SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-07-20, 12:09 PM   #1
Krisenvorsorgezentrum
Swabbie
 
Join Date: Oct 2019
Posts: 9
Downloads: 17
Uploads: 0
Support Depth Charge Mods

It is very unfortunate that both of these mods seem bugged and cause CTD:
Depth Charge water disturbances
Depth Charge noise mod

Has really nobody gotten them to work?
Krisenvorsorgezentrum is offline   Reply With Quote
Old 02-07-20, 02:59 PM   #2
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,162
Downloads: 488
Uploads: 4


Default

Quote:
Originally Posted by Krisenvorsorgezentrum View Post
It is very unfortunate that both of these mods seem bugged and cause CTD:
Depth Charge water disturbances
Depth Charge noise mod

Has really nobody gotten them to work?
I've used the second one with no problems. No longer do though, as they're really not needed in my preferred mega mod, NYGM.

It has a dead contact zone to the rear of an escort which already helps mimic depth charge noise.

But I've used it also in GWX with no ctd because of it.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is online   Reply With Quote
Old 02-07-20, 03:25 PM   #3
U301
Officer
 
U301's Avatar
 
Join Date: Jan 2020
Location: UK
Posts: 248
Downloads: 782
Uploads: 0


Default

I use Depth Charge noise v1.0.
Any comments Herr Kaleuns will be appreciated.

KUrtz
U301 is offline   Reply With Quote
Old 02-07-20, 03:32 PM   #4
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,162
Downloads: 488
Uploads: 4


Default

Another reason I don't use pfenning's mod any more is I don't find it overly difficult to escape from the escorts anyway, either GWX or NYGM.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is online   Reply With Quote
Old 02-07-20, 08:02 PM   #5
FUBAR295
Krusty Krab
 
FUBAR295's Avatar
 
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,248
Downloads: 429
Uploads: 0
Default

Quote:
Originally Posted by Krisenvorsorgezentrum View Post
It is very unfortunate that both of these mods seem bugged and cause CTD:
Depth Charge water disturbances
Depth Charge noise mod

Has really nobody gotten them to work?
TDW Depth Charge Water Disturbance works in SH4 but causes CTD on openning a save game file if used previous to the save in SH3.

Depth Charge Noise mod works and can be used in WAC 5.0 and should not be problem for GWX or NYGM.

Good hunting,
FUBAR295
__________________
Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment.


FUBAR295 is offline   Reply With Quote
Old 02-27-20, 08:43 AM   #6
Krisenvorsorgezentrum
Swabbie
 
Join Date: Oct 2019
Posts: 9
Downloads: 17
Uploads: 0
Default

No way to get Depth Charge water disturbances running?
Krisenvorsorgezentrum is offline   Reply With Quote
Old 02-27-20, 08:52 AM   #7
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,162
Downloads: 488
Uploads: 4


Default

Quote:
Originally Posted by Krisenvorsorgezentrum View Post
No way to get Depth Charge water disturbances running?
Not that I know of, maybe someone else does. But the Noise mod works with no problems if desired.

Between the poor AI and other reasons (i.e., lost contact time variable, ai predictability, etc.), it really isn't needed though.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper

Last edited by John Pancoast; 02-27-20 at 09:13 AM.
John Pancoast is online   Reply With Quote
Old 03-16-20, 08:34 PM   #8
schlechter pfennig
Commander
 
Join Date: Mar 2010
Posts: 457
Downloads: 52
Uploads: 7
Default Explanation

From several months worth of intense experimentation, I'd identified the problem but there doesn't seem to be any workaround for it.

The mod works by spawning a Bold (and accessory effects) at the center of each depth charge explosion. Sounds simple, no? Well...



...no...it's not.

For whatever reason, spawning a Bold this way somehow corrupts the Campaign_RND file. Don't ask me why, or how, because I've never figured that out. What I do know is this:
  • Anything with more than 40 RndGroup in the _RND file never reload without CTD
  • RndGroup size between 20-40 randomly successfully reloads or CTDs, with it usually CTDing, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 10-20 randomly successfully reloads or CTDs, with it usually successfully loading at the low end, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 5-10 mostly successfully reloads, with random, occassional CTDs
  • RndGroup between 1-5 almost always successfully reloads, with very rare CTDs

Even within subgroups there is no consistency. I've run a mission with a 40 RndGroup, had a successful save-and-load, only to run the same mission immediately a second time and have it CTD upon reload, yet if I reload the first mission save it still successfully reloads.

It would appear that the game is either corrupting, or incompletely saving, the "saved game" information. That's the only conclusion I can reach, as once a mission has been successfully saved, it can be reloaded time and time again.

What I don't understand is the correlation between having Bolds appear outside of being ejected from a Uboat, the Campaign_RND file, and the corruption of saving a game.

~Schlechter Pfennig
schlechter pfennig is offline   Reply With Quote
Old 03-16-20, 08:42 PM   #9
John Pancoast
Ocean Warrior
 
Join Date: Apr 2002
Location: Minnysoda
Posts: 3,162
Downloads: 488
Uploads: 4


Default

Quote:
Originally Posted by schlechter pfennig View Post
From several months worth of intense experimentation, I'd identified the problem but there doesn't seem to be any workaround for it.

The mod works by spawning a Bold (and accessory effects) at the center of each depth charge explosion. Sounds simple, no? Well...



...no...it's not.

For whatever reason, spawning a Bold this way somehow corrupts the Campaign_RND file. Don't ask me why, or how, because I've never figured that out. What I do know is this:
  • Anything with more than 40 RndGroup in the _RND file never reload without CTD
  • RndGroup size between 20-40 randomly successfully reloads or CTDs, with it usually CTDing, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 10-20 randomly successfully reloads or CTDs, with it usually successfully loading at the low end, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 5-10 mostly successfully reloads, with random, occassional CTDs
  • RndGroup between 1-5 almost always successfully reloads, with very rare CTDs

Even within subgroups there is no consistency. I've run a mission with a 40 RndGroup, had a successful save-and-load, only to run the same mission immediately a second time and have it CTD upon reload, yet if I reload the first mission save it still successfully reloads.

It would appear that the game is either corrupting, or incompletely saving, the "saved game" information. That's the only conclusion I can reach, as once a mission has been successfully saved, it can be reloaded time and time again.

What I don't understand is the correlation between having Bolds appear outside of being ejected from a Uboat, the Campaign_RND file, and the corruption of saving a game.

~Schlechter Pfennig
You're being to hard on yourself <g> As I said above, I've used your mod without a single ctd from it.
That I can remember anyway; been awhile.

I think it's a great mod that does exactly what it says it will do.
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper
John Pancoast is online   Reply With Quote
Old 03-16-20, 09:59 PM   #10
FUBAR295
Krusty Krab
 
FUBAR295's Avatar
 
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,248
Downloads: 429
Uploads: 0
Default

Quote:
Originally Posted by schlechter pfennig View Post
From several months worth of intense experimentation, I'd identified the problem but there doesn't seem to be any workaround for it.

The mod works by spawning a Bold (and accessory effects) at the center of each depth charge explosion. Sounds simple, no? Well...



...no...it's not.

For whatever reason, spawning a Bold this way somehow corrupts the Campaign_RND file. Don't ask me why, or how, because I've never figured that out. What I do know is this:
  • Anything with more than 40 RndGroup in the _RND file never reload without CTD
  • RndGroup size between 20-40 randomly successfully reloads or CTDs, with it usually CTDing, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 10-20 randomly successfully reloads or CTDs, with it usually successfully loading at the low end, with the CTD frequency increasing as the RndGroup size increases
  • RndGroup between 5-10 mostly successfully reloads, with random, occassional CTDs
  • RndGroup between 1-5 almost always successfully reloads, with very rare CTDs

Even within subgroups there is no consistency. I've run a mission with a 40 RndGroup, had a successful save-and-load, only to run the same mission immediately a second time and have it CTD upon reload, yet if I reload the first mission save it still successfully reloads.

It would appear that the game is either corrupting, or incompletely saving, the "saved game" information. That's the only conclusion I can reach, as once a mission has been successfully saved, it can be reloaded time and time again.

What I don't understand is the correlation between having Bolds appear outside of being ejected from a Uboat, the Campaign_RND file, and the corruption of saving a game.

~Schlechter Pfennig

Thank you for the great explanation and hard work why the mod crashes the game. The analyst on the RndGroup is enlightening. I placed that in my ad hoc toolbox. Handy information none the less.

TDW's approach of was novel thinking outside of the box, using what the game gives you. To bad it is not doable in SH3.

Good hunting,
FUBAR295
__________________
Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment.


FUBAR295 is offline   Reply With Quote
Old 04-16-23, 06:47 AM   #11
Krisenvorsorgezentrum
Swabbie
 
Join Date: Oct 2019
Posts: 9
Downloads: 17
Uploads: 0
Default

Thanks 4 all your input, guys!
Krisenvorsorgezentrum is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:58 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.