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Old 07-09-10, 06:18 PM   #1
Fattysbox
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Default Conflicting mods causing problems: Strange crash dive

OK, I'm in the midst of updating TDW's improved ship and plane AI (0.0.4) and try it out.

Decide to do a deep dive test. I hit "c" and nothing... OK. I hit shift C, nothing. Very well then. Time for the manual controls - I go to left-hand side bar and click crash dive and I'm instantly transported to the radio room .... As I walk out into the control room about 20 seconds later my XO screams out "CRASH DIVE!!!"

Down we go... At 70m and want to go deeper so I hit "d" for dive. My XO now says "blow main ballast" and up we go ...

As I wanted to test out TDW's improved AI mod a clear lack of diving commands is cause for concern (currently updated to TDW's most recent UI).

My list of mods:

TDW new UI - 3.3.1
Capthelms SH5 audio
Critical hits
Enhanced funnel smoke
goodbye pacman (1.01)
working dials 1.0.3
mightyfine crew 1.2.1 - alt beards
less foot steps 1.0
morale mod (because I just don't trust the patch dangit)
Wogadi (AWESOME mod)
Uboat killer (installed first)
IRAI 0.0.4 installed second.

The funny thing is, in the dialog/message center when I hit dive, it says dive! or take it deeper! or deeper dammit! But I go to the surface instead.

Any suggestions?

--------------

Oh well, one a broader note, what this community needs is a community made patch. I mean, one mod the incorporates every really cool mod that makes the game awesome. This must be done soon because with all the mods out there...
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Old 07-09-10, 06:33 PM   #2
TheDarkWraith
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Quote:
Originally Posted by Fattysbox View Post
Decide to do a deep dive test. I hit "c" and nothing... OK. I hit shift C, nothing. Very well then. Time for the manual controls - I go to left-hand side bar and click crash dive and I'm instantly transported to the radio room .... As I walk out into the control room about 20 seconds later my XO screams out "CRASH DIVE!!!"
that is normal crash dive behavior for my UIs mod for when surfaced and the user option is enabled. If you are submerged then no teleportation takes place. Time delay still applies though

EDIT:

what happens if you hit the 'dive' button in the left hand side bar after starting the crash dive?
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Old 07-09-10, 07:15 PM   #3
Fattysbox
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Hi TDW...

Well I guess I have some feedback for you on your AI mod.

Had a beautiful setup on a Queen Elizabeth with a spread of four torps. As soon as the first one hit, lights went on all the escorts and I promptly CTD'd... I know you may have fixed this with a carrier scenario, but I still got that bug.
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Old 07-09-10, 07:33 PM   #4
TheDarkWraith
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Quote:
Originally Posted by Fattysbox View Post
Hi TDW...

Well I guess I have some feedback for you on your AI mod.

Had a beautiful setup on a Queen Elizabeth with a spread of four torps. As soon as the first one hit, lights went on all the escorts and I promptly CTD'd... I know you may have fixed this with a carrier scenario, but I still got that bug.
thank you for the feedback What kind of ship is the Queen Elizabeth?
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Old 07-09-10, 07:41 PM   #5
Fattysbox
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Quote:
Originally Posted by TheDarkWraith View Post
thank you for the feedback What kind of ship is the Queen Elizabeth?

Bingo... Sorry about misunderstanding your mod... I'm still not sure how to change user options.
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Old 07-09-10, 07:45 PM   #6
TheDarkWraith
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Quote:
Originally Posted by Fattysbox View Post
Bingo... Sorry about misunderstanding your mod... I'm still not sure how to change user options.
open the NewUIs_TDC_x_x_x_ByTheDarkWraith\data\Scripts\Menu \TheDarkWraithUserOptions.py file with a text editor and edit away! It's very easy. You change values to True or False or to different alphanumeric values. Save the changes and then reenable the mod via JSGME
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Old 07-09-10, 08:46 PM   #7
TheDarkWraith
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Quote:
Originally Posted by Fattysbox View Post
Had a beautiful setup on a Queen Elizabeth with a spread of four torps. As soon as the first one hit, lights went on all the escorts and I promptly CTD'd... I know you may have fixed this with a carrier scenario, but I still got that bug.
I'll make a single mission tomorrow with a Queen Elizabeth ship in it and setup a torpedo attack to test and figure out why CTDs are happening
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Old 07-10-10, 06:45 AM   #8
Sepp von Ch.
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Quote:
Originally Posted by Fattysbox View Post
Decide to do a deep dive test. I hit "c" and nothing... OK. I hit shift C, nothing. Very well then. Time for the manual controls - I go to left-hand side bar and click crash dive and I'm instantly transported to the radio room .... As I walk out into the control room about 20 seconds later my XO screams out "CRASH DIVE!!!"
I have the same problem with IRAI005 and TDC3_4_0...

I (crash)dive after 2 minutes or either never...

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Last edited by Sepp von Ch.; 07-10-10 at 07:58 AM.
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Old 08-26-10, 09:15 AM   #9
Brumete
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Quote:
Originally Posted by Josef von Posorschitz View Post
I have the same problem with IRAI005 and TDC3_4_0...

I (crash)dive after 2 minutes or either never...

I have the same problems with this UI mod 4.0.3 TDW causes instability in the game. I now use the mod HiDef_Realistic_Interface_V2.0 testing it.
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Old 08-26-10, 09:32 AM   #10
TheDarkWraith
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Originally Posted by Brumete View Post
I have the same problems with this UI mod 4.0.3 TDW causes instability in the game. I now use the mod HiDef_Realistic_Interface_V2.0 testing it.
what kind of instabilities does it cause? I haven't had any reports of instabilities so I'm very curious.
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Old 08-26-10, 06:55 PM   #11
Brumete
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Quote:
Originally Posted by TheDarkWraith View Post
what kind of instabilities does it cause? I haven't had any reports of instabilities so I'm very curious.

Tested on my PC with a 256MB Nvidia 8600GT graphics card, 10 mod enabled and I believe the conflict is the TDW 4.0.3.
I turn off the TDW 4.0.3 and everything returns to normal in the game, your mod on my system I create instability by activating the compression of time.
For the graphics card memory? This may be the reason for this?

Last edited by Brumete; 08-27-10 at 10:09 AM.
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Old 08-26-10, 11:31 PM   #12
Hartmann
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I suspect that a lot of issues is a Mod soup sindrome.

perhaps for testing could be better enable only ONE mod at once
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Old 08-27-10, 04:59 AM   #13
Sepp von Ch.
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How long on average took emergency immersion in reality?



2 Brumete: "Zack" (Thank you very much!) helped me with a solution!

You need to edit (first deactivate TDW´s famous UI´s mod) "TheDarkWraithUserOptions.py" (find here: "SilentHunter5\MODS\NewUIs_TDC_....._ByTheDarkWrai th\data\Scripts\Menu".

In "TheDarkWraithUserOptions.py" find line "TeleportOnCrashDiveWaitTime = 1.0" and changes on smaller number. I was there "20.0"!

Good hunting captain!
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Old 08-27-10, 05:32 AM   #14
charognard
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Quote:
Originally Posted by Josef von Posorschitz View Post
How long on average took emergency immersion in reality?
Type VIIB First introduced with U-45 with the launching of boat on April 27, 1938. This variant was a direct derivative of the Type VIIA. Of slightly greater dimensions and displacement than the earlier type, the Type VIIB had greater powered diesel engines and a greater fuel load. Maximum operational depth 472-feet (150m) and crash drive time of 30 seconds.

Type VIIC TI – First introduced with U-69, which entered service on April 18, 1940. Patterned after the Type VIIB, displacement again was slightly raised in order to add more internal storage space. Maximum operational depth 472-feet (150m) and crash dive time of 25 to 30 seconds.

Type VIIC-41 and was delivered on August 25, 1943. This variant had a reinforced hull giving a greater diving depth. Maximum operational depth 590-feet (180m) and crash dive time of 25 to 30 seconds.

Extra :

CHAPTER IV

DIVING
(i) Diving Depths (B2).
Tested Depth
Boats are normally tested during working up under a pressure equivalent to a depth of 90 m. (295 ft.) in the pressure dock at Kiel.
Record Depth There is good evidence that one U-Boat in the summer of 1943 involuntarily dived to 340 m. (1,115 ft.) without breaking up. Greatest Safe Depth Most Commanding Officers dive to 200 m. (656 ft.), the deepest safe depth to which they may go when being attacked.
Type VII/C.42 (See Chapter I.) This U-boat, not yet being used offensively (beginning 1944) dives to a maximum depth of 400 m. (1,300 ft.).
Type XB Minelayers Can only dive to 100 m. (328 ft.) with mines in the shafts.

(ii) Crash Diving Times (B2)
500-tonners Periscope depth (13 metres 42.6 ft.) in about 30 seconds with original bridge and superstructure.
740-tonners Periscope depth in about 40 seconds.
1,200-tonners Periscope depth in about 45 seconds.
1,600-tonners Periscope depth in about 60 seconds.
Crash diving times are materially increased by the addition of extra bandstands for additional A/A armament.

(iii) Diving Angles. During a normal crash dive, the angle tower increases from roughly 2 at the commencement to 10° as the bridge screen dips. Thereafter the angle down is normally from 12-15°, though angles up to 45 have been reported, after complete submersion.
Once submerged a U-boat can alter depth at the rate of 1-1/2 ft. per second. In the case of a snap encounter with a diving U-boat at close range, the after end presents a better target for the ram and (probably) the fore-end is at a more suitable depth for depth charges.

(iv) References. A table was published in C.B. 4050, June 1942, showing the average dives, turns and buoyancies of H.M.S. Graph (ex U. 570), a typical 500-ton U-boat.
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