View Full Version : Disappearing gun crew?
jimmbbo
06-10-19, 12:25 PM
Gar class boat, January 1942.
After a successful 73,000 ton first patrol with a 3" aft gun and crack gun crew putting the coup de gras to a couple of old freighters, I returned to Pearl for refit where a 5" bow mount gun was available, which is my preferred size and configuration.
I selected it and went to the crew assignment page where the gun crew position and gunners had DISAPPEARED... GONE... M.I.A.
HUH?? :huh:
propbeanie
06-10-19, 03:10 PM
Unfortunately, this has been like this in the game since it came out. We've tried "fixing" it in FotRSU, and thought we had it, but alas, we did not. If you have the previous Save, go back and load it. You can add the 5" gun, just leave it in the aft position... it seems that the poor game confuses itself when guns change positions... :salute:
jimmbbo
06-10-19, 04:43 PM
Unfortunately, this has been like this in the game since it came out. We've tried "fixing" it in FotRSU, and thought we had it, but alas, we did not. If you have the previous Save, go back and load it. You can add the 5" gun, just leave it in the aft position... it seems that the poor game confuses itself when guns change positions... :salute:
Thanks!:Kaleun_Cheers:
I have the "On Entering Base" save that will work for the next mission...
This was my first use of the Gar, and I have successfully added the 5" bow gun in other careers (IIRC on a Gato); is it fully recognized only on certain boats or phases of the war?
TIA
propbeanie
06-10-19, 04:54 PM
Different boats, different dates, different bases. Very strange sometimes. Other times, it's fine. Might be that the next time you come in, you can do it. Maybe... :salute:
jimmbbo
06-10-19, 05:12 PM
Different boats, different dates, different bases. Very strange sometimes. Other times, it's fine. Might be that the next time you come in, you can do it. Maybe... :salute:
Well, at least it's consistent in its inconsistency! Will monitor it on RTB...
Thanks!:Kaleun_Salute:
Sniper297
06-10-19, 11:20 PM
I've had some success by moving the gun crew up to the damage control slots, then changing the aft gun to a forward gun while the gun crew slots were empty. After changing the gun, then move the gun crew back down into the new forward slots, usually sticks after that.
jimmbbo
06-11-19, 01:06 PM
I've had some success by moving the gun crew up to the damage control slots, then changing the aft gun to a forward gun while the gun crew slots were empty. After changing the gun, then move the gun crew back down into the new forward slots, usually sticks after that.
Worth a try! Thanks!:Kaleun_Cheers:
propbeanie
06-11-19, 02:17 PM
Be sure and let us know how you get along please, jimmbbo. Thanks Sniper297! I'll have to look around and see if I've got a save with a potential gun change in it... :salute:
jimmbbo
06-11-19, 04:18 PM
Be sure and let us know how you get along please, jimmbbo. Thanks Sniper297! I'll have to look around and see if I've got a save with a potential gun change in it... :salute:
Wilco... should have some time tonight.
jimmbbo
06-12-19, 02:05 AM
I've had some success by moving the gun crew up to the damage control slots, then changing the aft gun to a forward gun while the gun crew slots were empty. After changing the gun, then move the gun crew back down into the new forward slots, usually sticks after that.
Tried this trick, but no joy... Moved the gun crew to damage control, added the 5" bow gun but the position went walkabout again when I went to the crew page... :hmm2:
propbeanie
06-12-19, 05:28 AM
Ratz... Thanks for the update jimmbbo. Say, Sniper297, are you running v1.4 still?... :hmmm:
SeeingRed
06-12-19, 02:29 PM
From a dormant thread:
wolfeinsamer's fix for deck gun crew slots disappearing.
"After digging around I have found a really simple method to fix the problem of the deck gun crew slots disappearing.
Simply open the ActiveUserPlayerUnits.upc file in a text editor, and remove all instances of "AdditionalRepository". I was able to do this with 1 easy find and replace command. The file can be found in the SH4 folder in your documents. ../SH4/data/cfg/SaveGames/*/ActiveUserPlayerUnits.upc
What you are doing is changing the lines like:
[UserPlayerUnit 1.Compartment 9.CrewMemberSlotAdditionalRepository 1]
to read.....
[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1]
"
THIS WORKED for my Gar...
Other mentioned fix threads
http://www.subsim.com/radioroom/showthread.php?t=222887
and Coletrains:
http://www.subsim.com/radioroom/showthread.php?t=121472
also neumanf15's:
http://www.subsim.com/radioroom/showthread.php?t=121460
Coletrains (post #14) in this thread:
http://www.subsim.com/radioroom/showthread.php?t=121472
-------------------------------------------------------------------------------
http://www.subsim.com/radioroom/showthread.php?t=222887
propbeanie
06-12-19, 04:15 PM
Thanks SeeingRed. We appreciate those links. Unfortunately, they are for after-the-fact problems. It would sure be nice to find a true "solution" and avoid losing the gun crew altogether... Sniper297 uses v1.4 (I am reasonably certain), and that might be what keeps him from losing the crew. I'm going to compare the files between the two versions (I have one of each). Most likely though, it's in the program files, and not the text files, where the issue lies... maybe... lol :salute:
jimmbbo
06-13-19, 01:54 AM
Sooo... I return my Gar to Pearl in May '42 and get a new Gato boat. My crew complement was complete, and after checking crew assignments and awarding medals I went to upgrade the sub with a 4" bow gun. I selected it and went to the crew page where the bow gun crew positions were available but the highly qualified CPO I had assigned to supervise the gun was GONE, the seaman 1st class apprentice was there in his place and his position was empty...
Assuming a veteran CPO wouldn't desert his new boat, has anyone seen a UFO in the vicinity of Pearl Harbor? :confused: :o
Sailor Steve
06-13-19, 10:40 AM
The game isn't quite historical where crew transfers are involved. In fact, the reality was worse. The common practice was to rotate 1/3 of the crew out to a new boat after every cruise. That said, I'm pretty sure that a captain had some discretion over who went and who stayed.
On the other hand, maybe your Chief Gunner's Mate didn't like you and requested a transfer behind your back.
jimmbbo
06-13-19, 11:20 AM
On the other hand, maybe your Chief Gunner's Mate didn't like you and requested a transfer behind your back.
Note to self: Make equipment changes BEFORE awarding crew medals.. the Chief earned a Silver Star for his accuracy in sinking a couple of ships and then jumps ship... :03:
Sniper297
06-13-19, 07:30 PM
Propbeanie, yeah, tried 1.5 for a couple months and had too many crashes, went back to 1.4. Fact that I have an oddball OS might be a factor, Win XP Media Center Edition is neither XP Home or XP Pro, but some kind of in between hybrid. :06:
Found an old thread;
http://www.subsim.com/radioroom/showpost.php?p=2184018&postcount=22
That post was the basis for a mod;
http://www.subsim.com/radioroom/downloads.php?do=file&id=4364
If you're running other mods that change the UPC files, you can edit the modded files instead to change to a forward deck gun as default, see if that works. If the game has some kind of glitch that pings the UPC file for the sub after changing guns, maybe having the default slots forward instead of aft will prevent the FLAILEX.
propbeanie
06-13-19, 08:01 PM
I remember that now... just needed a little spoon feedin'... I must be getting old... Are you running your game with that on it now Sniper297? We might have to "borrow" your idea for FotRSU. I'll have to do some noodling (aka: "experimenting") with that, and get back with you (aka: "asking permission"), good sir! :salute:
Sniper297
06-13-19, 08:55 PM
Yeah, knock yourself out, I've always felt that copyrights on freeware are silly and counter productive. To me the whole purpose of uploading free mods is sharing different talents with a community to enhance the experience for everybody, rather than puffing up artistic egos. But that's just me. :salute:
As for the game I do my actual playing on, it's mostly a mod soup with all the base files edited to my personal tastes, I do all the testing on an unmodified copy of 1.4 with JGSME and a mod folder. Testing for compatibility with every mega mod is nearly impossible anyway, which is why I post the tutorials when I think of it.
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