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03-16-24, 12:55 PM | #1 |
Torpedoman
Join Date: Jan 2020
Location: Oregon, USA
Posts: 116
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Museum Crashes for Mysterious Reasons
Hi friends,
After installing a small number of new units (I will list them below) the Museum crashes when I try to load it, and the reason isn't clear to me. If I boot the game and go straight to the museum, it crashes when the loading bar completes. If I instead load a career normally, then return to the main menu, the museum will load successfully but crashes after a few minutes, and it crashes when viewing units that I haven't previously had issues with. Here's what's especially strange: I've tested all the new units by adding them to campaign_scr and viewing them in port, and the game does not crash. In the past, when I've had crashes in the museum, they've come when viewing specific units, which also crash the main game. What gives? Mod: NYGM (Fifi) Recent additions: Rowi58: Ju-290, Me-262, Ho-229 VonDos: Gneisenau, L class, K class, TB1937, TB1939, Graf Zepp, Weser Tigerzhunters's IJN Takao None of these units on their own have ever given me any problems, which makes me worry it could be some sort of memory issue from having too many installed. 'ppreciate any and all ideas - Tabris |
03-16-24, 02:25 PM | #2 | |
Navy Seal
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Quote:
(Certainly unit issue with base mod, not memory issue) There are many things to do to add units correctly, but I will not expand here.
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03-16-24, 03:01 PM | #3 |
Torpedoman
Join Date: Jan 2020
Location: Oregon, USA
Posts: 116
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cheers. I wonder if it's a problem with the bomb loads on the new aircraft. Maybe they're looking for some sort of ordnance that's outdated.
again, what's weird is that it doesn't *always* crash. In my experience it's usually an issue of "it works or it doesn't" |
03-16-24, 10:09 PM | #4 |
Torpedoman
Join Date: Jan 2020
Location: Oregon, USA
Posts: 116
Downloads: 174
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I have removed all the new units and reverted all their associated changes, but the museum still crashes in the same way as before: Immediately, if I open it first, or after a few minutes, if I open it after loading a career. All I'm looking for is general tips: I futz with my installation A LOT. What else can cause the museum to crash? Errors in the basic.cfg? Errors with the airbase config files? There has to be something niggly like that which I just don't know about.
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03-17-24, 03:05 AM | #5 |
Mate
Join Date: Oct 2008
Posts: 60
Downloads: 623
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This will crash the Museum...
If the UnitType in the Roster CFG file is different than the UnitType in the Sea Folder it will crash for sure. This is the first thing I check for in a Museum crash. Sometimes different authors of mods or models have changed the UnitTypes because it affects how it shows up in a campaign. Also, if I want to just look at a specific ship I used the Mission Editor to make a small custom Single Mission and just change the ClassName and UnitType as needed. Much faster than the Museum.
Oh, and here's something screwy- just recently I made a small test mod consisting of a few ships to add to the game and it tested just fine, but when I put them in the actual mod folders it wouldn't run a campaign. So now I made another folder called Sea Addendum which I apparently must use in order to bring these ships into the game. Two mods better than one? Go figure. Last edited by Captain Drastic; 03-17-24 at 03:21 AM. |
03-17-24, 01:51 PM | #6 | |
Admiral
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Quote:
Hi! Can you open sh3 mission editor, just for test? Best regards, Vd
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Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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03-17-24, 04:09 PM | #7 |
Mate
Join Date: Oct 2008
Posts: 60
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This is the script to my small ship test...
...Hi VonDos. To change which ships are in the test switch the Class=whatever class and/or Type= if that changed. I just used the Mission Editor to cut down the number of ships in a Single Mission and moved them around a little. In order to keep the ships friendly I made them American in 1940, but I think as long as you don't fire at them they act friendly no matter what.
[Mission] Title=SHIP TEST_DW MissionType=0 MissionDataType=0 Year=1940 Month=10 Day=18 Hour=12 Minute=0 Fog=0 FogRand=0 Clouds=1 CloudsRand=1 Precip=0 PrecipRand=1 WindHeading=135 WindSpeed=4.000000 WindRand=0 WeatherRndInterval=2 SeaType=0 Briefing=SHIP TESTING MOD [Group 1] GroupName=SHIP TESTING CommandUnitName=TEST SHIP1 Category=0 RandStartRadius=0.000000 DeleteOnLastWaypoint=true EvolveFromEntryDate=false [Group 1.Unit 1] Name=TEST SHIP1 Class=KLS Type=102 Origin=American Side=0 Commander=0 CargoExt=1 CargoInt=0 CfgDate=19401005 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19401018 GameEntryTime=1200 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1342751.000000 Lat=6888258.000000 Height=0.000000 Heading=170.000137 Speed=7.000000 CrewRating=0 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 [Group 1.Unit 1.Waypoint 1] Speed=7.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=-1334867.000000 Lat=6843545.000000 Height=0.000000 [Group 1.Unit 1.Waypoint 2] Speed=7.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=-1255368.000000 Lat=6776838.000000 Height=0.000000 [Group 1.Unit 1.Waypoint 3] Speed=7.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=-800000.000000 Lat=6675000.000000 Height=0.000000 [Group 1.Unit 2] Name=TEST SHIP2 Class=KLS Type=102 Origin=American Side=1 Commander=0 CargoExt=1 CargoInt=0 CfgDate=19400101 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19401018 GameEntryTime=2000 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-1342964.250000 Lat=6889393.000000 Height=0.000000 Heading=170.000137 Speed=7.000000 CrewRating=0 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 [Unit 1] Name=TEST BOAT Class=SSTypeVIIB Type=200 Origin=German Side=2 Commander=1 CargoExt=-1 CargoInt=-1 CfgDate=19401013 DeleteOnLastWaypoint=false DockedShip=false GameEntryDate=19401018 GameEntryTime=1200 GameExitDate=19430304 GameExitTime=0 EvolveFromEntryDate=false Long=-1345050.000000 Lat=6886120.000000 Height=0.000000 Heading=66.599525 Speed=10.000000 CrewRating=4 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 [Unit 1.Waypoint 1] Speed=10.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=-1343340.000000 Lat=6886860.000000 Height=0.000000 [Objective 1] ObjName=TEST SHIP Obj=2 ObjType=0 RenownAwarded=0 Tonnage=28950 TonnageType=1 [EditorParams] InitLongOff=991181504.000000 InitLatOff=-184938496.000000 ZoomIndex=0 |
03-17-24, 11:06 PM | #8 |
Mate
Join Date: Oct 2008
Posts: 60
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Re-thinking previous reply...
I realize now that you were probably thinking I used the Mission Editor to run a test, but that is not possible I'm sure. What I meant was, and I'm sure others have done, is to use Mission Editor to customize a Single Mission for use as a testbed for many purposes, such as torpedo practice etc. So I just made small one, which refers to the size of the mod, not the ships.
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03-18-24, 12:24 AM | #9 | |
Admiral
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Quote:
Best regards, Vd
__________________
Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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03-18-24, 12:41 AM | #10 |
Mate
Join Date: Oct 2008
Posts: 60
Downloads: 623
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That is another good thing...
...Can be used to detect issues with Roster. Another tool to track down why Museum would crash.
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03-18-24, 02:36 AM | #11 |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
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The first thing I use to check is
https://www.subsim.com/radioroom/sho...85&postcount=1 Then https://www.subsim.com/radioroom/sho...44&postcount=1 Good luck!
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03-18-24, 02:45 PM | #12 |
Torpedoman
Join Date: Jan 2020
Location: Oregon, USA
Posts: 116
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thanks all. I have a lot I can examine now. In the short term I just reverted to a backup of the entire game directory, but I still have the "bad" directory so I can poke around in it and hopefully learn something.
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