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#1 |
Swabbie
![]() Join Date: Jan 2004
Posts: 11
Downloads: 47
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Have just installed GW mod which is fantastic. However on my first war patrol in a Type IIa I cannot get enough efficiency in the bow torpedo room to load a single fish. Despite filling the compartment with WOs and a torpedo senior rate I still get a very small green bar and torpedo waiting message. All the crew are fully rested at 100% endurance
HELP as I've got a lovely ship in front of me thats taken three hits but still refuses to sink |
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#2 |
Navy Dude
![]() Join Date: May 2005
Location: Bermuda
Posts: 177
Downloads: 2
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Check to make sure you don't have silent running selected. No torps will load if you are running silent.
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#3 |
Grey Wolf
![]() Join Date: Feb 2006
Location: Helsinki, Finland
Posts: 895
Downloads: 59
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Oh, and check that you have torps too!
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#4 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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You are not the only one
There are currently about two of you in different threads with this problem which has so far beaten every idea Hang in there |
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#5 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Here is what I think.
In the 1.1a install, this is in the cfg/basic.cfg ;NumberOfCrew5=10 ;Interval1_5=5.1 ;Interval2_5=6.5 ;Interval3_5=13.7 NumberOfCrew5=10 Interval1_5=30 Interval2_5=30 Interval3_5=30 This section (10 enlisted slot compartments) controls efficiency for 1. Damage Control on the Vii and iX 2. Bow Torpedoes on the II 3. Electric and Diesel Rooms on the XXI I noticed this because I modded all compartments prior to playing 1.1a, but forgot about it until all this came up. Interval1_x controls minimum efficiency it takes to operate the compartment. Interval2_x has no known effect. Interval3_x controls maximum compartment efficiency. Basically the Interval1_5 is setting minimum efficiency impossibly high. Changing it from 30 to a 3.0, or reverting back to the commented settings, should correct this problem. Note that I have not tested this, but am basing it purely on previous observations. Note: The commented out numbers are the settings from the original 1.0 and 1.1 JSGME installs. Last edited by U-Bones; 07-10-06 at 07:47 AM. |
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#6 |
Swabbie
![]() Join Date: Jan 2004
Posts: 11
Downloads: 47
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That did it, changed the cfg file as suggested - thanks
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#7 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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Thanks a lot U-Bones i wrote to my frind to put him in know about you has posted here....
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#8 |
XO
![]() Join Date: Jun 2006
Location: North Carolina
Posts: 405
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changed the files and type II reloads fine now. thanks U-bones
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#9 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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Thanks U-Bones for help !
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#10 | |
GWX Project Director
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![]() Quote:
I've already addressed this issue on our GW sticky thread using a Type IIA in 1939 with a green crew. The problem you are experiencing is an intermittant one... similar to the SH3 camera bug. Sometimes features in SH3 get "stuck" like when you reach a final navigation waypoint... sometimes clicking on a speed setting does nothing. I have found that it works just fine if you switch from the speed telegraph to the knotmeter and select a speed... away you go! The same is the case with the Type IIA torpedo loading. Just try something as simple as taking all the crewmen out of the torpedo compartment and putting them back in... As long as your green compartment efficiency bar is over half... they will load the final torps. Believe me!!! I've re-tested this issue itself several times over the last three days now with NO problems. ![]() ![]() ![]() Ubering the crew compartment changes a number of things and breaks the 8 hour crew fatigue system. |
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#11 |
GWX Project Director
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This issue is addressed on page five of our GW sticky thread here in the Mods Workshop.
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#12 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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![]() Quote:
What I ponted out was an inconsistancy in the 1.1a distribution that prevented one of the requirements in your earlier solution from ever being met. In basic.cfg [COMPARTMENNTS] NumberOfCrew5=10 Interval1_5=30 ; <==== impossibly high Interval2_5=30 Interval3_5=30 This sets miminum required efficiency impossibly high on any compartment that has 10 enlisted slots. (including II Torpedo Room and Damage Control on VII's and IX's). The values used in the original 1.0 distribution are commented out - looks like someone was testing something and didn't clean up. Sorry I was not clear enough earlier. Last edited by U-Bones; 07-11-06 at 12:41 PM. |
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#13 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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Hi U-Bones
Thanks for that mate as you in fact did provide the correct info ![]() I have just explained to the KPT that this was a problem on our half and the fix you suggested is in fact the correct method of dealing with the problem. I think Kpt. Lehmann thought about another stock problem. This was my fault in a way as I was not involved in the first GW release and I went absent from the scene for a while so did not advise GW on the problem as they released it. I did post a fix in my original thread and presumed everyone had got this on the bigger mods. We are going to fix this in the next release and I will assist those whom come here that have the problem. Once again, I thank you for helping the guys out whom have had problems in this area. As I no longer visit here as much, I had missed the issue. Too much bloody work IRL. Such a small text error having such a damming effect. The original purpose of the longer setting was due to getting some pretty good repair times in those early days when first used. The problem was, I never noticed other compartments shared the same interval setting as the repair station in other subs. I am looking for a way to seperate the compatments interval settings so that they are not shared so any ideas will be great ![]() ![]() ![]() ![]() ![]() ![]()
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#14 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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Rgr, danke !
I wish I knew how to seperate the compartments out... several are not even used, and it would be dandy to have DC seperated. I gave this a great deal of thought playing around with repair times myself... |
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#15 |
GWX Project Director
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U-Bones,
Easy there mate... I wasn't having a go at you... nor did I accuse you of having an issue. I was discussing *the* issue mate. I have looked deeper into all of the posts here and in our sticky regarding the same. No one specified which fatigue mod they were using... and I forgot to ask. There is *an* issue in the 24 hour fatigue model.... Not the 8 hour model that I was referring to. I just spoke with Gouldjg live... and we found the following problem that we thought we had already fixed. The 24 hour crew fatigue model SHOULD have these entries as follows to be correct. NumberOfCrew5=10 Interval1_5=5.1 Interval2_5=6.5 Interval3_5=13.7 The above values should not be commented out as they are currently in GW. We missed a step on the 24 hour fatigue mod and we'll get it fixed. Thank you for bringing it to our attention. ![]() ![]() ![]() (As a side note... the no go/stuck sub bug... is a stock problem. I addressed this in the same conversation with Cdre Gibs and it was present before GW was released.) |
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