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Old 12-17-06, 03:53 PM   #1
Cobra_mkII
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Default All instruments stuck at 12 O'clock *update*

*update* the following problem suddenly cleared itself at the start of my next patrol...very strange

Just reinstalled SH3 and patched to V1.4 for the GWX mod. I noticed that when I tried to use the hydrophone it was stuck at the 12 O'clock position. I thought maybe the crew man did not qualify but no matter who I put on sound the dial would not move.

Later I noticed in the control room the engineers displays for *all* instruments eg speed co2 compressed air engine speed etc was also at 12 o'clock!

I have checked the GWX download files for corruption asing "MD5 compare" and they are clean

This one has me baffled and any help would be appreciated

Last edited by Cobra_mkII; 12-17-06 at 04:31 PM.
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Old 12-17-06, 04:41 PM   #2
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Hi and welcome to Subsim
Most odd
Are you using SH3 commander ?
Did you enable malfunctions\sabotage ?

Could be the reason if you did
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Old 12-17-06, 05:12 PM   #3
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I've been having the same problem lately. I believe it is one of those odd glitches which depend on the conditions you saved under; such as the weather, ships near, etc. It clears up at the start of a new patrol, but I don't know if there is any way to fix it during a patrol.
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Old 12-17-06, 10:26 PM   #4
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No way of changing it during a patrol. Not sure what causes it but I found a fix somehwhere and haven't had a problem since. I think it was on Terrapins UBRS site.
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Old 12-20-06, 09:25 AM   #5
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Cause identified

The above posters gave me the clue and I have now identified the problem. Saving *immediately* after receiving damage nearly always causes the problem, and nothing will fix it until I dock.

Not a big problem but it does mean I have to rely 100% on hydrphone and radar men doing their job, in fact AI wise they are not effected by the fault, the game does not appear to recognise the problem at all.
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Old 12-20-06, 09:29 AM   #6
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Interesting find. I have not experienced this because I do not save during game play. Only upon shutting down the game. Everyone does state that saving should not be done while submerged or with warships in your vicinity. This has been know to mess things up.
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Old 12-20-06, 09:54 AM   #7
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Default check this thread

Guys, that's really old story (back spring '95). Check this thread.

http://www.subsim.com/radioroom/show...pointing+stuck

In brief, the presence of certain AI uboots on the map generates this issue.

Hope this helps.
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Old 12-20-06, 10:01 AM   #8
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I encountered the same situation. When I set out on another patrol everything was Ok.
I do save alot as I find the new motion of the boat makes me whezzy LOL.
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Old 12-20-06, 10:20 AM   #9
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I remeber exactly the same situation, after CA's Uboat Instrument Patch v1
installation. Strange.

Best Regards

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Old 12-20-06, 01:12 PM   #10
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Quote:
Originally Posted by q65
I encountered the same situation. When I set out on another patrol everything was Ok.
I do save alot as I find the new motion of the boat makes me whezzy LOL.
DING DING DING!!!:rotfl:

ANOTHER SEASICK U-BOATMAN!!!
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Old 12-20-06, 02:37 PM   #11
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Yes, this is reLAted to a non AI uboat accidentally scripted on the Campaign files or at least a bad cloned one. GWX have some new Ai uboats and also some new corrections on the Ai towers what could start the problem. I will look at this ASAP.
But I need some info from you guys: What were your uboat and tower when you find this bug? Also Where and when (date) you noticed the bug?

Thanks guys. Any info above is very welcome and will help a lot to find the problem!

Rubini.
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Last edited by Rubini; 12-25-06 at 04:54 PM.
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Old 12-20-06, 02:45 PM   #12
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Quote:
Originally Posted by Rubini
Yes, this is realted to a non AI uboat accidentally scripted on the Campaign files or at least a bad cloned one. GWX have some new Ai uboats and also some new corrections on the Ai towers what could start the problem. I will look at this ASAP.
But I need some info from you guys: What were your uboat and tower when you find this bug? Also Where and when (date) you noticed the bug?

Thanks guys. Any info above is very welcome and will help a lot to find the problem!

Rubini.
Mine was in a type IIA Sept 39 first patrol. I was almost at AM47. I did have a contact and was pursuing in bad weather. I went to the hydrophones and I could not use it. Even when the the sonar man was in the seat the pointer would not move. I have since given up that campaign and have gone to a VIIB and I can use the hydrophone again. I did have my sonarman shot of mutiny. I'm a floggin captain
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Old 12-20-06, 03:05 PM   #13
Rubini
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Quote:
Originally Posted by q65
Quote:
Originally Posted by Rubini
Yes, this is realted to a non AI uboat accidentally scripted on the Campaign files or at least a bad cloned one. GWX have some new Ai uboats and also some new corrections on the Ai towers what could start the problem. I will look at this ASAP.
But I need some info from you guys: What were your uboat and tower when you find this bug? Also Where and when (date) you noticed the bug?

Thanks guys. Any info above is very welcome and will help a lot to find the problem!

Rubini.
Mine was in a type IIA Sept 39 first patrol. I was almost at AM47. I did have a contact and was pursuing in bad weather. I went to the hydrophones and I could not use it. Even when the the sonar man was in the seat the pointer would not move. I have since given up that campaign and have gone to a VIIB and I can use the hydrophone again. I did have my sonarman shot of mutiny. I'm a floggin captain
LOL!
Thanks q65!
So, a type IIA...do not you noticed any dials problem before reach AM47? Do you reload a saved game there or in any moment before AM47?

Rubini.
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Old 12-20-06, 03:25 PM   #14
q65
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by q65
Quote:
Originally Posted by Rubini
Yes, this is realted to a non AI uboat accidentally scripted on the Campaign files or at least a bad cloned one. GWX have some new Ai uboats and also some new corrections on the Ai towers what could start the problem. I will look at this ASAP.
But I need some info from you guys: What were your uboat and tower when you find this bug? Also Where and when (date) you noticed the bug?

Thanks guys. Any info above is very welcome and will help a lot to find the problem!

Rubini.
Mine was in a type IIA Sept 39 first patrol. I was almost at AM47. I did have a contact and was pursuing in bad weather. I went to the hydrophones and I could not use it. Even when the the sonar man was in the seat the pointer would not move. I have since given up that campaign and have gone to a VIIB and I can use the hydrophone again. I did have my sonarman shot of mutiny. I'm a floggin captain
LOL!
Thanks q65!
So, a type IIA...do not you noticed any dials problem before reach AM47? Do you reload a saved game there or in any moment before AM47?

Rubini.
I had the contact and then the save some time after. I did not go to the hydrophones until after the contact and save. I had the line going from my boat to the contact point. I'm usually on the map screen out of habit but I have found that with this mod the FPS is much better so now I can enjoy the view on the bridge and in the command deck. I didnt notice any other oddball thing with the other dials but then again I just started to notice them. The numbers on the hydrophone are much clearer then with the NYGM mod.
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Old 12-20-06, 03:35 PM   #15
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Thanks again q65!

So you reload your saved game before noticed that frozen dials?
This is an important detail...

Rubini.
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