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View Poll Results: Will you still use Damage Control now that 1.4 will have hull damage displayed?
Yes 124 87.32%
No 18 12.68%
Voters: 142. You may not vote on this poll

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Old 01-05-08, 09:57 AM   #121
Digital_Trucker
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Thanks for the updates, billko. Keep up the good work. I never could remember what date I was on during a patrol, now I don't have to go looking through the log file.
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Old 01-06-08, 09:31 AM   #122
hyperion2206
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Ok, I've installed v. 1.0.6.0 and now it says:"SubPac: Unknown" as soon as I'm stationed at Midway. While I was stationed at Pearl it corectly said "SubPac: Pearl Harbor, Hawaii".
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Old 01-07-08, 01:18 AM   #123
billko
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Quote:
Originally Posted by hyperion2206
Ok, I've installed v. 1.0.6.0 and now it says:"SubPac: Unknown" as soon as I'm stationed at Midway. While I was stationed at Pearl it corectly said "SubPac: Pearl Harbor, Hawaii".
All I can think of is that they're not using the flotillas.upc file. Sorry, I haven't upgraded to 1.4 yet, but if you could send me a copy of your X:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\Data\UPCData\UPCCampaignData\Flotillas.upc file along with a saved game activeplayerunits.upc file with you at Midway, I could see what, if anything, is going on with the files. If they were using the files properly, DC should've worked just fine.

You can send it to: billko@worldnet.att.net. I don't know what else to do...

Bill
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Old 01-07-08, 12:20 PM   #124
billko
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Thank you, Digital Trucker, for sending me the much needed files. I see what the problem is and I can actually fix it now. (The flotillas.upc file is jacked up - the info is organized as an .ini file, and all the new bases have no space separating the key from the value.)

It's an easy fix, I'll try to get to it ASAP. For those of you who can't wait, you can edit the flotillas.upc file. Just add spaces where they should go and you should be just fine. Hint: Take a look at the info from one of the original bases and you'll see what it's supposed to look like.

Bill
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Old 01-07-08, 01:21 PM   #125
Digital_Trucker
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I'm glad you saw what the problem was, 'cause I didn't have a clue :rotfl: . Since the game indicates your base with a slanted anchor instead of the upright one, it's not really that big a deal (to me, at least), but I'm glad you got what you needed out of the files to handle it.

Keep up the good work
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Old 01-07-08, 04:57 PM   #126
hyperion2206
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Great that you found the problem, but as Digital_Trucker said: It's not a big deal since SH4 now shows our home base.
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Old 01-08-08, 12:04 PM   #127
billko
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Default DC 1.0.6.001 out

This should put the flotilla/base problem to rest for good.

http://users.gotsky.com/kaf/damage%20control/

Have fun!

Bill

PS - how do you like the way the in-game time and date update now? It's not perfect, but I found it usually works quite well when you make a save under pressure as updates via the text log are constantly coming in, giving DC an in-game time accuracy to within a few minutes of actual in-game time. Sometimes I like to save my progress during particularly boring parts to guard against game crashes, and the time/date can be days behind. In that case, I just give some sort of command (usually "return to course") just before saving, so I have an in-game time/date stamp.
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Old 01-08-08, 02:03 PM   #128
Digital_Trucker
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Excellent And I'm enjoying having the correct date and time displayed. Now, even in my feeble minded state, I can figure out what month to put in the thermalizer to adjust the thermal layer for seasonal changes
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Old 01-08-08, 03:30 PM   #129
M. Sarsfield
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I remember SH1 having a bathythermograph that you could actually look at. It was a good game for only being 2D... except for manual targeting.
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Old 01-10-08, 07:16 PM   #130
billko
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Default Damage Control 1.1 - LeoVampire Edition is out

Contrary to what a major increment in the version implies, there is nothing major that has changed. There is a special dedication to LeoVampire/Dave, but that’s about it. The reason for the jump to 1.1 is so that Dave could have a major rev all to himself. Kind of like a collector’s edition.

For those who don’t know who Dave was, he was the driving force behind the awesome “Reflections on the Water” mod, and he passed away earlier this month. He had several life-threatening ailments, and one of them finally caught up to him and overtook him in his prime. He will be missed as a modder and as a great guy.

http://users.gotsky.com/kaf/damage%20control/

Bill
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Old 02-24-08, 09:36 PM   #131
Javelin
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Default Problem

Using 1.1 and now every time I open the analyzer I get this message:

Unhand led exception has occurred in your application. If you click continue the application will ignore this error and attempt to continue. If you Quit, it will close.

Start index cannot be larger than the length of string. Parameter name: Startindex. Also mentions something about a JIT DebTo enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Any help will be appreciated. BTW I'm using TM overhauled.
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Old 02-24-08, 10:47 PM   #132
billko
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Quote:
Originally Posted by Javelin
Using 1.1 and now every time I open the analyzer I get this message:

Unhand led exception has occurred in your application. If you click continue the application will ignore this error and attempt to continue. If you Quit, it will close.

Start index cannot be larger than the length of string. Parameter name: Startindex. Also mentions something about a JIT DebTo enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Any help will be appreciated. BTW I'm using TM overhauled.
Have you used any other version of DC, and if you have, did it work for you? (This is important because I can more easily determine where the problem is.)

Bill
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Old 02-24-08, 10:59 PM   #133
Javelin
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Yes I have. Until now no problems. This just appeared. Only changes is TM Overhaul. Can't remember if this message appeared prior to TM Overhaul. However, I was using TM' mods then. Hope this helps.
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Old 02-25-08, 09:16 AM   #134
billko
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Quote:
Originally Posted by Javelin
Yes I have. Until now no problems. This just appeared. Only changes is TM Overhaul. Can't remember if this message appeared prior to TM Overhaul. However, I was using TM' mods then. Hope this helps.
From what you are telling me, you've used this version previous to installing TM Overhaul, and now it doesn't work, right? The easy way out for me would be to say, "Well obviously this mod isn't compatible with DC," but that's just not my style. Obviously, TM Overhaul works with SH4 v1.4, so it has to work with DC. That's all there is to it.

Therefore, it's a bug that must be resolved. I see that TM modifies the game from stock by adding Dutch Harbor Flotilla. I've noted some anomalies with the way modders have "flotillas.upc" where their additions did not strictly follow the format of the original data, but nevertheless was correctly interpreted by SH4. I thought I had fixed all the issues related to that, but I think someone's found a way to deviate from the format and still be SH4 compatible, yet upset DC to the point that it just sits there and cries.

If you could send me your current "flotillas.upc" file, I'll be happy to take a look at it and fix DC. Thanks for reporting this bug!

Bill
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Old 02-25-08, 02:47 PM   #135
billko
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Default DC does not work with any mod that adds submarines

I cannot anticipate what new subs modders may have made. At the moment, the different subs are hard-coded into the application and a fairly major rewrite is needed to change to add generic support for any submarine.

Compared to this project, changing this application to add support for added bases and flotillas was child's play...

Be patient... this may take a while!

Bill
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