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View Full Version : Second partol and my Sargo max knots is 11 instead of 20?


Zardiz
07-10-14, 07:40 PM
Hey!

I have (at least for me) a mysterious thing going on. Would like to hear from others over here who may know whats going on.

Simply put:
Patrol 1, no issues. Max speed at flank, where it should 20~
Patrol 2, my Sargo can go only about 11 Knots surfaced.

I use few mods, so I thought one of them broke or something, load earlier save from patrol 1 to test, all good. Load back into Patrol 2, 11 Knots....

Tested in all weathers, wind speeds and directions.

Mods:
RFB_2.0
RSRDC_RFB_V575
Improved Ship Physics_1.1
Improved Stock Environment_v3_TMO&RFB
+ Patches of course

What is going on?

Armistead
07-10-14, 08:05 PM
Something sounds wrong.

Does this happen during the beginning of the next patrol just as you leave base or a save during patrol? Only thing I can think of is damage to engines or something else that would reduce speed. Usually when you load a save, the damage screen clears, but often damage is still there. If you had no damage before the save or know it's a new patrol, then sounds like that save is corrupted.

Also, try a new campaign patrol with it and see if you have any issues.

Zardiz
07-10-14, 08:47 PM
This happens from the very beginning of the patrol so damage is not possible. New campaign seems fine, just like the Patrol 1.

Decided to load one save just before I ended Patrol 1 and load new fish in and got different patrol orders in, still the same happens. Guess my first patrol was too good to be true :(

Anyone knows any miracles how to fix this?


*sigh*

TorpX
07-12-14, 03:05 AM
With ISP, it is possible to incorrectly use the 'Diesel Engines Expert' (I think that is what he is called), and have your propulsion messed up. For a full explanation, READ THE DOCUMENTATION.

If that isn't it, I have no idea.

Armistead
07-12-14, 02:26 PM
I don't ever recall hearing this one, so I don't think it's a bug or mod, more likely a corrupt file or mod conflict of sorts. The only way to get to the bottom is to back out mods and then test RFB alone, add each mod separate and see if you can make it happen. If you find which mod, then DL a clean copy and see what happens. If it still happens, you may need to do a clean game install as sometimes mods screw up original game files.

I really don't see a suspect mod in your list, except for Improved Ship Physics_1.1. Not sure which one that is made by who? I would start there...

TorpX
07-12-14, 08:38 PM
I really don't see a suspect mod in your list, except for Improved Ship Physics_1.1. Not sure which one that is made by who? I would start there...

Yeah, that one is mine.

He could be having trouble if he isn't using a 'special ability' crewman correctly. I put in a 'Diesel Engines Expert' to fix the way the engines gulp fuel at idle. If he is left in the engine room while moving, he slows things down.

Of course, I have no way of knowing for sure what the problem is. He didn't give a complete mod list, either.

Armistead
07-13-14, 02:48 PM
Probably explains it...

merc4ulfate
07-14-14, 02:15 PM
I have the same issue so I'm dropping the ISP to test it.

Armistead
07-14-14, 06:36 PM
I think its just a matter of following the mod instructions as Torp explained.

merc4ulfate
07-14-14, 07:50 PM
Mod note:

I had issues with reduced speed and battery/fuel issues. I removed the Improved Ships Physics mod and the speed and battery/fuel issue was gone.

For some reason the ISP is reducing the boats speed so that flank is about 8 knots on the surface maybe 12 at best.


======================


Generic Mod Enabler - v2.6.0.157
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Real Subs

merc4ulfate
07-14-14, 07:54 PM
ISP mod note from documentation:


*** IMPORTANT ***


There are 2 'Special Ability' crewmen that need to be used properly to fix game issues:


Battery Expert -
He should be placed in Engines Room to obtain full battery capacity, but moved to some other location when charging battery. Leaving him in the Engines Room will slow charging, and waste fuel.


Diesel Engines Expert -
He should be left in the Control Room most of the time (or any compartment other than Engines Room). If/when you come to 'all stop' on the surface and want to conserve fuel, place him in Engines Room. He will reduce fuel expended by engines idling by 3/4. He must be moved out of Engines Room for normal operations (movement, charging, diving). Leaving him in the Engines Room will prevent normal movement or battery charging.

This expert is not needed in the S-class.

==================

I'll played around with the positions and see what happens.

TorpX
07-15-14, 12:48 AM
Because of the issue reported here, I downloaded a fresh copy of the mod from SUBSIM and tested a Tambor class sub.

I had no trouble. I reached 20.75 knots at flank, 9.5 knots at 1/3 speed and had a max. range of ~16,000 nm. at this speed.

When I put the 'Diesel Engines Expert' in the Engine Room, while underway (YOU ARE NOT SUPPOSED TO DO THIS), speed dropped to 10.5 kt., at flank. Obviously, you don't want that.

Another thing that might cause a large speed loss is cruising at 'decks awash'. I didn't recheck this, but from what I remember this was a significant loss. I may have forgotten to mention this in the documentation.

TorpX
07-19-14, 10:29 PM
Have Zardiz or Merc4 made an attempt to check on their crew situation and fix this?

I believe they should be able to easily fix their problems, by following the instructions, but if I'm wrong, I would like to know about it, so the issue can be addressed.

merc4ulfate
07-22-14, 03:53 PM
I replayed a career with a Tambor.

Generic Mod Enabler - v2.6.0.157
RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Improved Ship Physics_1.1
Real Subs
EAXsoundsim_without_WebstersManeuver_STOCK_GFO_OM

Earlier this month this configuration dropped my speed but I had special crew man and had not noticed in the documentation where they needed to be and when in order for the speed to remain constant.

I removed the last three mods.
I added back Real Subs mod.
I played with speed normal again.


I added back the ISP in order to try to move the crew men to where they needed to be.

The mod order is now back as it was above.

I have normal speed once more in a Tambor but have no special crew. I went on three patrols and then was given a Gato but only with a sonar operator upgrade. There is still no battery or engine special crew man but the speed and fuel usage is normal.

TorpX
07-22-14, 10:26 PM
Thanks for the feedback.

I'm glad you got the normal speed. My intent was every boat would get the 'battery expert' with the starting crew. I guess the game only provides the 'special ability' types with a new career.

merc4ulfate
07-24-14, 08:08 PM
True TorpX ... On the new career I got them. After I entered port and dropped the mod then re-enabled it they were not there but all was well.

TorpX
07-24-14, 10:24 PM
As long as your boat is 'ship shape', it's good.

The 'battery expert' is the most important special ability in the mod, and for all that, the boats that need them the most are the S-class.