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View Full Version : Problem with GWX - periscope won't stay Locked on Enemy


danny117ca
06-14-11, 07:37 PM
Hi,

I'm writing because I have been having some problems with the lock feature for my attack periscope, UZO, and observation periscope in GWX. When I sight the ship and lock on, the periscope stays locked for about maybe 3~5 seconds before unlocking automatically. It doesn't matter whether I press the "lock on" button on the GUI or press "L" on the keyboard. The periscope unlocked after 3~5 seconds whether the ship was 8km away or 2km away, although lock sometimes worked for ships within approx. 3km.

I am running a steam version of SH3. I did not have this issue with vanilla SH3 or LSH5.1 which I played previously before switching over. I installed on a clean SH3 install, although I did not delete the SH3 folder located in my documents. But I think that shouldn't be an issue, since there is no file governing periscope behaviour there.

I thought it may be a mod-specific or boat-specific bug so I rolled back all mods and tested the periscope of the VII, XI, and XXI but they all acted the same. I know lock can be lost if a large wave washes over the periscope but that wasn't an issue in the tests since I tested the periscopes on very calm sea and had extended my periscope to full height.

I do not have sabotage enabled in SH Commander.

As for hardware, my operating system is Windows 7. I have 4gb of Ram, ATI HD4425(?), and 2.6Ghz AMD dual core.

I love Silent Hunter, and I am enthralled with GWX, but this issue is making the game unplayable. I hardly have enough time to order my weapons officer to identify ships, let alone sit down and flip through the recognition manual, since I have to constantly readjust my periscope or mash the L key. That, and it becomes impossible to measure speed or find range manually since unlocking disrupts the process.

Please help. Thank you in advance.

Aces
06-15-11, 04:42 AM
Hi mate,

This is a GWX thing by design, as a non hard-core player, if and when I get a chance to play :), I'm not a big fan of this feature although it is there because it is more real.

See Makman's posting to this thread for a solution but you will need to follow his instructions carefullyand do a bit of editing. I keep meaning to try this but if Makman says it works then I have every faith that it will work:

http://www.subsim.com/radioroom/showthread.php?t=164280&highlight=lock+sensors

Regards

Aces

Edit, Sorry I should have welcomed you to Subsim mate, hope you enjoy the forum and the game.

Gerald
06-15-11, 06:13 AM
:up:

Jimbuna
06-15-11, 06:45 AM
Welcome to SubSim Danny.

Aces just about summed it up and pointed you to a solution...good luck.

irish1958
06-15-11, 08:32 AM
Welcome to Subsim.
You will probably find that some of the things that irk you now, won't later.
As you become more proficient in managing your sub and its features, you will want to have more realism and challenge.

Bakkels
06-15-11, 12:22 PM
Welcome mate :salute:
Annoying as that feature sometimes may be; it forces you to act more realistic. If a ship in real life was about 7 kilometers away for example, of course your Weapons Officer wouldn't be able to identify it. So the difficulty of keeping a target locked when it's far away kinda adds to the realism.
When you play the game more and more, you probably want to play more realistically, and only attack a ship when your much closer to it. At that point, the locking-problem thing won't bother you much anymore.

Fish In The Water
06-15-11, 03:21 PM
Welcome aboard danny!

I'd definitely take Aces' advice and give the makman solution a try. Good luck and happy hunting! :arrgh!:

Fubar2Niner
06-15-11, 05:16 PM
@Danny

First of all, welcome aboard and to this grand community. You won't go far wrong with Aces advice, Makman too for that matter. Both are well respected in these waters :yep:. Good luck shipmate.

Best reagrds.

Fubar2Niner