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View Full Version : How do you deal with "malfunctions" when using SH3Commander?


Jay
09-27-07, 09:35 PM
In SH3 Commander's Gameplay Settings>Model Effects I have checked the box for Malfunctions. Each time SH3Commander is used to launch SH3, malfunctions (if any) are randomly generated.

I've encountered a few malfunctions. Some are annoying (e.g., a blurry attack persicope, diesel engines that shut down if Ahead Flank is ordered, setting speed at 2 knots while submerged results in speed rising to 5 knots). Others are potentially deadly (e.g. at the start of one mission, maximum speed under diesel power was just 9 knots:o).

I cope with the annoying malfunctions as best I can, but when a serious malfunction occurs (like the inability to exceed 9 knots on the surface), here's what I do. Since I've never had the same malfunction reappear twice in a row, my strategy has been to save and exit, and then to reload the saved game right away. I rationalize this as giving my crew a chance to fix the problem so the mission can continue. [I'm sure the purists would consider this to be a form of cheating.]

I'm curious about how others who use SH3 Commander handle malfunctions. Do you press on regardless, abort the mission and return to base for repairs, save and reload, etc., etc. ?

Spruence M
09-28-07, 01:20 AM
I ask my X.O. for the names of those responsible. Then we take them out on the deck and have them shot. :mad:
:rotfl:

andylegate
09-28-07, 05:38 AM
I ask my X.O. for the names of those responsible. Then we take them out on the deck and have them shot. :mad:
:rotfl:


:o !!!

Bit rough on the crew aren't ye? I mean I'm all for running a tight boat, but whatever happened to NJP? Do you have Captain's Mast before hand?

:rotfl:

Rhodes
09-28-07, 05:53 AM
I've encountered a few malfunctions. Some are annoying (e.g., a blurry attack persicope, diesel engines that shut down if Ahead Flank is ordered, setting speed at 2 knots while submerged results in speed rising to 5 knots). Others are potentially deadly (e.g. at the start of one mission, maximum speed under diesel power was just 9 knots:o).

Well, blurry attack periscope, happend once. Used the observation periscope to attack, since I only notice the problem when attacking a convoy...so after the attack and in tha calm seas of the atlantic, send my crew to clean the periscope.

the ahead flank, manage to, when crash diving, ordering 20 knots insted of the ahed flank option.

but after a reaload to play again all is well, so I like you said.

desirableroasted
09-28-07, 06:17 AM
I recently started a thread on stress testing your boat at the start of a cruise (http://www.subsim.com/radioroom/showthread.php?t=120501). Several others piled in with good advice for identifying malfunctions before it's too late... and some good advice on which ones can be safely ignored.

ReallyDedPoet
09-28-07, 07:17 AM
I recently started a thread on stress testing your boat at the start of a cruise (http://www.subsim.com/radioroom/showthread.php?t=120501). Several others piled in with good advice for identifying malfunctions before it's too late... and some good advice on which ones can be safely ignored.

Nice thread ^^^. I like this option in Commander, the thread above gives you some great suggestions on how to deal with it.


RDP

U49
09-28-07, 08:25 AM
I simulate always the combat - readiness check each uboat commander performed before and directly after leaving port.
This means in my case
* check engine
* check rudder
* check diving ability
* check flak
* check periscope
* check uzo
...

and abort the mission if necessary (and stick with the loss of renown - bad luck)

ReallyDedPoet
09-28-07, 08:27 AM
I simulate always the combat - readiness check each uboat commander performed before and directly after leaving port.
This means in my case
* check engine
* check rudder
* check diving ability
* check flak
* check periscope
* check uzo
...

Nice list :up:


RDP

Junafani
09-28-07, 08:56 AM
I dont have malfunctions enabled in SHCommander, but my deck gun sights are not sometimes alligned. Bullets (what are those called?) fly sometimes to right side of sight. Are there hidden malfunctions, or is it Bernard?

http://aycu36.webshots.com/image/30315/2005376564056464109_rs.jpg

U49
10-03-07, 08:03 AM
Bullets (what are those called?) fly sometimes to right side of sight.
Your screen shows firing to the port side, am I right?

Same thing is happening to me. But the last time I check, is was to the left. As my surface action was to the starboard side I wonder if the misalignment is shifting the fire always to the direction of my own movement?

Ping Panther
10-03-07, 08:42 AM
I have found that the more lateral movement you travel from U-boat to target ship does affect the left/right offset of the deck gun sighting.

Best deck gun approach I have found is:
(1) some forward speed - this decreases the "bobbing around" effects that tend to annoy my gunner if sitting at stop engines
(2) the more you can set course to direct your deck gun to sight to the front of the path of travel (as opposed to shooting "Broad-sides"), the more steady the gun sights become (this limits the wave swells up & down), as well as the left/right offset

Just one more thing I learned on surface gunning... keep a fair distance as you finish off a merchant! :arrgh!: I had closed in on a merchant to just a few hundred meters... gunning along the hull when I struck the final soft spot... and wow!, it gave up with a tremendous explosion. :o A merchant sinking ot my credit, but it just about cost me the mission. This sent all hands to repairs! This explosion just about peeled the skin off my U-boat. :doh: A little too close on that run, but it did immediately impress me of how complete the simulation goes! :up:

OuNiS
10-03-07, 09:04 AM
I simulate always the combat - readiness check each uboat commander performed before and directly after leaving port.
This means in my case
* check engine
* check rudder
* check diving ability
* check flak
* check periscope
* check uzo
...


Can someone write a list of all possible malefunctions?
Just for curious

OuNiS
10-03-07, 09:12 AM
Just one more thing I learned on surface gunning... keep a fair distance as you finish off a merchant! :arrgh!: I had closed in on a merchant to just a few hundred meters... gunning along the hull when I struck the final soft spot... and wow!, it gave up with a tremendous explosion. :o A merchant sinking ot my credit, but it just about cost me the mission. This sent all hands to repairs! This explosion just about peeled the skin off my U-boat. :doh: A little too close on that run, but it did immediately impress me of how complete the simulation goes! :up:
Yeap. I don't remeber exactly but I think that W. Luth had a similar situation.

Another thing is to short distance when a ship sinks. I had a situtation where stern of sinking ship collided with my uboat.

Jimbuna
10-03-07, 09:55 AM
I dont have malfunctions enabled in SHCommander, but my deck gun sights are not sometimes alligned. Bullets (what are those called?) fly sometimes to right side of sight. Are there hidden malfunctions, or is it Bernard?

http://aycu36.webshots.com/image/30315/2005376564056464109_rs.jpg

'Shells'

As for malfunctions they don't ever give me problems :nope:

I usually disable them (whilst I'm testing anyway) :lol:

Lzs von swe
10-03-07, 10:09 AM
[quote=Junafani]I dont have malfunctions enabled in SHCommander, but my deck gun sights are not sometimes alligned. Bullets (what are those called?) fly sometimes to right side of sight. Are there hidden malfunctions, or is it Bernard?/quote]


This happens sometimes after you have watched a ship explode using the periscope or the UZO. If the game stutters during the explosion you can get this. You usually get a ship cam that is of to either side and the misaligned gun sight at the same time. A reload of the game fixes it.

papa_smurf
10-03-07, 10:21 AM
I don't use malfunctions, thats how I deal with them.

Lzs von swe
10-03-07, 10:37 AM
I run a set of tests, sea trial, after leaving port. A blurry scope I can live with, 3min to reload the Flack:hmm: , dive at first sign of planes.
I almost lost my U-54 on her second patrol upon testing max diving depth, the dive planes seemingly were jammed. The boat, type VIIb, started to take damage at 230m and when we finally got her to turn around we where below 250m.
You just never know before it happens:rock: