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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#5251 | |
Navy Seal
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#5252 | |
Frogman
![]() Join Date: Sep 2005
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Lights and DOF don't conflict.
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#5253 | ||||
Frogman
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I read the readme and TDW's thread for v0022, and didn't see any mention anywhere that we "must" select one of the torpedo patch files. Are you 110% sure? IMO, those patch files are optional AFAIK. Patches are a must only if you apply the associated setting (that requires the patch) in the patcher. ![]() Quote:
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In the meantime, I've been trying to get this all sorted out. It's a tedious process finding the source of CTDs as you know. I hope to find my solution soon or I'll reluctantly have to go back to my OHII v2.4 setup in which I had everything working like a charm. Quote:
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#5254 |
Frogman
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#5255 |
Growing Old Disgracefully
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Last paragraph of the readme states "included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled."
TheDarkWraith Peter
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#5256 |
Frogman
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Aha! So I was correct after all.
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#5257 |
Growing Old Disgracefully
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No.
There are 20 torpedo patches that have to be enabled in the GFP so you do need the patch in the FX22 update if you are going to use the FX22 main mod.
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#5258 | |||
Frogman
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![]() From TDW's FX thread as you had noted earlier: Quote:
With all due respect Peter, I have never seen it stipulated that all GFP patches have to be applied, nor have I seen it stipulated that the torpedo add-ons have to be used when using FXU 0022. I have only seen directions related to his patcher in which if one applies certain patches in the patcher that have a notation directing the user to read the associated text file for further directions to apply one of his associated patches or edit one or more of the files, or that you can't apply a certain patch without applying its partner patch or vice versa, then it's a "must" if the user wants to apply that patch. Otherwise, no further action is required for any other patches activated if there's no direction to do so. A couple of examples of patches that wouldn't make sense to be "musts": - Damage_zone_debugging: Used for debugging for those who need it. - Stadimeter_as_sextant: Not everyone uses their stadimeter, nor does everyone use Real Nav. From TDWs patcher thread: Quote:
The way I've always understood it is that "must" only applies to mods where it specifically says "this mod needs that mod (or patch, etc.) to work", either in the readme, in the mod thread, or empirically through the community. Even updates are not a must if someone wants to stay with their mod soup that is working wonderfully. Most mods out there are optional, especially eye-candy, graphics related mods. It's like the VIIA conning tower fix. I've lived without it for years, and it hasn't been a game breaker for me, so I can't see the need to tell people that they need to install it. Mind you, not having sober's spinning green thing would be a game breaker for me .. hehehe! ![]() So if you can show me otherwise, I'll apologize for my misunderstanding and tip my Saints hat to you, Peter. It's just important to know that certain things can mislead people into unnecessary mod soup problems either immediately or down the road, and it's tough enough for us SH veterans to troubleshoot our CTDs (which I'm still working on), let alone for newbies who look to SH vets for guidance. Cheers! - now come give me a hug! ![]() (Trevally, sorry for the hijack! ![]() |
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#5259 |
Growing Old Disgracefully
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No I was not annoyed or terse, just being me, sorry you took it the wrong way lol.
I think the plot has been lost here a bit. As far as the GFP. The individual makes the choice as what to enable and leave depending on their situation. As far as the 'Torpedo Patches' that we are discussing on, even if I was not enabling all 20 patches I would still use the FX Torpedo Patch. This is the patch that will stop torpedoes from going round in circles. Subbers who I have helped say that enabling this has cured their problem. If you look at other mod lists on the Forum and there are many Fifi, Sjozzle etc, I would say that Sober knows what he is doing and if it is good enough for him then it is good enough for me. Peter
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#5260 |
Sea Lord
![]() Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
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#5261 |
Grey Wolf
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JSGME help links and common error solutions |
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#5262 |
Frogman
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Location: Canada
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#5263 |
Sea Lord
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#5264 |
Ace of the deep .
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Who is sombers
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#5265 |
Frogman
![]() Join Date: Sep 2005
Location: Canada
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![]() ![]() After probably over 50 campaign restarts while testing, I finally tracked down the problem to TDW’s options file and the patched files. I suspected a problem with the options file after merging it with the old one, even though I never had merge problems before, so I reinstalled all my TDW mods fresh, and updated the options file from scratch. I used the patcher to only patch what I needed and what didn’t require extra patch mods, and only did those things that required menu.txt to be updated if it wasn’t there already. I also had to leave out SubFlags, since it’s no longer compatible ![]() As for my “TDW no hydrophone on the surface” problem, I now use “R.E.M XTB - no hydrophone on surface” and “R.S.D. & R.E.M. - GHG no hyd on surface”, which appears to have resolved that issue. I don't run R.S.D., btw. So, with that finally done, I thought about my discussion with Peter and figured I’d try to get TheBeast’s EUF mod working (although to no avail). I use the main mod, Patch 1, HotFix and sobers v9 patch, followed by EUF FX, all in that order. I tried to readjust my mod soup order to align as closely with sober’s list with all the mods that I use that he also uses (or made). I don’t use everything he uses, nor do I take the same realism approach. First odd thing I noticed is that with EUF, the Danzig mission begins at either 0800 or 1100 as opposed to 1600 without it. I have no clue why. Does anyone else know? ![]() ****EDIT: May 21**** With over 50 campaign restarts where I didn't have EUF running, the mission always began at 1600. With EUF, it's as I noted above. Now that I have EUF out of the mod list, and I started a new campaign proper, adding my own custom emblem mod, the mission begins at 1300. Removing that emblem mod, it returns to a 1600 start time. Whut thu? ![]() ![]() *****END EDIT****** The main problem is that after completing the first objective (like my original problem), and after at least one escort gets sunk, I get CTD. As mentioned earlier, without EUF, I don’t get any CTD. I didn’t have luck with this mod a couple of years ago and still don’t, so unfortunately, it appears that I’ll have to go without it again, since I am tired of testing and restarting campaigns ![]() ![]() Trevally, regarding the mission itself, I noticed that after sending in my contact report, BdU responds with the “Attack any Polish shipping ... “ message almost 3 hours earlier, contradicting the earlier FdU message “Start of hostilities against Poland 0445...” that usually comes in between 1830 and 1930. What’s the situation with that? Does the second message override the first? Also, it appears that after 0100, Poland units turn red on the map and the escorts become hostile already if they see us. Also in regards to that FdU message, maybe you can replace the commas before Attitude, No, and Boats, with a period and space, so that it can look tidier, and maybe even change the time and date to read something like at 0445 on 1/9. I remember the first time I saw that, I was confused, because I wasn't used to time and date jumbled together. That's just my suggestion. After all these campaign loads that I’ve done while testing, I think I have spent more time in Danzig than the real 7. Infanterie Division did back in 1945. ![]() Cheers! Last edited by 7Infanterie19; 05-21-14 at 10:51 AM. |
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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