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PapaG39
08-21-07, 11:46 AM
I'm finely on my 3rd patrol (AGAIN) with the IIA/D boat. I made it all the way to #7 before I lost all saves last time. This is really starting to get to me.

Anyway, The more I play this game the more questions I come up with.

I have searched & researched to find more info on the IIA/S boats. The Museum is very limited.

The "Q" key does not pre-open the torpedo doors on my computer. I don't see where anyone else has questioned that so I got to wondering...can you or can't you open the doors before shooting on the type II? How?

Another thing that I'm having issues with is the Sonar man & the Watch officer calls.
The SO will give the inital call at around 20000m and again medium range at 7500m & he will give you info if you ask him right down to where you really need it below 3000-25000m & then he starts giving info on a ship moving away that is so long gone as to not even be a factor for the last hour.

The nearest ship is the one you are tracking which is closer then 3000m & he won't target that one.
Isn't the info on closest target icon supose to get info on the closest ship? This has happened every time to me. Even when it's not stormy he quits proper calls when asked & gives info on some ship 48km away...at least that is what the ruler tool says anyway...

Do I have a bad install or is this just the way it is?

Another thought...lol.. I have accidently touched the enter key about three times in the heat of battle & shot off my last torpedo causeing shouts of surprise and angery words that most likely had my neighbors within two blocks calling 911 because they were sure someone was being killed...

Is there a-way to stop that key from launching the torpedo? I would like to assign the Depth key to that particular key..is there a-way to do that?

I am having a blast with this type II sub, but just as I get things going I loose everything. It just doesnt show up.. The "saved games" option is grayed out and I don't even know what I may be doing to cause the problem. Those files are gone from the folder... It is empty!

Avatar
08-21-07, 12:10 PM
OK,
What mods are your running?

I play GWX loaded via SH3 cdr and the Q key does in fact open the torpedo tube door of the torpedo tube that you have selected. But normally I dont use the Q key. I open the doors manually, by either right-clicking the weapons officer and clicking on the switches or by going to the conning tower and clicking the switches that way. When you press the Q button on tube 1 and then the same on tube 2, tube one closes, if memory serves me correctly. So only use that if you must need a quick snap shot.

Im afraid I cant answer your last two questions, but I'm sure someone around here has seen these problems. I hope I helped with the tube door questions.

IrischKapitan
08-21-07, 02:40 PM
I find the sonar man calls are very limited in info, and they can be at odd ranges, therefore I usually man the hydraphone myself and use sonar to determen the range myself.

Use the attack map to open the torp doors, highlight each tube and push Q, each tube should remain open if you do it that way.

The return button can be a bit of a nuisance in stock as you can accidentally tuch it and off goes a fish, (its often caused a lot of swearing :lol:). As I'm using GWX the shortcut has being changed to Ctrl+Return (thank god :)).
I'm pretty sure there is a way to alter the assigned shortcuts but I 'aint too sure what it is, but someone will be along soon!

Friedl9te
08-21-07, 03:28 PM
You can change the key settings as you desire.
Use Cavaliers SetKeys http://rapidshare.com/files/21455294/SetKeys1_3.zip

You can even combine orders.
I combined Ahead Flank and battery charge off. Any other speed setting will set batttery charge again to on.
I combined Ahead slow with Silent Running. Any other speed setting will set Silent Running again to off.
I combined ManDeckgung FireFree MediumDistance Fire To Waterline in one key X
You can do similar things with the FlakGun.
You can do a lot of things.

Maybe the sonarman issue is adressed in the StayAlertCrewFix for GWX from Rubini among other items.

If you understand German please feel free to look here and find a lot of SHIII related points. Primarily I started this Thread for my own Conveniance because I could never remember which mod to find where. :-)
http://www.9teuflottille.de/phpBB2/viewtopic.php?t=6003

The automatic opening of the torp tubes can be disabled with Timetravellers MiniTweaker.

Tontoman
08-21-07, 03:45 PM
I always launch using the mouse and the fire button on the screen to avoid the return launch.

The 'q' for open doors does work, but the tubes have a habit of closing again when you select another tube. So if you select all tubes and hit open, then go back to single selection and tube 1, you might find the other three closing. Can't remember exactly what cause it (new selection or firing) but just play around with it and you'll find it quickly enough. Deal with it by just opening the tube I'm using at the time, as soon as it's fired I select the next tube and hit 'q' again so it's opening while I set my next shot. When in doubt, aways hit 'q' :)

T.

Brag
08-21-07, 04:19 PM
When you have target in sight, sonarman will report no contact if you ask. (GWX)

PapaG39
08-21-07, 04:33 PM
I guess I'm going to have to change my signature to include:

SHIII disc installed plus 1.4B only... No mods.

I do go into the TDC & press a torp & it lights up & then I press the Q key. Use F12 & go down & look...The doors are all closed.
I've never tried the actual switches, but I do know that with my computer...the Q does not open the tubes on this boat. It did on other boats in single missions though.

The_Blockade_Runner
08-21-07, 06:49 PM
I like using the Type IIA at the begenning of a career for a couple reasons. You can use its smaller size to your advantage, as it is great for port raiding. You are harder to detect and hit. Use the Type II to penetrate Scapa Flow at the beginning of the war in early October. You will catch the Revenge inside the Harbor. Its a great way to start a career, and if you die.....hey you were at the beginning of the war anyway, no big loss.

Tontoman
08-21-07, 08:09 PM
I guess I'm going to have to change my signature to include:

SHIII disc installed plus 1.4B only... No mods.

I do go into the TDC & press a torp & it lights up & then I press the Q key. Use F12 & go down & look...The doors are all closed.
I've never tried the actual switches, but I do know that with my computer...the Q does not open the tubes on this boat. It did on other boats in single missions though.

Weird, as you noted it has worked before.... and should work for the II. So weird :hmm:

T.

looney
08-22-07, 09:41 AM
The doors aren't flush with the bow just some flaps in front of the tube. Use F12 adn get in front of the boat and press Q you'll see they open

antikristuseke
08-22-07, 09:46 AM
I like using the Type IIA at the begenning of a career for a couple reasons. You can use its smaller size to your advantage, as it is great for port raiding. You are harder to detect and hit. Use the Type II to penetrate Scapa Flow at the beginning of the war in early October. You will catch the Revenge inside the Harbor. Its a great way to start a career, and if you die.....hey you were at the beginning of the war anyway, no big loss.

In october there is allso the HMS Hood and HMS Nelson and an auxiliary cruiser, though thats in GWX, in vanilla i think there are two auxiliary cruisers and HMS Illustrious

ReallyDedPoet
08-22-07, 09:58 AM
An older thread on the Type II:
http://www.subsim.com/radioroom/showthread.php?t=112748&highlight=type+uboat


RDP

PapaG39
08-22-07, 10:39 AM
I don't know if it is a glitch in my install or what, but the "Q" does not open the doors. I get about 3-4 seconds delay before the torp comes out, which would also indicate that doors were closed. bummer!
I don't carry a weapons officer so I can't click on him to see if those torpedo door switches will work either.

Oh well, I'll just keep doing what I have been doing, which is fire about 3 seconds before I need to. The problem with that is when a boat is zig zagging away I need to put a magnetic torp down the keel. I have been missing by .0000009cm which is frustrating...but I'll just have to work harder at it..

Tom
08-22-07, 11:40 AM
I don't carry a weapons officer so I can't click on him to see if those torpedo door switches will work either.

Maybe this is the problem? I seem to recall, that opening tube doors with Q only worked if you had a weapons officer on duty. Try moving some other officer to the weapons officer slot and then opening the tubes?

PapaG39
08-22-07, 04:08 PM
Ahhhaaa. I did a repair to the install of SH3 & low & behold...My torp doors will open & close with the Q key, just like it should.
Dang computers are just a big mystery. I think they are all run by magic.
Guess it was something the original install messed up on.. I wonder how many things more will work that I dodn't even know about...lol..

IrischKapitan
08-23-07, 03:19 PM
Ahhhaaa. I did a repair to the install of SH3 & low & behold...My torp doors will open & close with the Q key, just like it should.
Dang computers are just a big mystery. I think they are all run by magic.
Guess it was something the original install messed up on.. I wonder how many things more will work that I dodn't even know about...lol..

Its like most things in life, like how J.S Balz survives with an ego as big as the pacific :hmm: