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blackcan
12-10-15, 11:18 PM
Hey guys,
Now that I understood the basics I do a lot of quick missions to practice but yesteday I encountered something weird.

As I start I got 3 surface contact 1 I identify as a cruise ship and the other was a us patrol ship and the other was hostile.
The broadband showed me that it drives away in my direction.
So I gathered 4 different contacts on him
Bow array
Visual
EMS and towed array

So I was pretty good to determine his exact position.
But due the fact he was about 14-16 nmi Away from me I decided to attack him with Missles.
I shot 2 and both hit.
But it didn't count as a kill (no message)
So I drive in his direction to look if he is just not able to drive anymore (broadband and narrowband was silent).
But nothing no where.... so I decided that I end the mission and look in the replay what happend...
I saw there that it didn't got killed but according to "show truth" on the replay it was 1000 yards in front of me but there Was Nothing.
Was that a bug?

SilentPrey
12-11-15, 01:11 AM
Are you running any mods? I didn't install LWAMI all the way when I first started using it and a lot of the models weren't there. If the ship was moving I would just see a wake. Once I actually went through and installed it properly, the models showed up. Since your target wasn't moving you wouldn't even have had the wake.

blackcan
12-11-15, 02:22 AM
But I saw it before the Missles hit
And no so far I don't have any mods installed because I'm
Kinda new to modern subsims
Would you recommend to get that mod?

Edit: I got the win 8 fix if that counts

FPSchazly
12-11-15, 09:18 AM
The Windows 8 fix, as it was designed, is just so you can run the game on Windows 8 and up. The problem was the game wouldn't launch. Who knows if it has other effects.

The game can be buggy, yes. I have experienced things similar to what you're describing. The replay is not always truthful as to what happened in the mission, unfortunately. Usually it is, but sometimes it's not.

blackcan
12-11-15, 09:41 AM
I remember I put "transparent water" on "yes" in the hope the water would have a transparency but it doesn't.
Could that cause such things ? (It was in the samw file as "ModeID" )
And is there a mod how fixes the known bugs ?

@FPSchazly
Thanks for your videos btw
They helped me so much to get into the game as well as the guide from tachmen

FPSchazly
12-11-15, 01:08 PM
I remember I put "transparent water" on "yes" in the hope the water would have a transparency but it doesn't.
Could that cause such things ? (It was in the samw file as "ModeID" )
And is there a mod how fixes the known bugs ?

@FPSchazly
Thanks for your videos btw
They helped me so much to get into the game as well as the guide from tachmen

I doubt transparent water would do that. (Why would you want it anyway? lol) I think RA and LWAMI might fix some bugs but don't quote me on that. I only know the stock game really well.

You're welcome! Glad they could help!

Pisces
12-11-15, 04:09 PM
Remember that seeing a model in the 3d windows is only as correct as you made your classifications and TMA. Only if you have Show truth on does the 3d windows show the contact in the actual location and the actual class model. Except when viewing from the bridge, periscope or high frequency active sonar, or windows on the PC-3/OHP/Helo. Then you do see the contact as the true location and model from the sensors point of view (active sonar or the mk1 eyball).

If the patching/batch scripting didn't work correctly then that might cause invisible contacts indeed.

Also, replay seems to do weird stuff sometimes. It can get out of sync if you have long replays and use time compression a lot. So what you saw in there might not actually be what happened.

p.s.
The broadband showed me that it drives away in my direction.That sounds like a contradiction. Either it drives away, or it's coming in your direction.

blackcan
12-11-15, 10:07 PM
It was droving away because I saw it with my telescope
Like I said I had a
EMS contact
Sonar contact on two array (bow and towed) (for range detection)
And a
Visual contact
And I saw how my Missles hit their target through my telescope
That's why I'm so extremmy sure that it was where it was and that I hit it twice.
But it never got me counted as a kill but it disappeared as well
@ FPSchazly
I thought transparent watee is like that you can see the first 50-70 ft into the water from the surface

Edit: it happend a second time
My target was in the ice not moving at all and I saw it through my periscope and a friendly ship saw it so I got a link to that enemy ship
I hit it with my torpedo but it just disappeard didn't count as kill aswell

Pisces
12-12-15, 05:36 AM
Did you get a report of an explosion on the bearing of that sierra or master contact? Maybe the torpedo hit the ice instead (it's pretty hard to keep torpedoes alive in an iceberg field) Orthe target got the remaining damagepoints crushed out of it by sliding on the ice. Then you do not get the credits of the sinking.

Pisces
12-12-15, 05:43 AM
P.S. If you are worried that it might be a bug, then it is important to know which version of the game you have, and how your game is updated/patched/modded. I can't find that in your previous postings.

blackcan
12-12-15, 05:51 AM
It could be that no torpedo hit (first was "lost a wire" second one was a explosion from the right bearing but I used active sonar on the torpedo so maybe it targeted a iceberg)

I use 1.4 steam version with win8 fix
(My system is win 8.1 64 bit)
No mods
Only edited the entry "transparent water" to "Yes" in the dangerouswaters.ini
But I changed to back to "No" yesterday

Pisces
12-12-15, 06:04 AM
I don't know if it is the true cause of this, but DW wasn't made with multithreading or multi-core cpu in mind. Allowing the game to run on multiple cpu cores can make the game run at an irregular pace. As I said, I don't know for sure it is because of this, but can imagine this messing up the physics engine.

To narrow down the number of cores the game can run on you should open Taskmanager when the game is running. Then go to the details tab, locate the line dangerouswater.exe and right click on it. Then choose "set affinity" (or whatever that soundslike in German) Then you can set check-marks to confine the cpu core the game can run on. Make sure only a single core is selected. It doesn't matter which one.

I think I once wrote a reply or topic in here on how to make this stick or be remembered by the OS by way of a registry setting. But can't remember where.

blackcan
12-12-15, 06:12 AM
I'll try that later thank you a lot in advance

Pisces
12-12-15, 06:20 AM
It wasn't a registry setting, but a parameter for the DOS-command window used to run dangerouswaters.exe.

Open up the spoiler in my post to see how, or click the link to find the same at the end of the original article:

http://www.subsim.com/radioroom/showpost.php?p=2198779&postcount=34

EDIT I don't know how this applies to Steam games, because those shortcuts on the desktop point do not point directly to the game executable.

blackcan
12-12-15, 08:16 AM
It wasn't a registry setting, but a parameter for the DOS-command window used to run dangerouswaters.exe.

Open up the spoiler in my post to see how, or click the link to find the same at the end of the original article:

http://www.subsim.com/radioroom/showpost.php?p=2198779&postcount=34


EDIT I don't know how this applies to Steam games, because those shortcuts on the desktop point do not point directly to the game executable.

It seems to work for now which is great
Thqnk you a lot!
But another questsion what is the main difference between stock dangerous waters and modded dangerous waters ? More realistic or harder ?

Pisces
12-12-15, 08:21 AM
I'd say more realistic, but that depends on the mod. Which might have the residual effect that some things are harder (like battling with a Kilo) I'm not familiar with DWX or Red Alert or whatever it is called. From what I know of LWAMI it definitely adjusted the models/weapons/sensors for realism and to fix / alleviate remaining bugs.

Mike Abberton
12-14-15, 10:51 AM
DWX/Red Alert increases the "realism" somewhat, although I think to a lesser extent than LWAMI. What is does do is add in a ton of additional platforms (including older Cold War stuff) and add additional player-capable platforms.

It should be noted that DWX's new user platforms are basically just mods of existing core user interfaces with slight graphics upgrades and tweaks to the capabilities rather than truly new platforms. So, you get additional frigate-type ships, but not cruisers. They did add in things like playable Charlie-Oscar ships and SSBN's though. Probably the biggest drawback to the new platforms is that there are not a lot of scenarios available that use them.

One note on LWAMI, one of the biggest changes it makes is making the AI (and user) platforms more unique. Stock DW only uses a couple of different sonars for each type of platform, so you and the enemy have a tendency to detect each other close to simultaneously. In LWAMI, you can really sneak right up on some of the poorer sonar platforms in a 688 or Seawolf.