View Full Version : Sub still moving forward when stopped
Greetings All.
Have an interesting situation going on with my SH5 game... when ending at the waypoint and all engines are supposed to stop the port screw still turns of which continues the forward movement of the ship. Only way to counteract this is to reverse at emergency speed for a time then slow to full reverse. Then to alternate between them to hold position... I have tried to order full stop but this propeller still keeps turning... is there a fix or a patch for this...
Help, this condition makes it hard to attack successfully when having to constantly monitor the position.
raymond6751
03-07-15, 06:41 AM
It could be just a video glitch, animation. Your boat/all boats don't stop on a dime. What speed is registering? Is it diminishing slowly to zero? That's what should be happening.
Let it drift a while and see if it slows down. The props turning is animation, not propulsion.
well I have now also found that if you just let the sim do its thing you end up with a CTD as well.... and again its not the game physics leading to an eventual slowdown the left propeller turns indefinitely with whatever speed the boat was in when it went to the full stop order and this goes on till the game crashes (Approx 3 minutes later). I have noticed this on the Trevellay tutorials as well as in my campaign mode.
raymond6751
03-09-15, 05:10 AM
It's time to reveal what mods you are using. Have you added one recently?
Often a new problem is the result of the latest mod added. You will have to do some detective work; backing out the mods until the problem ends.
Sorry, but there are too many mods and some conflict. I'm no expert, so I leave you with the above advice.
Well my mod list is as follows, listed in order of installation if that would help find any conflict issues.
MightyFine Crew Mod 1.2.1 Alt w beards
German U-Boat Crew Language Pack
Equipment_Upgrades_Fixv1_4_byThe Beast
Equipment_Upgrades_Fixv1_4_Patch_1
#Equipment_Upgrades_Fixv1_4_Patch_1_HotFix
Cerberus62 Corrected Depth Charge Projector 1.0
smaller flags for Warships 1_0b
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
SteelViking's Interior Mod V1.2
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_No_Snorkel_Exhaust_Smoke
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Inertia_Damage
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Trevally Harbour & Keil Canal Pilot v3.1
Trevally Automated Scripts v0.6
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
MQK Gradient_IO
MQK Location Maps_IO
MQK ShapeTextures_NO
Mano Scopes-patch for 16x9
Nauticalwolf's_Torpedo_Textures_v1.2
EQuaTool - Elite Quality Map Tools for SH5 v. 01.01 by AvM
Dynamic Enviroment SH5 Basemod (realistic version) V2.1
Messervy_s_gramophone_pack1
Popular German Music From The 30's
OPEN HORIZIONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
R.S.D. - Reworked Submarine Damage x5.7.1 by vdr1981_Main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (normal)
Accurate German Flags
Dynamic Enviroment SH5 Atlantic Floor V2.1
Dynamic Enviroment SH5 Sounds V2.1
Trevally Tutorial - All v0.2(for OHIIv1.3)
NOZARIO'S SKIN (U-96 BLACK) v-1.1.0
SubFlags_0_0_8_ByTheDarkWraith
one ship, one torpedo v1.00
Expanded navies by Cybermat47 v.1.0.01
OH II Minefeild map for TDWs Ui
TDW_Mines_Subnets_Detectable_in_hydro (OH II)
That is the list of mods that I currently have installed in my standalone version of SH5. Still curious what could be causing the CTD issues... its getting worse by the day it seems!!
raymond6751
03-10-15, 05:52 AM
I hope you don't think I, or anyone, can or will analyse your mods for you. As I pointed out earlier, you can back them out one by one until you fix things.
I did notice you had 10 mods in before TDW's UI mod. I believe it should be first in. I had trouble with the MDQ in my mix of mods, which is different from yours.
If you added any recently, they would be suspect. Back each mod out or start over, adding TDW UI mod first. Then add in one more. That is a long task.
If you have been playing all right for a while, then backing them out in reverse order singly, test, then continue...best idea. Some mods don't matter if you change them after leaving port, some do.
The thing is that mods are not designed to work together, which would be impossible for each modder to test each other mod. You have to do that.
By the time you get four or five backed out, I bet you get it fixed.
Good luck.
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