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Problem error CTD SHSim.act
Hello, have a problem with the file "SHSim.act" and crash the game.
Can someone help me solve this problem? Thank you Here Log File System Here Log File JSGM mod validator |
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I tried it and works fine, OSI.exe loaded with game start. Regards. Fitzcarraldo :salute: |
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Regarding the tonnage bar and all data related to ships sunk and other records : OSI is responsible also for those checks so i recommend to not leave it disabled during patrols. If something important is not recorded and updated you may miss some event to be triggered (like the tonnage bar correct update for who still use it). At all effects if OSI is Always enabled and running correctly there is no need to manually do anything. Given the fact that the campaign hasn't any bug (the original had a lot of them...). Since i'm not well inside TWOS mechanichs i do not know how Vecko's changes deals with OSI when it works correctly, i can't give details on that, for sure he knows more about that :) . |
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I had a look into the new ships, and I have noticed you have replaced some model parts, most notably some of the lifeboats with the new masts. You don't need to do so. Cloning a node in S3d is as easy as selecting it, pressing Shift Ctrl C (the Shift key is used for copying a node together with its child chunks), selecting again the node that you want your new node to be placed below, and pressing Ctrl V. Once you are done, you must change the Id of the cloned node and of any sub-node, change the bone label (i.e. its name) appropriately, and then change the linked 3d model to anything you want. If need be, you can also import a completely new mesh into the dat file. This is the quickest way to do it, but there is a more elegant method which allows us to fully customize any unit, and having many variants of it without having to physically clone dat/zon/sim/dsd/val files. This is done by setting Y configurable equipment nodes. They are used the way regular equipment is. Once you have cloned and re-numbered a node (for ease you should use as base another equipment node), change its name replacing the letter denoting equipment type (A, M, L, P, etc.) with a Y, and move its coordinates to where the new part should be placed on the main model. When you are done, import the new mast/funnel/turret, etc. you want your model to sport into a new dat file (if you are using as base a dat file previously used in game, never forget changing nodes' id and names), add to it a zon file and any other binary file the new structure might need, copy the new files into the library folder and link them to the model through eqp file. If you create a dummy copy of the ship, you can have two or more customized versions of her, or you can simulate late-war changes to the superctructure of the same ship, by creating many entries in the same eqp file, one with and the other without or witn a different new structure. If the new structure is derived from the same model that it will be used on, you can also set it to use the same diffuse/ambient occlusion texture as the main model. This way, any paint/camo scheme will be inherited. If need be, you can also slightly edit/reshape the cloned structure so to make it to fit better into its new position. As long as the changes done wont distort too much the existing UV maps, and vertex coordinates of main and AO model will be identical, there shouldn't be problems in doing so. If you have SHIV installed, you can look for examples into the library/ship parts folder. There are not examples of this method being used in stock SH5, but it should work just the same. :up: |
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http://s25.postimg.org/sk1k1y60b/Nowy_3.jpg |
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http://i.imgur.com/NbEkH5c.png |
Thx svedan. I have it.
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Did You start the new campaign or just load a file and works ok (you have the opportunity to continue campaign)? btw. I have now osi.exe, checked last save from "Happy times"... and in the 1.03.41 I recived Mare Nostrum campaign automatically !!! :yeah: See the picture: http://s25.postimg.org/5z66imu3v/sh5...0_18_50_20.jpg Just now in the beginning I have this, is it ok? http://s25.postimg.org/r7jv028kr/sh5...9_58_24_50.jpg |
Hi guys
Full tutorial and quick version in blue at the bottom for those more knowledgeable. Post #188 Campaign Fix And Working Tonnage Bar By MaMa > Pictorial Instructions How To Make It Work Peter |
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No, I did not start a new campaign, I just copied over the old saves and loaded the last one I made. Campaign progress worked automatically as it should |
Looks like everything is ok now. TY.
http://i921.photobucket.com/albums/a...psbwodgnm6.jpg I noticed only strange thing with upgrades. If I use "silentotto" only I can choose "biskaya kreuz" from mechanic in bunker, but when I continue the campaign it isn't possible. Is it possible to add it manually in any cfg file? |
Guys I know it's been answered here couple times, but I can't seem to figure out how to find the grid I was assigned to...? Sure I find the grid with two letters and first two numbers, but how do I find the other two numbers? Went through maps and everything, but couldn't find any tool that would reveal this.... Thanks
Otherwise 'broke the fortress' yesterday. Was good, though the destroyers in Scapa are still reluctant to do anything, also anti-sub nets in Kirk Sound are little bit off it's place (remember they were ok before, but yesterday I saw them with these buoys they're mounted to like 2 m above the water - maybe just a glitch of my installation, don't know....). And then on the way back RAF patroling and these guys don't care about the german sub in the area either.... They literally flew above me mid day. Anyway all in all the atmosphere of the raid was still good, on the way back I received the message I was reassigned to Wilhelmshaven so I docked there and now I'm already out again patroling British Eastern coast - looking for a relevant grid. Thank you PS. installed everything as per manual, set the limitations to time compression and everything, restarting after each patrol and no CTDs whatsoever so far. |
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Otherwise 'broke the fortress' yesterday. Was good, though the destroyers in Scapa are still reluctant to do anything, ...and noone knows actually why so we cant do much about it...:nope: Things MAY be little better in other ports because I've rearranged harbor protection waypoints in a attempt to counteract this ugly bug but again, this also may be another in series of futile attempts...In general, I don't recommend harbor raids because they are not realistic and because of various game/AI limitations. also anti-sub nets in Kirk Sound are little bit off it's place (remember they were ok before, but yesterday I saw them with these buoys they're mounted to like 2 m above the water - maybe just a glitch of my installation, don't know....). If you disable AI units falling trough sea floor patch via TDW gen.patcher they will be placed correctly but again, your units will fall through sea floor if sunk in shallow water. .. And then on the way back RAF patroling and these guys don't care about the german sub in the area either.... They literally flew above me mid day. Yes, saw this many times and it will mostly happen if plane skill settings are low (quite frequent in early war) and/or if there isn't enough light (foggy day or cloudy, morning time, evening time ect)... In general, despite all the efforts TDW invested in it, airplanes AI can still be stupid as hell...:D Although, the will frequently attack you during campaign but they are not effective as they should be IMO... Quote:
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