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07-05-22, 12:56 PM | #1 | |
Sea Lord
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What do you mean config? 1. It seems that what ships attacks me doesn't matter 2. It doesn't seem I take damage before ctd 4. 1942 October |
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07-05-22, 03:36 PM | #2 | |
Silent Hunter
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and...what ship attacks you may matter if there is a ship/weapon/ammo/date/parent-child ID mismatch somewhere in the background.
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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07-06-22, 01:25 AM | #3 | |
Sea Lord
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[C:\Games\KSDII_Ace_Edition\MODS] Real Patch 1.4 full Patch 1.4.1 No radio antenna poles English objectives names Convoy radio reports ON Depthcharge_sound_repair Increased underwater clarity Patch 1.4.2 this patch is not released yet. But the ctd issues when depth charges persist in the current version also. |
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07-06-22, 08:44 AM | #4 |
CTD - it's not just a job
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I would remove one mod at a time, and then go try to get depth-charged, and see what happens. My prime suspect would be the "Depthcharge_sound_repair", but it could well be one of the patches or the main mod itself... if it is the sound repair, check the file length, bit depth and resolution to match or be close to the Stock game's settings. If it is a mono file, at 22.05k and 16-bits in stock, you almost have to have the same type file in a mod. Some of the "effects" sounds cannot be over 5 seconds in length, others cannot be over 15 seconds. The shorter the better to avoid "bandwidth" issues, especially when considering the number of depth charges the game can drop near you. Also, if you have altered the 3D sound channels in the Options, Sound menu, the game can and will crash. I don't know if they have something wrong in their original code, or if Windows doesn't like the old code, or what, but it is best to leave the sound channels as in Stock also.
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07-06-22, 08:57 AM | #5 |
Sea Lord
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The depth charge sound repair mod is a fix for very short depth charge explosion effect. This fixed the issue where depth charge sounds would cut off in the middle of the explosion. The game crashed before activating this mod.
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07-06-22, 09:51 AM | #6 | |
Admiral
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Strange, as I have not noted such, behavior... but then... probably haven't ran into the proper kicker for it to occur, yet... either. On contemplation of this... occurring... wanna say I believe... KM, is on the possible cause for it propbeanie, given the info on it occurring prior to inclusion of newer... stuff. If, you recall think it was with.... v1.46 of FotRS-U, that there was a.... mismatch of file bits with certain... IJN subs, that were invariably causing all sorts of grief with CTDing... on either torp'ing them, or just the simple act of their spawning near you, if not a bit of both. The... Sen Taki (think I mangled that subs proper name, but... have confidence you should now the 1 I am referring to here... ) was 1 of the culprits in that issue. As I recall, iirc was... 3 in all. This, could well be the case here... just with a different root cause but still... ship related. Namely, in the depth charges... to, even... a case of equip mismatch & a bit of mismatched ship info... maybe. Just.... a WAG, here... I do admit. Hope this... cogitating, of Mine out loud... helps... as always... Gonna go back to lurking... M. M.
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07-06-22, 08:49 PM | #7 | |
CTD - it's not just a job
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The IJN subs in FotRSU did not have a CTD issue, nor was there a bit-depth mis-match. There was an issue if using non-FotRSU torpedo mods though. FotRSU's US_Topedo dat file relies on proper links between its own set of files, and external files such as the Zones.cfg file, as well as other files in the Library folder, such as the Particles.dat file. There was however, improper linking between the sub and the dsd, which caused an electric sound instead of diesel with the Sen Toku, or a diesel instead of electric as in the case of the Ko Hyoteki. There were also some texture issues with a couple. When the subs were subsequently copied out for other mods' use, they did not bring with them the specific files used in FotRSU, and that may have caused issues in other mods. As to what Niume has, he now states:
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As you say though, and as KM suggested, any ship / plane / sub vs equipment vs weapon vs ammo mis-match can do you in rather quickly also. An "I" (eye) is not the same as an "l" (el) is not the same as a 1 (one), and they always seem to meet in the game's files... similarly with O (oh) and 0 (zero). Then you can always try the propbeanie trick of dosing-off and doing a face-plant on the keyboard (or whatever happened) and generate a bunch of random characters in the middle of an otherwise "clean" file... |
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