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Old 11-12-17, 05:47 PM   #46
THEBERBSTER
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Hi Guys
I can confirm that with the S18 boat and mk10 torpedoes you will get a ctd when the torpedo hits the target.
Why this is I do not know as I am currently using a Porpoise class without any torpedo problems with mk14's.
I do not think this is a mod problem as I have used these mods for a long time without any problems.
Peter
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Old 11-12-17, 05:54 PM   #47
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Well, when I get my computer back, I might try the S42 then, and see if it does the same.

Quote:
Originally Posted by mark bonamer View Post
i looked into all of the UPCUnitsData files and found no reference to Mk14 and S-18.
in the S-18 Submarine folder i checked out the NSS_s18.UPC file and it looks normal.
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Torpedo Tube 1
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inOldUS, Mk10Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_S18_Door02_FRU_anim01
ExternalDamageZoneTypeID3D= 58
Activeuserplayerunits.UPC looks normal:
[UserPlayerUnit 1.Compartment 4.WeaponSlot 1.Weapon]
ID=TorpedoTube21inOldUS
NameDisplayable=21" Torpedo Tube
WeaponInterval=1900-01-01, 1999-12-31
WeaponSlotType=TorpedoTube
AmmoTypesAccepted=Mk10Torpedo
AmmoTypeLoaded=Mk10TorpUS
i noticed in the section above that the Mk10 is defined as an "OLD" US torpedo. in Weapons.UPC, the Mk10 is defined in two weapon types, Weapon 8 (21 inch) and Weapon 11 (OLD). However, the Mk14 is right where it should be with Weapon 8.

so, where else does one look to find the link between a sub and its eligible torpedos?
The ActiveUserPlayerUnits.upc has to be looked at in your Save folder, as mentioned above. The one in the game's "Data..." folder is the "initial" settings. That "TorpedoTube21inOldUS" refers to the tube, not the torp. The torp is after the comma. I haven't found a listing for a "TorpedoTube21inOldUS" either though... still looking in regular GFO
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Old 11-12-17, 06:51 PM   #48
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Guys
I can confirm that with the S18 boat and mk10 torpedoes you will get a ctd when the torpedo hits the target.
Why this is I do not know as I am currently using a Porpoise class without any torpedo problems with mk14's.
I do not think this is a mod problem as I have used these mods for a long time without any problems.
Peter
thank you thank you thank you thank you.

i was beginning to take that CTD personal.
seriously, thanks for verifying.
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Old 11-12-17, 06:53 PM   #49
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Quote:
Originally Posted by propbeanie View Post
Well, when I get my computer back, I might try the S42 then, and see if it does the same.


The ActiveUserPlayerUnits.upc has to be looked at in your Save folder, as mentioned above. The one in the game's "Data..." folder is the "initial" settings. That "TorpedoTube21inOldUS" refers to the tube, not the torp. The torp is after the comma. I haven't found a listing for a "TorpedoTube21inOldUS" either though... still looking in regular GFO
i found it in \data\submarine\NSS_s18.UPC
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Old 11-12-17, 07:13 PM   #50
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Guys
I can confirm that with the S18 boat and mk10 torpedoes you will get a ctd when the torpedo hits the target.
Why this is I do not know as I am currently using a Porpoise class without any torpedo problems with mk14's.
I do not think this is a mod problem as I have used these mods for a long time without any problems.
Peter
Alright, just confuse things a little bit, I used Webster's original GFO, and since the first mission of my Career was ~again~ a waste of time - four torps, all ran deep - or else the Minelayer lifted its skirts again, two set to magnetic, two to impact at 15 foot... I went ahead then and made me a SingleMission, with an S18 on January 3rd, 1941, 0800 hours, with a docked Naka... Can't miss, right? Here's the results:


That's a mag pistol right, impact left...


Mag pistol detonation


impact detonation

I'll go ahead and noodle with the laptop, which I might be able to boot, but can't get online with it, and I'll report back with the results from the same mission in it.
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Old 11-12-17, 08:26 PM   #51
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Hello mark Bonamer! Confirmed on the other machine with THEBERBSTER's mix. Regular GFO is fine. I took out the torpedo mod, however, the game on the laptop seems to still be messed-up, basically in an unplayable state, and this is after deleting the Save folder. Thankfully, I used RR's Corruption Management System, and should have the game up and running just fine by midnight - if the computer holds out...

I used a QuickMission I made on one machine's GFO and used it on a 2nd machines THEBERBSTER version of GFO (not advisable), and that probably impacts my "findings". This machine I'm on now does not have the Max0ptic, and THEBERBSTER's does, so that may have corrupted the game further. Of course, the laptop computer with THEBERBSTER's GFO is dying and took a "Repair Boot Record" and three tries to get it to come up, so that may well be my further issues. I'm going to try the torp mod on my regular GFO here next, then add MaxOptics into it, and see what happens...
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Old 11-12-17, 09:39 PM   #52
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Default surface ships sailing under water

can i fix this somehow? medium freighters sailing with decks below the surface.

upload private photos
same setup as the with the Mk10/Mk14 issues.
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SH4\MODS]

1 Game Fixes Only Mod v1.1
3 Real Environment mod install
4 GFO Patch for Real Env
5 Webster's No Crew Fatigue
6 Bigger Better Protractors
7 Extra Allied naval bases for Stock SH4 + UBM (V3.0)
8 Webster's Upgraded Deck Gun v2
9 Webster's New sonar view for v1.5
10 MaxOptics IV for GFO 1.1
11 Eye Patch for Stock
13 Pacific Sound Mod
14 Stop The Shouting
15 sobers compass mod_version color
16 3000 Yard Bearing Tool (1920x)
17 Magnified Hud Dials for v1.5_Medium
18 Webster's Eliminate Floating Plankton
19 Remove grain effect
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Old 11-12-17, 11:18 PM   #53
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I had to re-do my game after my first encounters with the Improved Torpedo mod, mark bonamer. Hard CTD, and had to use Task Manager to "kill" the process. You may well have mod soup now also. The game like that is not to be trusted. First, try deleting your Save folder, remove the Improved Torpedo mod, and play the game. See what happens. If that doesn't work, delete the Save folder again, and then re-install the game, and when you do the mod, leave out those Improved Torpedo mods.

I've been noodling with it all night, and while I know it's easy to do, I am perplexed. I tried all three of Webster's Improved Torpedo mods over in FotRSU, and they all work, when using an S18 or an S42 boat. No probs. Tried them in Stock. No issue.

So I had been in the process of taking the other mods out of the All-In-One GFO, one at a time and trying the Torp mod. Same issue. CTD. I'm down to trying to remove the Sonar View next, and then try the torp mod, but I'm giving up for the night. Stay away from the Improved Torpedo Mod in THEBERBSTER's GFO, unless you ~know~ you won't use an "S" boat. btw, those "misses" of mine earlier? They did go under the ship. I Saved a Replay on one of the ones I just did, and it's like the magnetic pistol doesn't work, and the torps went like a foot or two below the keel, never triggered. The ones that did register impact, would CTD the game. Is there something in the Improved Deck Gun mod, with its zon file?...
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Old 11-13-17, 12:21 AM   #54
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Quote:
Originally Posted by propbeanie View Post
I had to re-do my game after my first encounters with the Improved Torpedo mod, mark bonamer. Hard CTD, and had to use Task Manager to "kill" the process. You may well have mod soup now also. The game like that is not to be trusted. First, try deleting your Save folder, remove the Improved Torpedo mod, and play the game. See what happens. If that doesn't work, delete the Save folder again, and then re-install the game, and when you do the mod, leave out those Improved Torpedo mods.

I've been noodling with it all night, and while I know it's easy to do, I am perplexed. I tried all three of Webster's Improved Torpedo mods over in FotRSU, and they all work, when using an S18 or an S42 boat. No probs. Tried them in Stock. No issue.

So I had been in the process of taking the other mods out of the All-In-One GFO, one at a time and trying the Torp mod. Same issue. CTD. I'm down to trying to remove the Sonar View next, and then try the torp mod, but I'm giving up for the night. Stay away from the Improved Torpedo Mod in THEBERBSTER's GFO, unless you ~know~ you won't use an "S" boat. btw, those "misses" of mine earlier? They did go under the ship. I Saved a Replay on one of the ones I just did, and it's like the magnetic pistol doesn't work, and the torps went like a foot or two below the keel, never triggered. The ones that did register impact, would CTD the game. Is there something in the Improved Deck Gun mod, with its zon file?...
so, the root cause seems to be mk10's from s-boat's, eh? very interesting. i am going to bed also. i had a rotten day.

as i am past the CTD for the moment i'm still trying to figure out the Mk14 loadout on the s-boat. i may may just edit the savefile.upc and shove off on the next mission.

i hope you have a pleasant night.
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Old 11-13-17, 06:00 AM   #55
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Hi Guys
You cannot change the speed or impact type with the mark 10's.
Question.
Why is there no ctd with all the mods enabled in the mega mod with the Porpoise boat when the torpedoes hit?
Why is there only a ctd with the S18 boat with all the mods enabled in the mega mod?
Mod 2 should be enabled if mod 10 is disabled as it is already in mod 10.
Peter
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Old 11-13-17, 08:16 AM   #56
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Quote:
Originally Posted by THEBERBSTER View Post
Hi Guys
You cannot change the speed or impact type with the mark 10's.
Question.
Why is there no ctd with all the mods enabled in the mega mod with the Porpoise boat when the torpedoes hit?
Why is there only a ctd with the S18 boat with all the mods enabled in the mega mod?
Mod 2 should be enabled if mod 10 is disabled as it is already in mod 10.
Peter
Why is there no CTD when using the mod in FotRSU? I'm thinking something one of the mods below it conflict somehow. I haven't tried to use it in my regular GFO... be right back.

Edit 1030: Well, putting the very same mod in my regular GFO does not CTD the game. I also put the deck gun in there, no CTD. I do not see where the Sonar View would do anything. NoCrewFatigue? NewOrdersBarMenu???

Edit 1040: I take that back... it ~DOES~ CTD the regular GFO... I did a noob mistake and had an incorrect folder... yeesh!... - So why does it CTD in GFO, and not FotRSU and Stock?
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Old 11-13-17, 11:23 AM   #57
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Ahoy mark bonamer I am currently using the GFO mod and in an S boat with mark 10 torpedoes. Just sank a Fuso Battleship with no ctd. I have never had a ctd with GFO. Here is my mod list
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\MODS]

Webster's GFO Mod v1.1
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
Less Plankton 1.2
Magnified Hud Dials for v1.5_Medium
SofuGan
Bigger Better Protractors
Webster's New Orders Bar Menu for v1.5
Webster's Better Air Patrols for v1.4 and v1.5

I will tell you the graphics are awesome give this setup a try.
I was playing with the Max Optics mod(awesome mod by the way) took it out when I couldn't rescue downed pilots

Best of luck!
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Old 11-13-17, 03:54 PM   #58
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Well THEBERBSTER, I've noodled with all the settings in the Torpedo_US.zon, and any deviation from the GFO settings, and both your package and Webster's original will CTD with that ImprovedTorpedov2 (or 1 or 3).
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Old 11-13-17, 04:13 PM   #59
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Quote:
Originally Posted by captcrane View Post
Ahoy mark bonamer I am currently using the GFO mod and in an S boat with mark 10 torpedoes. Just sank a Fuso Battleship with no ctd. I have never had a ctd with GFO. Here is my mod list
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\MODS]

Webster's GFO Mod v1.1
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
Less Plankton 1.2
Magnified Hud Dials for v1.5_Medium
SofuGan
Bigger Better Protractors
Webster's New Orders Bar Menu for v1.5
Webster's Better Air Patrols for v1.4 and v1.5

I will tell you the graphics are awesome give this setup a try.
I was playing with the Max Optics mod(awesome mod by the way) took it out when I couldn't rescue downed pilots

Best of luck!
ahoy captcrane,

thanks for the info. i may try that soon because SH4-GFO just took another CTD in the middle of a patrol and this is not much fun.

m
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Old 11-13-17, 04:24 PM   #60
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Quote:
Originally Posted by captcrane View Post
Ahoy mark bonamer I am currently using the GFO mod and in an S boat with mark 10 torpedoes. Just sank a Fuso Battleship with no ctd. I have never had a ctd with GFO. Here is my mod list
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\MODS]

Webster's GFO Mod v1.1
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
Less Plankton 1.2
Magnified Hud Dials for v1.5_Medium
SofuGan
Bigger Better Protractors
Webster's New Orders Bar Menu for v1.5
Webster's Better Air Patrols for v1.4 and v1.5

I will tell you the graphics are awesome give this setup a try.
I was playing with the Max Optics mod(awesome mod by the way) took it out when I couldn't rescue downed pilots

Best of luck!
i found them. thanks.
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Last edited by KaleunMarco; 11-13-17 at 05:53 PM.
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