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Old 01-26-12, 12:47 AM   #751
Stormfly
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...streched arms are a sign of a memory problem it seams.

- you may try disablening Shadow Improvement Mod and or use a different interrior mod (i use Naights Submaine Textures as it looks best for me and wont use to much of my memory)

- or and additional shorten the very long torpedo loading samples if using SDBSM additional crew sounds.

- i would also use the optional SDBSM remaing unmoded sounds converted to 22khz to spare additional a bit mem.

- if using a 32bit system, upgrade to 64bit and at least 4gb ram, patching sh5 exe to make it large address aware using the 4gb patch.
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Old 01-26-12, 12:39 PM   #752
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Thanks,

Im running Q9550 @ 4.0
4gb DDR2 1066
GTX570 @ 885/2060
Windows 7 64bit

I have the 4gb patch installed.

I did'nt used to have an issue before, as said, my mod list is much the same but with MO mod gone and SteelV interior mod added....my system says the game is using only 2.5gb of mem when running.??

Any thoughts?
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Old 01-26-12, 02:17 PM   #753
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Quote:
Originally Posted by Poacher886 View Post
Thanks,

Im running Q9550 @ 4.0
4gb DDR2 1066
GTX570 @ 885/2060
Windows 7 64bit

I have the 4gb patch installed.

I did'nt used to have an issue before, as said, my mod list is much the same but with MO mod gone and SteelV interior mod added....my system says the game is using only 2.5gb of mem when running.??

Any thoughts?
hmmm... no, the only thing that i know of is that i had the same problem using to much mem hungry mods, and your video mem seams to have at least 1gb, which is 512 more than vanilla need.
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Old 01-27-12, 02:32 AM   #754
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Crash Dive Command !

It seems that I have to bark the order to crash dive at least more than 3 times to have the crew comply . its almost I am not heard while using Mitons speech engine ,, Is there a bug of some sort ? Here is mY Mod List ! Oh buy the thansk stormy for the fantastic sound MOD .. , is there something that i can change in SD3 ?

here is my mod list :<>>>>


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
RemoveLogoIntroTheDarkWraith
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Sounds V2.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
SAS special abilities simplified V1 (MCCD) SH5
German U-Boat Crew Language Pack
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
Shadow Improvement Mod
IRAI_0_0_31U
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_Real_Navigation
NewUIs_TDC_6_9_0_jimimadrids_map_tools
Manos Scopes-patch for 8x5
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Tutorials - All v0.2 (for TDW UI)
SubFlags_0_0_8_byTheDarkWraith
SteelViking's Interior Mod V1.2_patched
Stormys DBSM SH5 v1.3 Basemod
Stormys_DBSM_SH5_v1.3_HOTFIX_3
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Anti-Lag
sobers talking conning crew mod
OPEN HORIZONS II_base v1.6
OPEN HORIZONS II_enviro v1.6
OPEN HORIZONS II_New_Ships v1.6
OH II Minefield map
OH II Campaign Radio Messages v4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
Grossdeutscher Rundfunk
stoianm upgrade available mod stock file
Battle of the Denmark Strait
Convoy HG70
D-Day Langings
SM_CONVOY_HX229
SM_TASKFORCE_J
TASKFORCE_L
WolfPack Wotan
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Old 01-27-12, 09:10 AM   #755
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Quote:
Originally Posted by kimuraijn View Post
It seems that I have to bark the order to crash dive at least more than 3 times to have the crew comply . its almost I am not heard while using Mitons speech engine ,, Is there a bug of some sort ? Here is mY Mod List ! Oh buy the thansk stormy for the fantastic sound MOD .. , is there something that i can change in SD3 ?
iam sorry, iam not using Mitons speech engine, but i know that someone created a SD3 profile for SDBSM and be shure that there are many Kaleuns using SDBSM with SD3.

Maybe additional options in SD3 could help, like a customizeable timer for how long a key is pressed and how often a command is executed. At least and not only for the problem, a makro routine could help too.

SH5 seams to have some performance problems regarding its responsive behavior, like that there is only a short time window recognizing diving commands. It seams also that script and or code intensive mods like TDW new UI`s or and additional running a speech engine in the background putting additional stress in that area. This seams also connected of the sub`s wave sprite animations, they sooner tend to jiggle in that case i think.

If you have at least 4 cpu core`s, i would also experimenting with assigning task`s to cpu core`s directly, as i dont know how efficient SH5 work with more than 2 cores, or recognize 4 or more cores at all.
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Old 01-27-12, 05:41 PM   #756
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RE ..

Quote:
Originally Posted by Stormfly View Post
iam sorry, iam not using Mitons speech engine, but i know that someone created a SD3 profile for SDBSM and be shure that there are many Kaleuns using SDBSM with SD3.

Maybe additional options in SD3 could help, like a customizeable timer for how long a key is pressed and how often a command is executed. At least and not only for the problem, a makro routine could help too.

SH5 seams to have some performance problems regarding its responsive behavior, like that there is only a short time window recognizing diving commands. It seams also that script and or code intensive mods like TDW new UI`s or and additional running a speech engine in the background putting additional stress in that area. This seams also connected of the sub`s wave sprite animations, they sooner tend to jiggle in that case i think.

If you have at least 4 cpu core`s, i would also experimenting with assigning task`s to cpu core`s directly, as i dont know how efficient SH5 work with more than 2 cores, or recognize 4 or more cores at all.
I am also relizing that the speech engine is learning my commands . Last nite I barked the order and it complied on the first try .. Funny .. Iam not quite sure to which file in the program will show the time specs for the command or speech engine to comply .. Is there a direct path that you know of that I can use to see whats under the hood concerning SD3 ? , and the proper files ? Thanks !
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Old 02-04-12, 01:02 PM   #757
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Please can you make a option to remove the FARTS!?
I DONT LIKE IT.
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Old 02-04-12, 08:06 PM   #758
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Quote:
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Please can you make a option to remove the FARTS!?
I DONT LIKE IT.
oh, you find the regarding samples here: data\Sound\Speech\SDBSMC

fart1.ogg
fart2.ogg
fart3.ogg

you can use a free soundeditor like goldwave to exchange its content or lower the volume til silence
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Old 02-04-12, 08:32 PM   #759
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Stormfly, just a question, what happen if you just delete those files?
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Old 02-07-12, 04:27 AM   #760
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Quote:
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Stormfly, just a question, what happen if you just delete those files?
not shure, but could be another reason for a CTD, the farts are triggered using the AI/CREW behavior scripts, you could remove them there.
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Old 02-07-12, 05:00 AM   #761
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Little Update:

Stormys DBSM SH5 v1.3 optional TDW UI 6.9.0 options files

...this is ment to keep things easy, a customised options file of TheDarkWraith`s New UI mod v. 6.9.0

It add compatibility regarding configuration with Stormy`s DBSM 1.3 collection.

it may be that you want to change something, currently it is set up with:

- SH3 Interface style. (recommended)
- hiding UI elemnts. (mouseover show, 5 sec hide timer)
- german text option. (very easy to change back to english)
- Emtguf`s scope usage.
- fitting recharge timer. (diesel startup sequence, recommended)
- Keyb. layout fitting with Commands.cfg of Stormy`s DBSM 1.3. (Church`s Keyb. layout extended)
- not to much TDW radio messages. (Sub sighting messages disabled by default)
- other things to my likings and fitting with Stormy`s DBSM 1.3.
- NEW included are also *.TDW dragable position files, solving window position problems like the TDW message window.
- NEW included altered TDW New UI`s Submarine cfg files, changing the dive dept to a unreachable dept using the "D" (dive command).
(I found it anoying, i mean dive stand for diving and not entering a pre defined dept, what if you are deeper than that old entry,
the boat would than surface to that dept while giving a dive order ???.)

...dont forget to migrade it using the TDW options migrator if installing a new version of TDW UI mod.

Download last link at first post...
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Old 02-08-12, 04:41 AM   #762
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Quote:
Originally Posted by Stormfly View Post
Little Update:

Stormys DBSM SH5 v1.3 optional TDW UI 6.9.0 options files

...this is ment to keep things easy, a customised options file of TheDarkWraith`s New UI mod v. 6.9.0
Thanks again Stormy
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Old 02-09-12, 03:21 AM   #763
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Default mod order

Yes thanks. does this get enabled after 6.9 or before it?
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Old 02-10-12, 02:53 AM   #764
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Yes thanks. does this get enabled after 6.9 or before it?
After
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Old 02-10-12, 04:54 AM   #765
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Thanks
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