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02-24-10, 01:27 AM | #61 |
Grey Wolf
Join Date: Sep 2006
Location: NY
Posts: 994
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Unexplained Sub damage after leaving Tallin or Kronstadt
My sub gets totally destroyed. I am usually trying the "M" or "C" type sub. I love the mod but problem is getting annoying enough for me not to play this new wonderful mod. This happens a few hours after leaving the home port. I am usually in the deeper channels. No enemy ships nearby. Even submerged. No closer than 10 miles to an enemy town near the coast. Even further from coastline in shallower water but still I get destroyed. Crew is fine. Hull integrity is first at 100% until being destroyed. I've only played in the years 1941 or 42. I have totally uninstalled all mods to see if anything is residual or left over from old mods which causes this strange problem. No solutin found.
Once I get to the intersections of Gulf of Bothnia, and the Gulf of Finland I am fine. Game plays fine for every other major mods such as Trigger, Falling, Run Silent, Operation Monsun. As this happened to anyone else where someone has found out they had some Baltic corrupt files somewhere? Any ideas? Mods Baltic_Ver_100 Baltic_ Soviet Captains Office Baltic_GW_Fix Baltic_Real_Mines_GW Baltic_GW_SP1 to 1.01 Baltic English Campaign v2 Baltic English Weapons Data |
02-24-10, 07:44 AM | #62 |
Grey Wolf
Join Date: Aug 2006
Location: Aberdeen, Scotland, United Kingdom
Posts: 971
Downloads: 252
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Sounds like it could be a minefield.
I had that as well as I also run the realistic mine mod. Once I had a look at the campaign layer in the Mission Editor, I saw most of my CTD were due to me getting near or into a minefield. Best thing to do would be to hug the coast and try to avoid the anti-sub patrols. Mike.
__________________
"I am the battleship Jean Bart. This name originates from a certain 'respected' privateer... Yes? You want to know what privateers are? Hmph, they are pirates that rob openly under the banner of their country." Jean Bart from the mobile game Azur Lane. |
02-24-10, 07:46 AM | #63 |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
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Yep, that's the one.
There are mines everywhere! |
02-24-10, 07:48 AM | #64 | |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
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Originally posted on page 2.
May help. Quote:
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02-24-10, 05:52 PM | #65 | |
Grey Wolf
Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
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Thanks MGR1 and Sergei
Quote:
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02-25-10, 06:17 AM | #66 | |
Grey Wolf
Join Date: Aug 2006
Location: Aberdeen, Scotland, United Kingdom
Posts: 971
Downloads: 252
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Quote:
The Gulf of Finland is NAAASTAY! Mike.
__________________
"I am the battleship Jean Bart. This name originates from a certain 'respected' privateer... Yes? You want to know what privateers are? Hmph, they are pirates that rob openly under the banner of their country." Jean Bart from the mobile game Azur Lane. |
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02-26-10, 01:03 PM | #67 |
Swabbie
Join Date: Feb 2010
Posts: 9
Downloads: 14
Uploads: 0
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How do you lay mines with the minelayer? I did it once by accident, but every time I actually try to, I cant. So yeah, what do I do?
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02-26-10, 02:26 PM | #68 |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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I don't have it installed at the moment, but I played around with the minelaying sub when I had it.
I think you have to set up the TDC for a stern shot (the game still thinks it's a torpedo in the tube). So if you don't set up the TDC it won't let you 'fire the tube', because it thinks it is outside the gyro range of the rear tube. Give it a go and let us know how you get on. |
02-26-10, 02:31 PM | #69 |
Lieutenant
Join Date: Jun 2008
Location: The system might fail you. But dont fail youself...................
Posts: 252
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"SMA Mine deployment. Since is not possible for me to recreate the launching of the SMA Mines from the mine tubes in the center of the Type VIID, you will be launching them trough the “aft torpedo tubes”. The .sim file for the Type VIID as been modified to support 15 SMA mines and to launch and reload them ever 15 seconds. You will find that you have one already loaded in the aft tube plus 10 in ready reserve, with the remaining 4 in the external storage. To launch do the following:"
"A.– set ships speed to 4 knots B.– go to Attack Map C.– select tube 5 D. - select manual TDC" Thats from the readme OM support file Could be different tho............... |
02-26-10, 04:54 PM | #70 |
Swabbie
Join Date: Feb 2010
Posts: 9
Downloads: 14
Uploads: 0
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Wonderful! Thank you both! The TDC is what did it.
The only problem being, after mining the ordered region, my objective never updated, I can't win eh? |
02-27-10, 08:33 AM | #71 |
Sailor man
Join Date: Jun 2007
Location: Minsk, Belarus
Posts: 43
Downloads: 32
Uploads: 0
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there is new one ship from next release of Great War mod. this is soviet ice-breaker Mikoyan. she took part in war actions on Black sea and, after voyage through Indian and Pasific ocean, on Nothern fleet.
http://img299.imageshack.us/i/mikojan.jpg/] http://hobbyport.ru/ships/mikojan.htm |
02-27-10, 11:17 AM | #72 | |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Quote:
So after you have deployed your mines you still have to remain within a certain radius of the mission icon for a certain amount of time before the objective is completed. I had the same problem when I took the minelayer out first time. I assumed that laying the mines would complete the objective. This didn't happen, so I investigated by opening the mission into the mission editor. It looked like due to limitations in the game, the BFB team could not set up the mission so that laying the mines completed the objective. So it is actually an altered patrol mission, with the added purpose of laying mines. The mission radius and time are in the original mission orders you got. The mission radius can be anywhere from 5 to 50 km, and mission time anywhere from 5 hours to a couple of days. If you cannot remember what your mission parameters were, then err on the side of caution. Stay within 5km for a few days. You should eventually get mission complete, and a new objective. The next time I took the sub out, I paid much closer attention to my mission orders |
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02-27-10, 11:18 AM | #73 |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
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02-27-10, 12:32 PM | #74 | |
Grey Wolf
Join Date: Aug 2006
Location: Aberdeen, Scotland, United Kingdom
Posts: 971
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Quote:
Here's a few screens of what I have in my install. I've nabbed a few ideas from RFB and a few other things - though I can't remember exactly what I've done, so apologies if any one spots something of theirs. First off, tags for places in the Baltic, including the Gulf's of Bothnia, Finland and Riga. You'll also spot Captain America's HUD mod for TMO which I've bodged to fit the RFB style: Western Baltic; Southern Baltic; Gulf of Bothnia; Gulf of Finland; Crew screens, featuring Russian names - the crew images I found on the Sukhoi.ru forum before it went down, so credit to the creators Rotten, Dan46-BC-. I also fiddled with the equipment layout in the UPC files; Now some beauty shots; The skin on the Shchuka is something I cooked up after seeing a profile of a later version in that colour. It may be a Northern Fleet variation as the profile had a 4XX series number. Edit: I don't currently have any plans to release this, certainly not without the permission of the people who's files I've used. Mike.
__________________
"I am the battleship Jean Bart. This name originates from a certain 'respected' privateer... Yes? You want to know what privateers are? Hmph, they are pirates that rob openly under the banner of their country." Jean Bart from the mobile game Azur Lane. Last edited by MGR1; 02-27-10 at 12:44 PM. |
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02-27-10, 12:42 PM | #75 |
Sea Lord
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Good stuff MGR1.
Looks like you are using an environment mod. Looks real pretty! Which one is it? |
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