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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#256 | ||
Sea Lord
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Version 1.91 should already remove CTDs. Version 1.92 add other new features... have a lokk at the version history. |
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#257 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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![]() Does this V1.92 patch hosted now the same i downloaded yesterday before your site was off ? Last edited by Redwine; 08-29-06 at 08:51 PM. |
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#258 | ||
Sea Lord
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Yeah.. should be! |
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#259 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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Aparently, "Reference Files" appears as an "empty file" after download.... can you check please ?
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#260 | |
Sea Lord
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After you dobleclick the archives will be put together! |
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#261 | ||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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#262 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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Hi HanSolo...
Finally i arrive to the age later of Normandy invasion, and the air raids over Lorient start up. I have the same problem than in previous versions, when the b-24 Liberators appears, the game crashes. I was able to pass the mission in the same way than in previous versions, aparently if some of the 16 attacking B-24 was shot down, the game not crashes. Then i increase my 20mm shells power, and decrease the planes armor and max speed. I put 4 Petit officers with flak gun qualification on battle sattions. After run the mission a half dozen of times, i was able to continue. Any idea wich can cause the Liberator crash the game ? :hmm: I attempt removing the liberators and bombs textures, but seems to not have any effect. |
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#263 |
Sea Lord
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Hmf.. a few days ago a passed these Liberator bombers after leaving St. Nazaire but I did not have any problems. Also I don´t know what could cause these problems!
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#264 |
Torpedoman
![]() Join Date: Mar 2006
Location: Arizona
Posts: 115
Downloads: 272
Uploads: 0
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Hi HanSolo78
I have just installed v 1.92 yesterday on a clean 1.4b install of SH3. I am experiencing 2 problems. The F9, F10, and F11 keys do not work unless you use the Alt-key with them (Alt+F9, Alt+F10, Alt+F11). Is this normal for this mod? My second problem is more severe. I experience A CTD when ordering the sonar man to Report nearest Warship using the mouse to click on the icon. At the time I am at periscope depth with a destroyer coming on fast but he it did not spot me, it was just traveling fast. When I clicked my mouse on the Icon for this command, the system freezes and a few seconds later the message comes up informing you of a fatal condition etc. . My system had good frame rates when this happened. Over 100 fps and I have 2GB of memory. I don't see it being this. I tried to find the file the message claims it left to report this but can't find it, even using file search. I will try to recreate this and see if it will leave a report file so it can be known what the error was. I am using English language on all the choices. I am using SH3 Commander but will try with out it for the error problem. It was not used the first time I tried this mod and I still had the F9, F10, and F11 keys problem. SH3 commander didn't change that problem. (If it is one?) My system: Athlon 64 FX-60 dual core, 2.6GHz Asus A8N32 SLI deluxe MB 2GB DDR400 memory 7900 GTO, PCI-E, 256mb Soundblaster X-Fi XtremeMusic Edited: I reinstalled SH3, 1.4b patch, and WAC 1.92 full version. I still have to use the "ALT" key with "F9", "F10", and "F11", but I made a test dive with a friendly destroyer nearby and didn't get the fatal error but the sonarman didn't have any contacts anyways. I guess he doesn't report contacts with a known friendly that was only 1600 m away at 12 knts. speed. I did not install the extra sound pack from your site this time. I will check this again when I can find an enemy warship to report on sonar. Continuing this patrol. Last edited by wovik; 09-10-06 at 10:26 PM. |
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#265 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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If i dont remember bad, F9, F10 and F11 behaviour is caused by the Resolution Fix.
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#266 |
Torpedoman
![]() Join Date: Mar 2006
Location: Arizona
Posts: 115
Downloads: 272
Uploads: 0
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Redwine,
If you mean the d3d9.cfg and the d3d9.dll, I had tried removing them in the earlier install but it didn't change anything. I no longer have the CTD problem so it was either the sound package or a bad install. I will try deleting those 2 files and see if it gets F9, F10, and F11 working correctly. I can live with using the ALT key with them, though. I had a harder time getting used to the enter key being the pause key. In the earlier install I mistakenly fired a torpedo at the Type 34 destroyer I followed out of Lorient. Fortunately I had it set on impact detonation. It went right down the side of the destroyer without detonating. 1 torpedo wasted! but at least I didn't get a friendly unit!. Edit: I just tried it after deleting those 2 files and everything works fine now. I must have had a bad install before which caused the problems. Last edited by wovik; 09-10-06 at 10:50 PM. |
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#267 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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#268 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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@wovik
Quote:
As far as I can remember, the only fix is to designate a key combination for each of the commands. You can do it either by manually editing the entries of these commands in commands_en.cfg, or by using a tool named keymapper by Cavaliere - find it here: http://www.subsim.com/radioroom/showthread.php?t=78792. In my case keymapper did not work and I edited it manually, by inputting the hex scancodes of the keys. Then, if you key in the command, instead of using the icons, there's no CTD. |
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#269 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
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Hi Hansolo
I recently started a campaign in '39 and now I am in May '40. Sailing toward Norway, I encountered a miniconvoy of two: a Large Cargo and an Armed Trawler. I sunk the cargo, then got DC'ed by the armed fisherman. The problem is I wasn't able to lose the little bugger even after 2 hours of hiding at 80 meters deep and silent running, many course changes and all I could do to minimise noise. Whatever I do, he's upon me and DC's like hell, until runs out of ammo. I looked into campaign.rnd and found the mini-convoy; the armed trawler has a crew level of "competent". My question is: is it normal for an armed merchant in '40 to find me with such precision - don't even know if they had asdics at that time. Then again, if so early, with just 1 small craft, it's so hard to escape, what will it happen in '43 with three DD's on my tail and crews set at veteran? Or, in other words, It seems to me the AI is too competent. Did you boost it up that much? In a separate note, I was really pleased to see 2 German planes appearing and attacking the same cargo, while I was launching the torpedos. Added a lot to the immersion, even though they both missed. |
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#270 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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I am using UWAC mod with my own AI detection settings, if you have a problem of Uber DDs/DEs you can try my settings, you will have a good Silent Running protection if you dont have the bad luck to be pinged. You must to prepair your attack to be away from the active beam. http://rapidshare.de/files/32143293/DDs_Detection_13C_Stage.zip.html |
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