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Old 10-01-13, 03:31 PM   #241
vdr1981
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v5.1 is up! Now it should (MUST) be OK... Waiting for comments...

@Volodya,
Hang on there buddy, i know how do you feel... If someone can find solution for CTD in this game , that should be you!

@allied forces,
English will be added in the next update...

And also, for those who still experiencing CTD at the start of mare nostrum, best i can do is to give you my modlist (or MEP file), so you can try it, what do you say?

Last edited by vdr1981; 10-01-13 at 03:48 PM.
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Old 10-01-13, 04:05 PM   #242
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Always good to see a new modlist .. do I need to start a new career when I load 5.1 ?
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Old 10-01-13, 04:13 PM   #243
vdr1981
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Quote:
Originally Posted by plj View Post
Always good to see a new modlist .. do I need to start a new career when I load 5.1 ?
Clean new campaign, yes... Check out that Danzing bay freez again, i'm not sure is it due RSD...It shouldn't be but check again...


Here's mine mep...

Code:
Accurate German Flags
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - No U-Mark
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith#1
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Nauticalwolf's_Periscope_Mod_v1.0
TDC Graphics by Naights v1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2.2
Expanded Navies by Cybermat47 v.1.0.01
Sobers Terrain fix for OH2 V2.2
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MFCMCCDLite
RPM Hydrophone v2.2 -for OHII full v2.2-
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Fix clock rear torpedo room VIIA
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
sobers no footstep sound mod
sobers water splash anim SH5
Submarine's .sim&cfg (modified for engine ratio patches)
gap - armaments & equipments patch v 0.2
sobers bad weather deck gun V5 SH5
R.S.D. - Reworked Submarine Damage v5.1 by vdr1981
Anti-Lag
You can remove some graphic mods if you like. Also note this...
Code:
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith#1
First line is main folder (menu file, txt) and 2nd is mod...
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Old 10-01-13, 06:29 PM   #244
vdr1981
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A bit more testing... So far, occasional SHcollision.act CTD remains together with kernel.dll CTD after heavy fire is taken from fast shooting guns. This could be due to my old PC or SH5 it self..Or probably both. I dont think that RSD is to be blamed and until now this problem was just masked behind submarine's 250HP. I'm looking forward to TDW's return, he will probably know what's going on.
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Old 10-02-13, 05:15 AM   #245
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Is it correct that not all damage labels are pointing towards their appropriate location or is this a sign that I have a modconflict ?
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Old 10-02-13, 06:36 AM   #246
gap
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R.S.D. v5.1 - destroyable GHG patch:
http://www.mediafire.com/?jxje2vouq6ljox8

It should fix the problem of game crashing to desktop when the GHG hydrophone is destroyed, by replacing te stock dummy sensor with one which got invisible meshes. Based on R.S.D. v5.1 and New UI's 7.4.2. JSGME ready. No other tweak than the ones included in the pack should be needed. Let me know if it works.

NOTE: though being fully compatible with R.E.M, this fix will require a new version of the above mod for it to affect the new hydrophone. I will do the needed changes once we know that the fix itself is working
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Old 10-02-13, 07:54 AM   #247
vdr1981
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Quote:
Originally Posted by gap View Post
R.S.D. v5.1 - destroyable GHG patch:
http://www.mediafire.com/?jxje2vouq6ljox8

It should fix the problem of game crashing to desktop when the GHG hydrophone is destroyed, by replacing te stock dummy sensor with one which got invisible meshes. Based on R.S.D. v5.1 and New UI's 7.4.2. JSGME ready. No other tweak than the ones included in the pack should be needed. Let me know if it works.

NOTE: though being fully compatible with R.E.M, this fix will require a new version of the above mod for it to affect the new hydrophone. I will do the needed changes once we know that the fix itself is working
Brilliant Gap! Now, is this mean that RSD 5.2 is needed where i should remove GHG damage box(uboat sensors.zon) and also set uhydrophonerecivers to destructable=Yes in the zone.cfg?
Dont you think that damage box is to big(in your patch), do you have some reason for that?

Quote:
Originally Posted by plj View Post
Is it correct that not all damage labels are pointing towards their appropriate location or is this a sign that I have a modconflict ?
Dont get you there, give me a screenshot...

Last edited by vdr1981; 10-02-13 at 08:39 AM.
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Old 10-02-13, 08:02 AM   #248
vdr1981
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And now i'm 100% sure, that SHcollisin.act CTD is related exclusively to fast shooting guns! I've set their trav. and elev tolerances to 0 (gunsradars.sim) so they can't shoot directly without miss all the time and no more CTD's... I think i'll kill little bastards, en least for my use...
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Old 10-02-13, 08:21 AM   #249
plj
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Quote:
Originally Posted by vdr1981 View Post
Dont get you there, give me a screenshot...
Sorry ..

http://imageshack.us/g/443/ehya.jpg/
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Old 10-02-13, 08:36 AM   #250
vdr1981
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Quote:
Originally Posted by plj View Post
I see, this means that you already use some mod for GUI, Nauticawolf maybe? Try to remove it... You see, i implemented only textures from Nauticawolf's mod, slot's layout is default...Got it?

Although , i think that your layout is much better...
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Old 10-02-13, 08:38 AM   #251
gap
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Quote:
Originally Posted by vdr1981 View Post
Brilliant Gap!
Let's see if it is working before saying wether it is brilliant or not

Quote:
Originally Posted by vdr1981 View Post
Now, is this mean that RSD 5.2 is needed where i should remove GHG damage box(uboat sensors.zon) and also set uhydrophonerecivers to destructable=Yes in the zone.cfg?
no, you don't need to change anything in uboat sensors.zon. With my patch, the old sensor should be ignored by the game (at least in my intentions, hope it works). As for the destructible property of the hydrophone zone, yes, I forgot to switch it to "yes", so you need to edit that setting.

Quote:
Originally Posted by vdr1981 View Post
Dont you think that damage box is to big(in you patch), do you have some reason for that?
I have just copied/pasted the same box/sphere settings you had previously set for the old sensor
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Old 10-02-13, 08:44 AM   #252
gap
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Quote:
Originally Posted by plj View Post
Is it correct that not all damage labels are pointing towards their appropriate location or is this a sign that I have a modconflict ?
Quote:
Originally Posted by vdr1981 View Post
I see, this means that you already use some mod for GUI, Nauticawolf maybe? Try to remove it... You see, i implemented only textures from Nauticawolf's mod, slot's layout is default...Got it?
Maybe I am wrong, but I remember having seen similarly misplaced "damage labels" in some of your screenies, Vecko. I don't know exactly how their position is set, but possibly Menu Editor is required to move the around
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Old 10-02-13, 08:46 AM   #253
vdr1981
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Quote:
Originally Posted by gap View Post
Let's see if it is working before saying wether it is brilliant or not



no, you don't need to change anything in uboat sensors.zon. With my patch, the old sensor should be ignored by the game (at least in my intentions, hope it works). As for the destructible property of the hydrophone zone, yes, I forgot to switch it to "yes", so you need to edit that setting.



I have just copied/pasted the same box/sphere settings you had previously set for the old sensor
Tested ...It works!
I'll do necessary changes, inplement this in the main RSD mod, give you the credits, and rename mod to "R.S.D.-Revorked Submarine damage v5.2 by vdr1981/Gap". Is that OK with you? :P
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Old 10-02-13, 08:48 AM   #254
gap
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Quote:
Originally Posted by vdr1981 View Post
And now i'm 100% sure, that SHcollisin.act CTD is related exclusively to fast shooting guns!
yess!!!

as I had already wrote, this is exactly what I had experienced long ago, during my tests with ship-mounted machine guns. It has nothing to do with your mod.

Quote:
Originally Posted by vdr1981 View Post
I've set their trav. and elev tolerances to 0 (gunsradars.sim) so they can't shoot directly without miss all the time and no more CTD's... I think i'll kill little bastards, en least for my use...
At last those tolerance settings work for AI guns! Brilliant

You can't imagine how much I and Volodya struggled with them on U-boat Flaks
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Old 10-02-13, 08:49 AM   #255
vdr1981
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Quote:
Originally Posted by gap View Post
Maybe I am wrong, but I remember having seen similarly misplaced "damage labels" in some of your screenies, Vecko. I don't know exactly how their position is set, but possibly Menu Editor is required to move the around
Guys. now you are nitpicking ...
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