View Full Version : Sonar Dial Stuck at 000
scrapser
04-16-08, 08:20 AM
I'm in a campaign and after completing my first patrol, noticed the sonar dial does not rotate anymore. The heading points due north but the digital numbers still work and I can still sweep for contacts. I'm using the latest TM but not the two recent upgrades Ducimus just released.
WhiskeyBravo
04-16-08, 11:03 AM
Did you by chance leave the game paused for any length of time. I've had this and other issues (CO2 bug) but only after lengthy pauses.
If I'm afk for any reason now I always save and reload upon return.
WB.
tedhealy
04-16-08, 11:13 AM
Hmmm, I had the same thing last night with latest TMO recompiled with all the service packs. No long pauses.
scrapser
04-16-08, 11:19 AM
Nope...no long pauses to speak of. I wonder why pausing would cause the problem. I'll remember not to do that if it is the culprit.
Soundman
04-16-08, 01:13 PM
or....is the sonar possibly damaged?
tedhealy
04-16-08, 02:38 PM
I dont' think it's damaged. Sonar works fine as you can rotate it around and hear ships and the green light lights up, it's just the 'needle' showing you relative bearing doesn't rotate.
I'll have to start a new patrol later to see if I still get it.
Ducimus
04-16-08, 04:13 PM
What boat were you using, and did all dials point to 12"o'clock or just the hydrophones?
tedhealy
04-16-08, 04:49 PM
Just the hydrophone. I was trying out the various environment mods and trying to adjust them so I assumed I screwed it up, but if someone else has it, maybe not.
Boat is a gato.
scrapser
04-16-08, 04:52 PM
My boat is a Tambor. I'm on my second patrol. It worked fine during the first patrol and I haven't touched any files since starting the campaign.
I've never seen this happen in stock game.
-Pv-
tedhealy
04-16-08, 04:56 PM
My issue vanished. My 5th patrol featured the unmovable dial, but after returning to base and starting the next mission just now, the dial once again works.
Previously saving and then reloading or exiting and then reloading did not fix it.
I'm pretty sure I applied previous mods while in port before the 5th patrol so I don't have a clue.
Ducimus
04-16-08, 06:49 PM
What date? And are you running ANY mods over TMO 1.5?
As so far its looking like its particular to the gato styled interior. I ran 3 or 4 patrols in a tambor before i published the compiled version and never saw this, so im a bit baffled.
tedhealy
04-16-08, 07:17 PM
I got it in mid 1943, around may or June. I had it on the 5th patrol out of Midway/Pearl in the USS Whale (gato).
My mod list
REL_TriggerMaru_Overhaul_15
RSRDC_TMOv15_V371
RSRDC_V371_Patch5
Install Tree Mod V1.1
Nisgeis' Range Ring and Bearing Line Mod
Random Tonnage for TMO - my own mod that increases displacement variation
NSM4 classic
Enviromental 4.3 mod
Small wave of wind speed 0 mod
sobers better rock mod for ver 1.5
Nothing changed between my 5th patrol where I had this and my current 6th patrol where I don't. Nothing changed between my 4th patrol and 5th patrol either that I can remember.
Ducimus
04-16-08, 07:32 PM
With that many mod running, it would be impossible to track down, and the cause could concievably be anywhere. (NSM BTW is a big no no, and not compatible.)
My initial thought was that the US AI fleet submarines have an item being used by the player. If you script in player subs into a campagin (as opposed to specially modded ones for the AI to use), dials being frozen at the 12 O'clock postion can happen, possibly even a CTD.
If you look closely at the AI subs in the harbor, i removed EVERYTHING being used by the player as a safeguard against that. They have no radar, no periscopes, nothinig. I remapped all the ID's, and cloned a special deckgun, just for their use. So i dont think thats the problem.
My thought after that was maybe its somehow related to making the radar controls clickable when not in the radar mans view, but this would effect ALL subs if this was the cause.
Then perhaps hydrophone upgrade, but then.. i didnt mod any in.
The only thing i can think of, is theres another object somewhere that is using an ID number that is the same as the player hydrophones or 3d model thereof. But said object could be anywhere. Only thing one can do,is take the ID numbers from the gato's hydrophone model, its dials, as well as the sensor itself, and do a search for it accross the entire game and look for duplicates where they're shouldnt be any.
scrapser
04-16-08, 08:39 PM
I finished my 2nd patrol and started my 3rd. The sonar is now working again.
BTW, why is it when I start a new patrol out of Pearl and select the not in harbor option, I end up docked at Midway?
Ducimus
04-16-08, 09:00 PM
As a shortcut.
When leaving pearl, boats would always top off at midway. After doing this for 3 or 4 times, it started to feel a little redundant, so i moved the out of harbor waypoint to midway.
scrapser
04-16-08, 09:12 PM
Ah...now that makes sense! Why didn't I think of that. :)
Here's my current situation! Note the date. I'm running at flank and will likely need to top of the tank to complete my patrol assignment.
http://img337.imageshack.us/img337/5241/sh4060142rm2.jpg
tedhealy
04-16-08, 09:32 PM
NSM a no no? Seems to have worked ok, but then again I suppose I wouldn't know what to look for that's wrong as long as ships keep on sinking.
Someone needs to come up with a huge flow chart on what mods work or don't work with other mods :rotfl:
" Someone needs to come up with a huge flow chart..."
Someone retired with nothing better to do and doesn't mind making corrections and tests daily for the next two years.
-Pv-
Ducimus
04-17-08, 06:18 PM
NSM a no no?
:
See top of thread here in big read letters:
http://www.subsim.com/radioroom/showthread.php?t=120269
tedhealy
04-17-08, 06:25 PM
Ok, but that only applies to the german campaign, and even then it still works as is discussed later in the thread. You just don't get the NSM benefits when sinking allied ships. Or at least this is what I've gathered from reading about it. Perhaps I am way off base though. I've had zero problems with american subs + 1.5 using nsm/rsrd/tmo and disabling the keel zone ammo.
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