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Old 10-17-11, 03:29 PM   #1501
Trevally.
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Quote:
Originally Posted by oakdesign View Post
Hello just wanted to appreciate your excellent work, but I have the following issue

just finished my 3rd patrol. As I sunk over 70.000t on that patrol accomplished the british costal mission, Scapa mission accomblished on 2nd patrol.

When I end the partol and dok in Wilhemshaven I get the message that I get the command over a new U-Boat. If I accept I get to the dock but then can't start a new patrol anymore as I get always a CTD while new patrol is loading.

If I neglect the command and stay with the Type VIIA then everything is fine and I can load a new patrol

Below is my current mod load

Magnum_Opus_0_0_1 <- patch included
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
Critical hits 1.1 Torpedos
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Tutorials - All v0.2 (for TDW UI)
NewUIs_TDC_6_8_0_ByTheDarkWraith <- patch v1 included
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_No_contact_shapes_or_colors_1_1_0
Manos Scopes-patch for 8x5
NewUIs_TDC_6_8_0_New_radio_messages_German
NewUIs_TDC_6_8_0_Real_Navigation
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
OPEN HORIZONS II_full v1.4
OHII v1.4 patch1
OH II Minefield map
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
DEUTSCHMOD_0.9.9
Thanks oakdesign

You are the second person to report this
Sounds like an error in the flotilla file.
I will check it over

Has anyone else seen this
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Old 10-17-11, 03:29 PM   #1502
TheDarkWraith
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Quote:
Originally Posted by oakdesign View Post
Hello just wanted to appreciate your excellent work, but I have the following issue

just finished my 3rd patrol. As I sunk over 70.000t on that patrol accomplished the british costal mission, Scapa mission accomblished on 2nd patrol.

When I end the partol and dok in Wilhemshaven I get the message that I get the command over a new U-Boat. If I accept I get to the dock but then can't start a new patrol anymore as I get always a CTD while new patrol is loading.

If I neglect the command and stay with the Type VIIA then everything is fine and I can load a new patrol
remove my UIs mod and see if you can accept the new boat without CTD. Might be CTD because of snorkel
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Old 10-17-11, 09:17 PM   #1503
oakdesign
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Quote:
Originally Posted by TheDarkWraith View Post
remove my UIs mod and see if you can accept the new boat without CTD. Might be CTD because of snorkel
Hello TDW if I disable your NewUI and all related mods and then re-enable only OH II I can't get beyond the menu even loading to the dock (still with VIIA) gives me a CTD.
Will reset everything and see with dbgview

Update
Issue fixed, must have been a corropted installation on my side
I tested with
OHII base + patch -> no CTD with new VIIB on new patrol loading
OHII base + enviro + patch -> no CTD with new VIIB on new patrol loading
OHII base + new ships + patch -> no CTD with new VIIB on new patrol loading
in the end just to verify that it might really be related to OHII full I loaded my initial loadout again and voila
Can accept new VIIB submarine and start new patrol without CTD

Keep up your good work

Last edited by oakdesign; 10-18-11 at 07:00 AM.
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Old 10-18-11, 11:30 AM   #1504
Trevally.
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Quote:
Originally Posted by oakdesign View Post
Hello TDW if I disable your NewUI and all related mods and then re-enable only OH II I can't get beyond the menu even loading to the dock (still with VIIA) gives me a CTD.
Will reset everything and see with dbgview

Update
Issue fixed, must have been a corropted installation on my side
I tested with
OHII base + patch -> no CTD with new VIIB on new patrol loading
OHII base + enviro + patch -> no CTD with new VIIB on new patrol loading
OHII base + new ships + patch -> no CTD with new VIIB on new patrol loading
in the end just to verify that it might really be related to OHII full I loaded my initial loadout again and voila
Can accept new VIIB submarine and start new patrol without CTD

Keep up your good work
Thanks for posting your findings Oakdesign

There have been a number of reported issues fixed by re-install
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Old 10-18-11, 03:02 PM   #1505
Trevally.
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Patch2 for OHII v1.4
see post 1 for download
Replace patch1 with patch2 when in the bunker - no restart required

Patch2 is for all configurations and includes the fixes from patch1.
Added to patch2 is Rongels great work at fixing the ships.
Thanks again Rongel
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Old 10-18-11, 03:16 PM   #1506
kylania
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Does that also fix all the frozen flags or just the one listed?

Also, in Happy Times there are some massively dumb coastal and fishing boats. There were three when I returned to Wilhelmshaven after the last patrol and in my current one I've killed 5 so far on the way to England. You'd think they'd stay away from German ports!
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Old 10-18-11, 04:03 PM   #1507
Trevally.
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Quote:
Originally Posted by kylania View Post
Does that also fix all the frozen flags or just the one listed?
Yes
For me it worked great for ages. Then it stopped working for a day and now it is working again and I have no frozen flags now for the last 5 convoys I have found.

Quote:
Also, in Happy Times there are some massively dumb coastal and fishing boats. There were three when I returned to Wilhelmshaven after the last patrol and in my current one I've killed 5 so far on the way to England. You'd think they'd stay away from German ports!
Grrr sink em all



This is the fishing layer for Happy Times
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Old 10-18-11, 10:32 PM   #1508
Halface
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Magnum_Opus_0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith_Patch_1
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_8_0_New_radio_messages_German
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
EnahncedFunnelSmoke1.2_SH5
nVidia missing lights
Critical hits 1.1 Torpedos
Critical hits v 1.2
Equipment_Upgrades_Fix_1_2_byTheBeast
OPEN HORIZONS II_full v1.4
OHII v1.4 patch1
OHII v1.4 Patch2 Full
OHII - Cerberus ship patch
OH II Campaign Radio Messages v4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
More_crew_commands_dialog_v1.04
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Dynamic Environment SH5-V2.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (hurricane version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
SubFlags_0_0_8_byTheDarkWraith
stoianm pitch&roll for SH5 V1 (normal)


just wondering is there any point to add this mod

Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
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Old 10-18-11, 11:56 PM   #1509
kylania
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Quote:
Originally Posted by Trevally. View Post
This is the fishing layer for Happy Times
That's really odd, here's the ones I've sunk:



Then there were three more sunk by destroyers or friendly planes within Wilhelmshaven's harbor area as well. So odd!
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Old 10-19-11, 03:28 AM   #1510
Magic1111
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Quote:
Originally Posted by Trevally. View Post
Patch2 for OHII v1.4
see post 1 for download
Replace patch1 with patch2 when in the bunker - no restart required

Patch2 is for all configurations and includes the fixes from patch1.
Added to patch2 is Rongels great work at fixing the ships.
Thanks again Rongel
Thx Trevally & Rongel for Patch!

Best regards,
Magic
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Old 10-19-11, 10:55 AM   #1511
Silent Steel
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Quote:
Originally Posted by Trevally. View Post
Patch2 for OHII v1.4
Thanks for the patch
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Old 10-19-11, 12:16 PM   #1512
Trevally.
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Quote:
Originally Posted by kylania View Post
That's really odd, here's the ones I've sunk:



Then there were three more sunk by destroyers or friendly planes within Wilhelmshaven's harbor area as well. So odd!
yes that is odd.

I have seen some strange node issues at times in ME.
During testing - we would email for example, fishing layers to eachother.
These layer would sometime be corrupt when installed.
Nodes could jump to places they should not be. (a node in the Bristol channel could jump to the port of Brest)

Can you open campaign HappyTimes in ME and have a look at the nodes in the fishing layer
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Old 10-19-11, 01:41 PM   #1513
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Looks the same as you posted above.
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Old 10-19-11, 02:13 PM   #1514
pelucho25
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Hi, a simple question. Is it necessary to meet the objectives to advance the campaign? or is it kind silent hunter III? thanks
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Old 10-19-11, 02:56 PM   #1515
Trevally.
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Quote:
Originally Posted by pelucho25 View Post
Hi, a simple question. Is it necessary to meet the objectives to advance the campaign? or is it kind silent hunter III? thanks
No it is not necessary to finish objectives to advance.

There are some blocks in place if you do not get a major victory.
You need all stars filled in your campaign achievement bar to get a major victory.

When you fail to achieve this - the tree to advanve to the next campaign could be blocked.

Here you can see red condition lines.


These lines show where the tree advance will block if objectives are failed.
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