View Full Version : Version 1.3 PERISCOPES
Deathfrombelow23
08-02-07, 01:11 PM
Hello all. I recently installed patch 1.3 after taking a LONG vacation and playing SH3 with GWX. After installing Patch 1.3, I started a career in 1944 with a Balao class boat. I noticed that when in port, you cannot load a torpedo into tube 5... you must do it once at sea, leaving you with 23 torpedoes, not 24 like there should be. I also noticed that my periscopes do not move up and down when I am in the con and raise/lower them. What gives? Any advice/help would be appreciated ... thanks!
Regarding the periscopes problem, head over to the Mods forum and look for Anvart's periscope fix. That'll fix the animation on the peri's! Torpedo loadout I can't help with, sorry!!
EDIT. Here's the link for the periscope fix http://www.subsim.com/radioroom/showthread.php?t=118978
Redwine
08-12-07, 06:13 PM
Hello all. I recently installed patch 1.3 after taking a LONG vacation and playing SH3 with GWX. After installing Patch 1.3, I started a career in 1944 with a Balao class boat. I noticed that when in port, you cannot load a torpedo into tube 5... you must do it once at sea, leaving you with 23 torpedoes, not 24 like there should be. I also noticed that my periscopes do not move up and down when I am in the con and raise/lower them. What gives? Any advice/help would be appreciated ... thanks!
Yes you are right...
The torpedo tube is not showed at port, you will see only 5 bow tubes, when you will be at sea, you will be able to see the 6 bow torpedo tubes but # 5 will be empty.
It seems to be some thing bronken with the date used for change the load up from MK-14 to MK-18...
Use this easy fix to solve...
Go to :
C:\...\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Submarine\NSS_Balao
Open the file :
NSS_Balao.upc
Search for the following lines and make the changes showed below.
[UserPlayerUnit 1.Compartment 5.WeaponSlot 5]
ID= TorpMountB5
NameDisplayable= Torpedo Tube 5
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
;IDLinkWeaponIntervalDefault1= NULL, 1944-01-01, TorpedoTube21inUS, Mk14Torpedo
;IDLinkWeaponIntervalDefault2= 1944-01-02, NULL, TorpedoTube21inUS, Mk18Torpedo
IDLinkWeaponIntervalDefault1=NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_FRD_anim01
ExternalDamageZoneTypeID3D= 134
[UserPlayerUnit 1.Compartment 5.WeaponSlot 6]
ID= TorpMountB6
NameDisplayable= Torpedo Tube 6
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
;IDLinkWeaponIntervalDefault1= NULL, 1943-12-31, TorpedoTube21inUS, Mk14Torpedo
;IDLinkWeaponIntervalDefault2= 1944-01-01, NULL, TorpedoTube21inUS, Mk18Torpedo
IDLinkWeaponIntervalDefault1=NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_FLD_anim01
ExternalDamageZoneTypeID3D= 135
Works for me... i hope it will works for you too... :up:
Fearless
08-12-07, 06:40 PM
Yes, a bit of a nuisance. When I start from port, I just load tube 5 and do a refit before departing.
Redwine
08-12-07, 07:07 PM
Yes, a bit of a nuisance. When I start from port, I just load tube 5 and do a refit before departing.
Nice idea too ! :up:
But i moved my patrol start up points so near of the patrol zones... (i start near Guam and the Salomon Islands... ) then that is not an option for me, but any way is a good idea. :up:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.