View Full Version : All instruments stuck at 12 O'clock
Cobra_mkII
12-17-06, 03:53 PM
*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
bigboywooly
12-17-06, 04:41 PM
Hi and welcome to Subsim
Most odd
Are you using SH3 commander ?
Did you enable malfunctions\sabotage ?
Could be the reason if you did
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.
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.
Cobra_mkII
12-20-06, 09:25 AM
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.
AVGWarhawk
12-20-06, 09:29 AM
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.
Guys, that's really old story (back spring '95). Check this thread.
http://www.subsim.com/radioroom/showthread.php?t=93353&highlight=dials+pointing+stuck
In brief, the presence of certain AI uboots on the map generates this issue.
Hope this helps.
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.
Stary Wuj
12-20-06, 10:20 AM
I remeber exactly the same situation, after CA's Uboat Instrument Patch v1
installation. Strange.
Best Regards
Stary Wuj
Kpt. Lehmann
12-20-06, 01:12 PM
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!!!
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!:up:
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!:up:
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
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!:up:
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.
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!:up:
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.
Thanks again q65!
So you reload your saved game before noticed that frozen dials?
This is an important detail...
Rubini.
Thanks again q65!
So you reload your saved game before noticed that frozen dials?
This is an important detail...
Rubini.
Yes the game was reloaded before I noticed the frozen dial. I would hazard to say several times.
Ok thanks!
Await a reply on this matter ASAP!
Rubini.
mookiemookie
12-21-06, 07:48 PM
This has just happened to me as well with hydrophones. It's Sept 7, 1939 and I'm on station near Torshaven in grid AM32. I reloaded a saved patrol (the hydrophone was working just fine before) and it's now stuck at 12 o'clock when I submerge to 20m to manually use it. The mouse cursor turns red when I put it over the usable portion of the dial, but nothing happens when I click.
I'm running SH3 Commander, GWX and saved while surfaced, with no other ships around and there's no damage to my boat. Weather is windy: precip none, fog light, wind speed 15 m/sec.
Ducimus
12-21-06, 08:09 PM
ditto.
IXC, turm2, feb/mar 1942, around grid ED 98 or 99 or thereabout's. Except i had a wee bit o damage caused by a PT boat which ran me off after sinking a ship in shallow waters.
We are working on this guys. We already locate some problems with Aiuboats that probably is causing these frozen dials.
Cobra_mkII
12-22-06, 04:26 PM
North of Scapa reloaded again after a duff torp attack on a convoy. No damage but at periscope depth. Dials stuck @ O'clock.
Before I was inviting damage and saving to test the damage/save theory. So that puts the damage theory out. Could it be saves close to each other (with a reload) or save and reloads in a convoy that do it?
Expect the firts hot fix for tomorrow.:up:
This and others little problems fixed.
Cobra_mkII
12-22-06, 04:51 PM
Just reloaded a save prior to AN14 where I was in AN13 after a successfull convoy attack. All dials are working as is Hydrophone. I am on the surface.
The save in North Scapa AN14 is where I ran around the convoy for a second attack. This save had all instruments working as I used hydrophones to do a sound search.
I did a duff torp attack at periscope depth which was when I reloaded to try a different strategy. Hydrophones was now stuck and a instrument check in the control showed the same problem.
Edit
Darn sorry Rubini, looks as if you sussed this previously and then answered this while I was back in the game faffing about
bigboywooly
12-22-06, 05:27 PM
Yes its solved
We are just testing then you can expect a release of a fix
Ducimus
12-22-06, 05:33 PM
Were you able to track down the bug far enough to be able to repeat it? I was trying to do that on my own machine without success. I guess i can stop wasting my time. :lol:
Were you able to track down the bug far enough to be able to repeat it? I was trying to do that on my own machine without success. I guess i can stop wasting my time. :lol:
I have tried to with no sucess. Probably now that I have written this post it will happen.
Anyway thanks for the fix
Merry Christmas
What were your uboat and tower when you find this bug? Also Where and when (date) you noticed the bug?
Hi all,
Well if the problem is solved, you prob wont need this info. Still: Just N of Ireland, no contacts, "Laufend Teufel" on my tower, VIIB... and I reloaded some time before I noticed the problem.
And if it is solved: Is the cure in the 23DEC update ?
Thanks for *outstanding* support - and and *outstanding* mod!!!:up:
BRGDS
Sven
What were your uboat and tower when you find this bug? Also Where and when (date) you noticed the bug?
Hi all,
Well if the problem is solved, you prob wont need this info. Still: Just N of Ireland, no contacts, "Laufend Teufel" on my tower, VIIB... and I reloaded some time before I noticed the problem.
And if it is solved: Is the cure in the 23DEC update ?
Thanks for *outstanding* support - and and *outstanding* mod!!!:up:
BRGDS
Sven
Yes, the problem is supposed to be solved with the 23 dec update.
Are you using it when you find the problem?
If so then please post all details that you have about the problem and we can continue to look for a solution. Your reply is very important. If someone more continue to find this type of problem after install the dec 23 update please let us know ASAP.
Thanks!
Rubini.
HI rubini
No, I've not applied the 23dec patch yet - I'm still on my way home to port, but I keep running into those darn ships that I just gotta sink :)
*** Luxury Problem ***:D
Just spent my last torp, so I should be able to apply it later today. Will let you know whether I got problems or not!
BRGDS
Sven
HI rubini
No, I've not applied the 23dec patch yet - I'm still on my way home to port, but I keep running into those darn ships that I just gotta sink :)
*** Luxury Problem ***:D
Just spent my last torp, so I should be able to apply it later today. Will let you know whether I got problems or not!
BRGDS
Sven
Ok! This is a relief!
Please post yours finds/comments after applied the 23 dec update. This must fix the problem.;)
Hi Rubini et al :)
Pleased to inform you:
I've applied the 23dec patch.
Am currently in AN13
Have just reloaded, and...
*** TADAAA ***
All is well!!!
Thanks, guys:lol:
Now off to chase that convoy from yesterday...
BRGDS
Sven
Hi Rubini et al :)
Pleased to inform you:
I've applied the 23dec patch.
Am currently in AN13
Have just reloaded, and...
*** TADAAA ***
All is well!!!
Thanks, guys:lol:
Now off to chase that convoy from yesterday...
BRGDS
Sven
Thanks for the feedback mate!:up:
Happy new Year to all!
Rubini.
Ducimus
12-27-06, 03:10 PM
All i can say is the only place your goign to find me in SH3 now is the Med, where the 3 AI subs were erronously left in. No stuck dials yet, and i dont think i'll see any either. Good job with the patch guys.
Sir Big Jugs
04-09-07, 04:01 AM
I have this problem with SHIII.1.4b & GWX+1.03.
It's the same in single missions, careers, training etc, starting a new career doesn't solve it, neither does rebooting. Also, I have a problem that my deck gun ammo is 0, same if I start a career/training/single mission etc.
Both are stuck. Any idea as to what can be done to solve it?
bigboywooly
04-09-07, 06:38 AM
Ah the 0 deck gun shells
Click on the HE shell and the gun will load it
Dials stuck a 12 was a problem with AI boats conflicting
If you have 1.03 its fixed
Any other mods being used SBJ\BP
Sir Big Jugs
04-10-07, 01:51 PM
Ah the 0 deck gun shells
Click on the HE shell and the gun will load it
Dials stuck a 12 was a problem with AI boats conflicting
If you have 1.03 its fixed
Any other mods being used SBJ\BP
Got it fixed by enabling the light friendly harbor traffic mod, must've been something there.
-SBJ
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