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#31 |
Frogman
![]() Join Date: Jan 2007
Location: Near Paris
Posts: 303
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That's interesting, Stiebler .
Just for info : In my last tests , the saved games crashes even when a lonely ship was sunk, with anything else around. My rig is : Core-I7 2600K 8gigs Ram Nvidia 660 ti Wind 7 x64 So in my case, i fear it's not a "not enough Ram" problem. Witch doesn't mean it's not related to ram, anyway. And thing very weird in my case : Saved games will be allways corrupted after sinking something .. it doesn't seem to be a random failure, that's why it's driving me nut, lol !! |
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#32 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
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@Marko, remove the Lifeboats and Debris 4 from your mod list, and return to your game with a good save, sink a ship and let it sink completely, then save again....see if that save works
![]() also remove these as well: TheDarkWraith_DC_Water_Disturbance_V4.0_SH3, TheDarkWraith_Ship_Plane_Fire_Damage_V1_4_SH3 as Stiebler recommends. @Stiebler, wow if your working on the problem too, maybe there is hope for us after all! ![]() Last edited by brett25; 03-29-13 at 12:59 PM. |
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#33 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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Good luck! ![]() |
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#34 |
Stowaway
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This is my take on the whole thing. It appears crashes will always occur right after a save after a ship has sunk.
If this is so, I think there is a flaw in the game programming here, as I think the program is confused as to whether the ship is afloat or is sunk. I think the error occurs in the .sav files in the SH3 folder in Documents. These files are save specific and tell the program what is happening at the time of the save, instead of just reloading the campaign layers and assuming everything is vanilla and no ships are sunk. What I think happens here is that the sunk or sinking ship is not written correctly in the .sav file. Thus the ctd. I think in the code it is written as being in pergatory, not sunken not still afloat. Thus the confusion between the engine and the save. Of course ctd will happen for many reasons, like little ram, but I think the sunken ship issue is a problem with how the engine outputs the .sav files. Because it reads the .sav file, which contradicts with the campaign layer saying there is a ship there and its still afloat. But if its in the process of sinking or just after sunk, perhaps the engine can't understand that. Can we find the mentioning of the sinking ship with hex editor in the .sav files? However, as a control, I'd suggest everyone to remove all the mods for testing. Because if this specific ctd occurs during vanilla, then we need to be sure of that and attack the issue from there knowing no other mods create this ctd. |
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#35 |
Frogman
![]() Join Date: Jan 2007
Location: Near Paris
Posts: 303
Downloads: 113
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So, i removed those mods :
- LifeBoats&Debris_V4 - GWX-Ehanced Damaged Effects - Torpedo Damage Final V.2.0 - TheDarkWraith_DC_Water_Disturbance_V4.0_SH3 - TheDarkWraith_Ship_Plane_Fire_Damage_V1_4_SH3 - SH4StyleFlags_GWX and i loaded a good saved game from my last test patrol (with 1 convoy). Game loaded fine as expected, and i moved my sub in position and wait for the targets ; i sunk one ship and 2 was wounded and sunk a bit later. I evade the convoy deep and slow, and when they get some distance, i surfaced the boat. No visual contact ; I let the sub moving away from them a few miles more and saved the game. I quit SH3 and reload and guess what --> Game loaded fine ![]() ![]() Of course, i should begin again the thing for confirmation, but still, it's a big step forward (in my particular case, maybe), this is the first saved game (after sinking ships) who works ok since a lot of hours/days/week of playing !! So, i will now re-activate mods, one by one, and repeat the shoot on this convoy. i will of course let you know the results. |
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#36 |
Chief of the Boat
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^ Best course of action.
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#37 | |
Stowaway
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I think it was sucessful because you left the rendering radius of the sinking ship. SH3 renders ships and 3d models within 40km of the uboat, I think. Even though it grabs the initial data from the campaign layer upon mission load. It's not rendered until you are 40km within the 3d object. So, I think you were out of the rendering radius of that sinking ship, and thus the save didn't have to mention it. Therefore, good working save and no ctd. Because now I bet if you load your save and go back to the sinking ship location, the ship will be there again. Because sunken ships only stay sunken within the rendering radius. If you leave that radius and come back, forcing the game to reread the data it pulled from the campaign layer, the ship will reapper good as new. |
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#38 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
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my experience with Life boats and Debris was this: game crashes apon sinking ship...remove LB@D, ship sinks...save works, I ddidnt leave the radius of the ship in either case.
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#39 |
Stowaway
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#40 | |
Stowaway
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#41 |
Frogman
![]() Join Date: Jan 2007
Location: Near Paris
Posts: 303
Downloads: 113
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Hi again guys,
I reloaded SH3 with all the mods i was used to, except one : TheDarkWaith_DC_Water_Disturbance_V4_SH3 I sunk two ships and evaded ; I made one save with the ships sunk within 10 kilometers, and one far way later. I reloaded the first save (within 10Km) : Game loaded fine !! I reloaded the second saved game : Game loaded fine !! So, for me, it seems that particular mod is the culprit, BUT : After reloaded the second saved game, i decided to go over my patrol and sank a few ships ( 3 in another convoy) and an other lonely ship later in the patrol. After that last hit, i saved and quit the game. Today, i reload SH3 and load that last saved game : Crash at the "Not so long ago " ![]() This time, i do nothing and reload SH3 but i choose a saved game just before the last and : Game load fine ![]() So, i don't know what to think .. Things are definitely better for me without this particular mod, but not "perfect" I will continue testing but it takes so much time !! But i just don't want to give up, not yet ![]() The next mod which i will remove is " TheDarkWaith_Ship_Plane" and see what happens. Next ship i sink, i will stay within visual range and save the game. |
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#42 | |
Samurai Navy
![]() Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
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#43 | |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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TheDarkWraith_Ship_Plane_Fire_Damage_V1_4_SH3 mod. It allows ships and planes to take damage from fires. Excellent mod. One cool thing about it is that you never know if the fires are actually causing damage to the ships are not. On top of that you still get credit for the sinking.
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#44 | |
Stowaway
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#45 | |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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That's a solution that worked for me too. After that I've only had a couple CTD's. Went from a crash in maybe one in every three saves to almost no CTD's at all. The CTD's (maybe 4 or 5 since the summer of 2012) I've had after the change have all par one been after doing something really stupid like installing a mod during a patrol. I have had one unexplainable CTD after implementing the change though and IIRC the solution Marcel pointed out has not worked for everyone. Do try the solution described if you haven't already ![]()
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