Sorry, currently I'm stuck. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid="

" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid="

" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid="

" border="0" alt="modding.gif" /> Still get way too many CTDs when an Encounter triggers a reload.
There is no pattern visible to me. There is no error log, so the code works fine. According to the compile log the Directsail mod has done its work before the CTD occurs. The system log ends with lots of "bad rope" messages:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 308875436? end pointer = 0
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 308902908? end pointer = 0
Bad rope data for rope: (rope num = 101) (begin group=0, end group=0)
Begin pointer = 311091508? end pointer = 0
Bad rope data for rope: (rope num = 104) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 311091508
Bad rope data for rope: (rope num = 1) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 311094412
Bad rope data for rope: (rope num = 2) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 311094412
Bad rope data for rope: (rope num = 15) (begin group=-1, end group=0)
Begin pointer = 310486836? end pointer = 0
Bad rope data for rope: (rope num = 766) (begin group=-1, end group=0)
Begin pointer = 310512596? end pointer = 0<!--QuoteEnd--></div><!--QuoteEEnd-->
Shipwrights <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , is it possible to identify which ship causes these? And is it possible that too many bad rope data cause a CTD ?
The strange thing is: I get the same type and amount of CTDs if I run the completely unmodded, stock Sea_ReloadStart() function by means of the console file, without any involvement of the DS mod. Which makes me wonder if the CTDs aren't caused by Directsail itself but by the reload process that follows. (Has anyone observed CTDs after "normal" reloads to the seaview, or after switching from a sunken ship to a lifeboat?)
Which would be of course no consolation. If nobody else has an idea what could cause those CTDs I'll have to find another method for creating encounters and islandswitches.
For the time being I can only recommend to set
#define DIRECTENCOUNTERCHANCE
at the beginning of CCCdirectsail.c to "0" . Or dump the mod completely <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />