View Full Version : Type IXD2 and XXI bugs still present?
Any modders tackled the following bugs for the end game subs.
IXD2 external torpedoes blacking out upon reload
XXI Batteries never fully charge.
Personally these two issues alone have caused me to lose interest in the game as a whole. Not that I didn't spend a good 6 months of my life engrossed with it.
Naf
Ok well thanks for playing anyway.
See ya.
Drebbel
09-01-05, 08:01 PM
Always wondered why the community patch 1.4 beta test team missed those imperfections ! :-?
Any modders tackled the following bugs for the end game subs.
IXD2 external torpedoes blacking out upon reload
If that's the issue I think it is, it's been fixed in RUb1.43.
XXI Batteries never fully charge.
I believe this is a feature, not a bug (it may be an unintended feature, but still). The XXI's batteries are the only ones in the game that act like real batteries. It's all the other boats whose batteries are bugged. No battery on the face of the Earth ever recharges to 100% capacity.
Always wondered why the community patch 1.4 beta test team missed those imperfections ! :-?
Possibly because there were a great many more serious outstanding issues - like the silent sonar guy. I was on the 1.4 beta test team, and trust me, we brought up a great many issues, but the vast majority of them were ignored by the devs. Our job was seen to be checking that the changes the devs wanted to make worked, period. Any extra bug fixes that they hadn't tried to address were ignored completely unless they were very serious indeed (i.e. crash-causing). Basically, if the bug didn't fry your computer it didn't get a chance of an official fix.
If these issues were so important, why didn't anyone talk about it at the time? I was all over the forums back then, and I never even knew this was an issue untill weeks AFTER the 1.4 patch was released.
Syxx_Killer
09-01-05, 08:31 PM
IXD2 external torpedoes blacking out upon reload
This one can at least be easily corrected. What you can do is go here and download Wolfie's SH3 Tweak Pack:
http://www.subsim.com/subsim_files/patches.html
Then, use the Tweak Sub utility (be sure to follow the special instructions in the readme ;) ). Change the number of external stores from 8 to 6. To regain the two lost fish you would then have, add two to the fore internal reserves. Problem solved and it will now work like a charm. Happy hunting! :arrgh!:
...Change the number of external stores from 8 to 6. To regain the two lost fish you would then have, add two to the fore internal reserves. Problem solved and it will now work like a charm. Happy hunting! :arrgh!:
Note that (according to the research I've done) the IXD2 did not carry those two extra torpedoes in real life. Players can simply remove the two external torpedoes and the remaining torpedoes will be correct for that sub.
Syxx_Killer
09-01-05, 08:55 PM
Having 26 torpedoes in the game, I think, is ok. I know U-boat.net says 24, and I pondered this really hard. I created a thread about it and I was then shown a report of from a Type IXD2 that actually carried 27 torpedoes.
After some searching I again found the report. It was U-199. Here is her torpedo loadout:
Torpedoes – 27 carried, stowed as follows:
12 air in upper-deck containers (six on either side).
4 electric in bow tubes.
4 electric in bow compartment bilges.
2 electric in bow compartment floor plates.
2 electric in stern tubes.
3 electric on after torpedo compartment floor plates.
Here is the rest of the report:
http://www.uboatarchive.net/U-199INT.htm
Type IXD stats:
http://www.uboat.net/types/ixd.htm
After reading that report, I just came to the conclusion that having 26 fish in the game is acceptable; especially after seeing that they actually were able to cram 27 onboard. :huh:
I don't mean to say this game is poor or anything. I certainly have recieved my $40 worth plus much more.
It is worthwhile to note that if one goes back to the dev questionairres posted prior to launch there is a lot of content they mentioned that isn't here.
Over all a good sim, however for me, do to the pre-release hype it failed the expectation gap set for it. Considering the competition (none) I'm glad I purchased it, and will purchase SH IV when I see it.
I noted the complaints about the IXD2 reload issue, and the XXI battery recharge issue mid Julybut do to the fact that I was diligently playing a career from 39 on, and am frequently out of town so it took me a great deal of time to earn my IXD2 and realize the bug in fact existed.
I am an information systems auditor here in the US and frequently work with IT professionals evaluating their chnge management procedures(AI 6 for those of you familiar with COBIT), thus as far as I can tell these bugs were either:
A)not noticed, implying during testing these subs were not tested in campaign games.
or B) It was noted and a decision was made not to fix it.
Both are quite a bit disturbing to me as a consumer. I don't blame the community test team...as I wasn't even aware there was one.
I will work with what I'm given and SHIII fits the bill quite nicely under most conditions.
Naf
as far as I can tell these bugs were either:
A)not noticed, implying during testing these subs were not tested in campaign games.
The problem was that at that time these (late war) subs weren't tested in many games at all, either in patch playtesting or in the wider community as a whole. Players generally started careers in early war boats, and progressed slowly through the game. The vast majority of players (including playtesters) had not reached 1943, let alone 1945, and the fact that you couldn't start careers in 1944 or 45 didn't help, nor did the fact that no career start sub is a Type XXI or a Type IXD2. Also, mid- to late-war is almost suicidal - it's hard to survive a couple of patrols, never mind lasting long enough to be able to afford a new U-boat type. I am one of the only players who run careers starting in mid-war, and I STILL haven't seen a IXD2 or a Type XXI in a career. The fact is, these subs are so rare in the campaign game that they are virtually nonexistent. The problem could perhaps have been seen more easily in a single mission, but that part of the game is not very popular.
This was not a case of apathy or indifference on the part of the playtesters or the developers. It was a case of the problem being so rare that hardly anyone could have noticed it - even those who were actively searching for bugs. Plus, those who did notice it were a very tiny minority, and their voices were not heard in forums that were so full of other messages.
kiwi_2005
09-02-05, 12:35 AM
U can download the latest fly swatter, it will kill all the bugs you find in a submarine.... :rotfl: :rotfl: :rotfl: :rotfl:
(In the distance, a wolf howles.)
U can download the latest fly swatter, it will kill all the bugs you find in a submarine.... :rotfl: :rotfl: :rotfl: :rotfl:
:rotfl: :rotfl: :rotfl: :rotfl: :rotfl:
Just my type of humor. Got to dry some tears.
kholemann
09-02-05, 09:17 AM
So.... are there fixes for this by just a *.cfg mod?
Syxx_Killer
09-02-05, 09:37 AM
So.... are there fixes for this by just a *.cfg mod?
I think Wolfie's Tweak Pack modifies the basic.cfg file. I have no idea what it changes there. Using the utility will probably be the easiest way of fixing the IXD2 torpedo loadout bug.
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