View Full Version : My Torpedos Get Stuck
McHub532
04-10-10, 11:59 AM
I've been having a problem (no duds: I have duds disabled) with about 1/4 of my torpedos when fired.
They go out of the tube to about 200 feet and then just stop. They don't sink or detonate.. they just keep screws turning, bubbles rising.. just stuck in the water about the place where they are supposed to turn and change course for their attack run.
Oh.. also some of them are pre-detonating (that isn't supposed to happen with duds turned off... right?)
SteamWake
04-10-10, 01:26 PM
Huh I have never had a premie in sh5.
Could it be mod related?
McHub532
04-10-10, 01:27 PM
Huh I have never had a premie in sh5.
Could it be mod related?
These are the mods I'm using:
NewUIs_TDC_1_1_0_ByTheDarkWraith
Nauticalwolf's Interior Mod V1.0
Simple_Fixes_While_Waiting_for_next_patch_v1.0_SH5 _115
No Umark
MightyFine Crew Mod 1.2.1 Alt w beards
impurity blue
Environment MOD_1.1
Reduced Mission Tonnage v02
Electric torp wake removal - wamphyri
DiveDepthFix_by_coasterdigi
Critical hits 1.1 Torpedos
Church's SHV 1.01 Keyboard Commands v1.1
Adjusted Running - Walking Speeds v1.0
Edit: Perhaps it could be the Electric torp wake removal - wamphyri ? ?
SteamWake
04-10-10, 01:29 PM
I'm gonna guess its a mod issue or conflict. Thats quite a roster you have there.
I've been having a problem (no duds: I have duds disabled) with about 1/4 of my torpedos when fired.
They go out of the tube to about 200 feet and then just stop. They don't sink or detonate.. they just keep screws turning, bubbles rising.. just stuck in the water about the place where they are supposed to turn and change course for their attack run.
Oh.. also some of them are pre-detonating (that isn't supposed to happen with duds turned off... right?)
Yeah i've had that happen a few times. I even had a whole salvo of 4 sitting there.
I was like wtf... why haven't they hit yet. Pulled up the TAI map and they are just sitting there like 10 feet in front of my nose.
I even had one circle runner so far. Scared the crap out of me.
McHub532
04-10-10, 01:34 PM
Yeah i've had that happen a few times. I even had a whole salvo of 4 sitting there.
I was like wtf... why haven't they hit yet. Pulled up the TAI map and they are just sitting there like 10 feet in front of my nose.
I even had one circle runner so far. Scared the crap out of me.
Gutted.. do you use any of the mods that I have listed.. maybe we have an overlapping mod we can point the finger at? :)
Gutted.. do you use any of the mods that I have listed.. maybe we have an overlapping mod we can point the finger at? :)
I dont think its a mod problem. I can recall it happening to me before i started modding my game.
But if you must, from your list... only two i use:
Impurity Blue
Darkwraith UI (SH5 Enhanced).
mcarlsonus
04-10-10, 02:03 PM
Mac:
You're having FAR too many problems! You need to stop using so many mods OBVIOUSLY! Secondly, it won't be long before the new patch starts downloading automatically. You don't want that to happen with active mods (just WHY, I don't know, but, it's SOP!) I've NEVER had a torpedo hang! I've had some duds, some, "premature detonations" whilst attacking ships resembling Selma Hayak...
McHub532
04-10-10, 02:15 PM
Mac:
You're having FAR too many problems! You need to stop using so many mods OBVIOUSLY! Secondly, it won't be long before the new patch starts downloading automatically. You don't want that to happen with active mods (just WHY, I don't know, but, it's SOP!) I've NEVER had a torpedo hang! I've had some duds, some, "premature detonations" whilst attacking ships resembling Selma Hayak...
In the spirit of compromise I'm going to remove:
No Umark
MightyFine Crew Mod 1.2.1 Alt w beards
Electric torp wake removal - wamphyri
DiveDepthFix_by_coasterdigi
Critical hits 1.1 Torpedos
So my remaining mods will be much smaller:
NewUIs_TDC_1_1_0_ByTheDarkWraith
Nauticalwolf's Interior Mod V1.0
Simple_Fixes_While_Waiting_for_next_patch_v1.0_SH5 _115
impurity blue
Environment MOD_1.1
Reduced Mission Tonnage v02
Church's SHV 1.01 Keyboard Commands v1.1
Adjusted Running - Walking Speeds v1.0
I'll give that a whirl now. :)
Capt_Sluggo
04-10-10, 03:37 PM
The only time I saw my torp freeze occurred before I had installed any mods other than ship smoke and improved clouds.
I fired at periscope depth and then about twenty seconds later dove. The torpedo halted right about the time my extended scope went under.
Ever get stuck coming up to the bridge in rough weather because the hatch slams on your chest? You're frozen in place until you can manage to click the hatch open again. At this point I'm guessing it is something similar to that - some program glitch triggered by changing depth or crossing the surface plane, because I have not again tried diving until after my torps hit (or miss :shifty:) and I have not had it occur again. At least not yet.
mookiemookie
04-10-10, 04:39 PM
You didn't happen to tell your torpedo man to go ahead with his idea of torpedo mines, have you?
I dont think its a mod problem. I can recall it happening to me before i started modding my game.
I can second this, it`s not a mod conflict. It happened to me on day one without any mods and only in tutorial mission. I maybe has to do something with tube doors bug because mine was like stuck halfway inside tube and next stucked about 50m further. Happened to me few times in tutorial missions when I was restarting careers.
kylania
04-10-10, 05:38 PM
I've had a few "stuck", but only when firing quickly. I've had quite a few premature detonations though.
That said, I do have duds turned on and am using far more mods. :)
Redlance88
04-16-10, 04:46 PM
when I ran into the two enemy subs, they had tried to fire torps at me , and they had this problem happen to them. ( single player "task force" of two enemy subs) would never have known but when I went to see if I had in fact sunk the first sub after chasing down the second using the external camera, I found 4 torps just hanging in the water that had been fired towards where I first made contact with the other subs. Fortune favors the fool I guess. ;)
KiwiVenge
04-16-10, 05:06 PM
What is weird is even with Duds turned on, I have only ever had 1 fail on me. Anyone else have them switched on and seen many duds?
conus00
04-16-10, 05:56 PM
I can second this, it`s not a mod conflict. It happened to me on day one without any mods and only in tutorial mission. I maybe has to do something with tube doors bug because mine was like stuck halfway inside tube and next stucked about 50m further. Happened to me few times in tutorial missions when I was restarting careers.
I've had a few "stuck", but only when firing quickly. I've had quite a few premature detonations though.
That said, I do have duds turned on and am using far more mods. :)
I agree with both posters. It has to be stock bug. It has happened to me quite often even in non-modded game when I was trying to fire quickly...
I'm having this and also a new problem of torpedos reloaded into tubes take off like a bat out of hell because I presume the tube previously had a T1 in high speed. T2 takes off like a a high speed passing the target well in front. this is using snap shot tageting with the numbers. Had the threes supperimposed and it wasn't even close.
Rip
Acidcrash
04-16-10, 08:21 PM
It could be a coincidence, but since I have stopped using preheat torps and the range one which I can't remember the name for, my stuck torpedos have stopped... or maybe its just a coincidence and they will strike again next time I get a juicy target as was always happening?
has anyone else noticed this or shared this observation?
i have had same thing happen.... it seems semi random and also times with trying to shoot while changing time comp, but once damage dun have to reload the game i find
Acidcrash
04-17-10, 08:37 PM
well, just disproved my own theory about it being todo with the pre-heat etc ability, back to square one then with my theories. Although if I get one, I've noticed about 90% of my torps will be useless, though some reason some of them still work... usually after having given up on a target in frustration! but then, as soon as refit back in dock for more and then no problems, very strange isolated bug thats going to be hard to nail down and fix
I'm having this and also a new problem of torpedos reloaded into tubes take off like a bat out of hell because I presume the tube previously had a T1 in high speed. T2 takes off like a a high speed passing the target well in front. this is using snap shot tageting with the numbers. Had the threes supperimposed and it wasn't even close.
Rip
yes, i too have seen a warp speed torpedo. It was travelling at an insane speed across my TAI map LOL. And no i wasn't in TC. It was a salvo shot and it only happened to one of the three torpedo's i fired.
Seriously, it went from my sub... to the other side of the convoy that was 3000m away in the blink of an eye.. while the other torpedo's were just chugging along at normal speed.
McHub532
04-20-10, 10:04 PM
NOOOOO !!
I've got 4 fish left.
I line up and launch 2 at a heavy cruiser... 1 hits.. the other misses... crap.. back up to periscope depth.
Fire...
torpedo rushes out and.... stops.
crap..
reload.........
fire..
torpedo rushes out and.... stops.
Okay.. everyone commit suicide.. oh wait; that's our Japanese comrades that do that.. nevermind. Let's go get drunk back at port.
McHub532
04-20-10, 10:09 PM
Oh wait.. that last torpedo didn't stop...
It's moving about 3 feet every 2 minutes. Speed it up fast enough and it can reach the ship in 12 hours.. but the ship has moved. :)
McHub532
04-20-10, 10:12 PM
Neat.. at decks-a-wash I can take my torpedoes out of external storage... 2 more torpedoes to try again... before I have to resort to the deck gun at long range.
I feel bad about the desk-a-wash torpedo reloading though.. feels like cheating.
McHub532
04-20-10, 10:17 PM
Possible solution...
I've been using Captham's key mapping mod since day 1.. so now I'm relearing all the keys.
Something I just discovered is the key for opening tube.. or flooding the tube. With Captham's I just selected the tube, torp speed, and fired.
Well.. I decided to try the open tube and flooded it.. this time the torpedo did not stop.. it's going straight, true and fast.
Maybe that was the issue.... you have to flood the tube or it's a hit/miss on if the torp is going to stop just outside the door or not?
McHub532
04-20-10, 10:22 PM
I am a dork....
I stuck another torp into the belly of the enemy as explained above...
then turned around to launch the last one out the aft and I forgot to flood the torpedo tube... the torp went out.. and stopped.
I think I found at least 'my' reason. Must flood the tube to ensure the torp runs properly.
Capt_Sluggo
04-24-10, 10:52 AM
Hmm, as described in earlier post I got one stuck torpedo way back when, then no more, ever.
Then I left the pen loaded with electrics. Four of the bunch had some sort of malfunction, either running very slow or not at all.
Way back when I would put an electric in the stern tube. Then it occurred to me that it was probably an electric that "stuck" the first time.
Back to 100% steam, no more problems, period.
Seems to me that it's not a bug and it's not mods. It's the game design. The early war electrics are not fully dependable. There is a disclaimer on the load page in the sub pen warning us about that, but I guess we don't pay attention to that stuff.
:know:
McHub532
04-24-10, 10:56 AM
Back to 100% steam, no more problems, period.
I only use steam, I can't handle those slow movers.
It happens to me all the time. I'm not using any mods whatsoever. Usually happens when I fire single torpedoes quickly one after another.
These torpedoes all stuck in each other and stayed there for a long while. They're not moving :)
http://i41.tinypic.com/344838h.jpg
ThinAir
04-25-10, 08:26 AM
I can confirm this bug too. I have no mods, and it happened to me quite a few times.
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