Very good work indeed...

Congrats and happy thread anniversary!
2nd this Post !
__________________
Magic1111 is offline   Reply With Quote
Old 08-29-11, 02:32 AM   #2002
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 191,300
Downloads: 63
Uploads: 13


Default

Much kudos H
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 08-29-11, 03:10 AM   #2003
Robin40
Chief
 
Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
Uploads: 0
Default

sh3 patched V15G1 GWX on computer1 works fine

sh3 patched V15G2 GWX on computer1 CTD with new career

sh3 patched V15G2 LSH3V5 on computer2 new career works fine

sh3 patched V15G2 applying
Stiebler_Surrender_Smoke_Patchkit to SH3_V15G2.exe on computer1
impossible to find the specified file

Robin40 is offline   Reply With Quote
Old 08-29-11, 04:10 AM   #2004
Stiebler
Fuel Supplier
 
Stiebler's Avatar
 
Join Date: Oct 2005
Location: London, UK
Posts: 1,237
Downloads: 29
Uploads: 4


Default

@LGN1, @SSB:

I was very interested to discover that you have prevented CTDs from Sergbuto's AI-boats by cloning them with new IDs.

It would be very helpful indeed if either or both of you could release your cloned variants for public use. I would certainly like to update NYGM with a bullet-proof AI-U-boat, if you kindly give me permission for use.

Since H.sie is planning to use LGN1's version for his wolf-packs mod, perhaps this would be the preferred version to upload for general use, in the interests of economy of mods.

Of course, I could always make my own clones, since I have Sansal's Pack3D, but there is a small chance that my cloned version could also clash with an existing ship/air/land-unit. And again, in the interests of economy of mods, it is better if I use an existing stable clone.

Incidentally, did you both remember to clone the turms of the AI-boats also?

@Robin40:
My patch Stiebler_Surrender_Smoke has now been replaced with Stiebler_Surrender_Smoke_CAM, see here:
http://www.subsim.com/radioroom/show...8&postcount=10

Also your statement 'impossible to find the specified file' is very vague. What cannot find which file? Can you give more details, please.

Stiebler.
Stiebler is offline   Reply With Quote
Old 08-29-11, 04:24 AM   #2005
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

@Stiebler: Of course you can have the cloned AI-Subs - if they are finished and final and tested. There is some work to do with them in the future, either by LGN1 or me. LGN1 has the cloned ones, but he isn't here at the moment.

H.Sie
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 08-29-11, 05:25 AM   #2006
Robin40
Chief
 
Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
Uploads: 0
Default

Quote:
Originally Posted by Stiebler View Post
@LGN1, @SSB:

I was very interested to discover that you have prevented CTDs from Sergbuto's AI-boats by cloning them with new IDs.

It would be very helpful indeed if either or both of you could release your cloned variants for public use. I would certainly like to update NYGM with a bullet-proof AI-U-boat, if you kindly give me permission for use.

Since H.sie is planning to use LGN1's version for his wolf-packs mod, perhaps this would be the preferred version to upload for general use, in the interests of economy of mods.

Of course, I could always make my own clones, since I have Sansal's Pack3D, but there is a small chance that my cloned version could also clash with an existing ship/air/land-unit. And again, in the interests of economy of mods, it is better if I use an existing stable clone.

Incidentally, did you both remember to clone the turms of the AI-boats also?

@Robin40:
My patch Stiebler_Surrender_Smoke has now been replaced with Stiebler_Surrender_Smoke_CAM, see here:
http://www.subsim.com/radioroom/show...8&postcount=10

Also your statement 'impossible to find the specified file' is very vague. What cannot find which file? Can you give more details, please.

Stiebler.
When I run the patch bat file no patching

impossible to find the specified file

this applies also to CAM patch
Robin40 is offline   Reply With Quote
Old 08-29-11, 06:31 AM   #2007
Stiebler
Fuel Supplier
 
Stiebler's Avatar
 
Join Date: Oct 2005
Location: London, UK
Posts: 1,237
Downloads: 29
Uploads: 4


Default

@H.sie,

Many thanks for the reply about the AI-Uboats.

@Robin40:

It seems that you are missing one or more of these files from your patch folder:
1. SH3.exe already patched with H.sie's V15G2.
2. V15_G2_Surrender_Smoke_CAM (a file with no extension).
3. bspatch.exe.

You must have all these files in the same folder in which you run patch_SH3.bat.

The file SH3.exe is your file which you have patched already with H.sies's patch-kit V15G2. Make sure you create a back-up copy of it somewhere before using my Surrender_Smoke_CAM patch.

Stiebler.
Stiebler is offline   Reply With Quote
Old 08-29-11, 12:05 PM   #2008
U-Falke
Gunner
 
Join Date: Apr 2010
Posts: 92
Downloads: 227
Uploads: 0
Default

Good morning

This mod is briliant, congratulations!
Is it posssible to have a gauge for oxygen
and another for CO2? They could be located
in the control room, so guys what do you think?
U-Falke is offline   Reply With Quote
Old 08-29-11, 02:15 PM   #2009
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

@U-Falke: Thanks. No, it is not possible to have both gauges, one for O2 and one for CO2. One can only have O2 or CO2. It's your choice.
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 08-29-11, 02:29 PM   #2010
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Some input needed (historical facts preferred):

Let's assume there has been a contact report and BDU really sent a wolfpack to sink the reported convoy.

I work with a certain chance p that the wolfpack will find the convoy (that means: it has not been sunk, no machine damage, no navigation problems and so on).

For calculating this chance, I want also to consider the weather conditions. Now my question: What does affect this chance stronger: storm or visibility or both factors equally??

h.sie
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 08:30 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.