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Old 08-18-14, 07:29 AM   #3301
TheDarkWraith
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Quote:
Originally Posted by mikehcl View Post
Everything solved all works, thanks.
Thanks for the report AI units and the player's unit should no longer have super acceleration and deceleration anymore with this patch enabled. Should be much harder for units to speed up to avoid an incoming torpedo. You can tailor the patch to taste by clicking the Notes= of the patch and following the directions (you could make the accelerations and decelerations even slower if you wanted to).
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Old 08-18-14, 11:23 AM   #3302
shunter101
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Quote:
Originally Posted by TheDarkWraith View Post
Thanks for the report AI units and the player's unit should no longer have super acceleration and deceleration anymore with this patch enabled. Should be much harder for units to speed up to avoid an incoming torpedo. You can tailor the patch to taste by clicking the Notes= of the patch and following the directions (you could make the accelerations and decelerations even slower if you wanted to).
Works great. My sub has been on the bottom for about an hour. I decided to make my way to the surface to see where the escorts were located. One was stopped 1500m in front of me and I was able to slam two torpedoes into her side. She did not accelerate away, I could not tell if she tried to accelerate or not, it was night. Back to the bottom as the other escort is picking up speed. Thanks!!
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Old 08-19-14, 12:22 AM   #3303
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Originally Posted by TheDarkWraith View Post
Fixed in v1.0.166.0. Let me know either way (yes or no) if it fixes the problem both of you were having.


v1.0.166.0 released. See post #1

Starting with v1.0.166.0 revised the RPM inertia patch in the SHSim_act to fix bug of trying to use invalid pointer that can happen in campaigns and some single missions

Fantastic
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Old 08-19-14, 10:25 AM   #3304
DrJones
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Quote:
Originally Posted by TheDarkWraith View Post
Fixed in v1.0.166.0. Let me know either way (yes or no) if it fixes the problem both of you were having.


v1.0.166.0 released. See post #1

Starting with v1.0.166.0 revised the RPM inertia patch in the SHSim_act to fix bug of trying to use invalid pointer that can happen in campaigns and some single missions


Thanks for that great work !!!
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Old 08-19-14, 11:34 PM   #3305
Dragon81
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Hi TheDarkWraith,

I have the problem that I can not dive below 120m without damaging my hydrophone.
I created a topic for this problem:
http://www.subsim.com/radioroom/show...28#post2234328

icthird623 wrote that he had the same problem and after he changed his mods the problem disappeared.

Is it possible that the TDW Patcher (or Wolves of Steel) has something to do with it?
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Old 08-19-14, 11:49 PM   #3306
TheDarkWraith
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Originally Posted by Dragon81 View Post
Hi TheDarkWraith,

I have the problem that I can not dive below 120m without damaging my hydrophone.
I created a topic for this problem:
http://www.subsim.com/radioroom/show...28#post2234328

icthird623 wrote that he had the same problem and after he changed his mods the problem disappeared.

Is it possible that the TDW Patcher (or Wolves of Steel) has something to do with it?
It's not the patcher as I haven't released any patches that deal with adding/changing damages yet. It's definitely something in WOS.
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Old 08-20-14, 04:28 AM   #3307
THE_MASK
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Quote:
Originally Posted by Dragon81 View Post
Hi TheDarkWraith,

I have the problem that I can not dive below 120m without damaging my hydrophone.
I created a topic for this problem:
http://www.subsim.com/radioroom/show...28#post2234328

icthird623 wrote that he had the same problem and after he changed his mods the problem disappeared.

Is it possible that the TDW Patcher (or Wolves of Steel) has something to do with it?
Its not a bug , its a feature of the mod R.S.D.
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Old 08-20-14, 05:04 AM   #3308
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Hi sober,

thanks for the info. Do you know the file I have to edit to change that?
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Old 08-20-14, 07:01 AM   #3309
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Hi sober,

thanks for the info. Do you know the file I have to edit to change that?
No .
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Old 08-20-14, 07:03 AM   #3310
THE_MASK
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I enabled the RPM inertia patch and loaded a save heading for Scapa . All was going well but now as soon as I get close to Scapa the game ctds . I unenabled the RPM inertia patch and I can continue the game at the last save . Any ideas ?
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Old 08-20-14, 09:49 AM   #3311
TheDarkWraith
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Originally Posted by sober View Post
I enabled the RPM inertia patch and loaded a save heading for Scapa . All was going well but now as soon as I get close to Scapa the game ctds . I unenabled the RPM inertia patch and I can continue the game at the last save . Any ideas ?
There's a problem in the patch? I'm looking into it. Trying to get the game to CTD near scapa like you have to see what is causing it when the new RPM inertia patch is enabled
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Old 08-20-14, 10:40 AM   #3312
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Hi TDW

Can you please have a look into my suggestion about radio/gramophone, crew morale, and u-boat detection (post #3285 into this thread)?
I know there still are more important aspects of this game which deserve your attenction, but it would be nice (and a step forward towards a full simulation) if music played a bigger role in SH5 than pure listening pleasure for the human captain. :-)
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Old 08-20-14, 11:00 AM   #3313
TheDarkWraith
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Quote:
Originally Posted by sober View Post
I enabled the RPM inertia patch and loaded a save heading for Scapa . All was going well but now as soon as I get close to Scapa the game ctds . I unenabled the RPM inertia patch and I can continue the game at the last save . Any ideas ?
Got the game to CTD with the new RPM inertia patch enabled. Looks like the game is throwing me a curve ball Have to figure out how to determine why a certain type of object is being asked to update it's RPM then test for it and skip over it...
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Old 08-20-14, 01:28 PM   #3314
TheDarkWraith
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Quote:
Originally Posted by sober View Post
I enabled the RPM inertia patch and loaded a save heading for Scapa . All was going well but now as soon as I get close to Scapa the game ctds . I unenabled the RPM inertia patch and I can continue the game at the last save . Any ideas ?
Fixed in v1.0.168.0



v1.0.168.0 released. See post #1

Starting with v1.0.168.0 revised the RPM inertia patch again in the SHSim_act to fix CTDs
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Old 08-20-14, 03:59 PM   #3315
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Works now The game just got 100X better with the latest RPM inertia patch .
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