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Ducimus
12-09-05, 08:42 PM
involve editing the basic.cfg file?

As for editing the basic.cfg file there seems to be two schools of thought:

a.) Remove 2 external stores (cause they didnt historically have them anyway)

b.) Do A, and then add in two internal stores (cause the IDX2 did have that amount of torepedo's! < insert supporting evidience link here>)


Regardless of these two modes of thought, is there any other way to fix the reload bug in the IXD2?

Marhkimov
12-09-05, 09:09 PM
This is the stock SH3 armament of the IXD2:

4 fore tubes
4 fore reserves
2 fore extras
8 fore externals

2 aft tubes
2 aft reserves
4 aft externals

TOTALS
18 fore torpedoes
8 aft torpedoes

26 total torpedoes
Now, I went on uboat.net to check out the real armament of a IXD2, and if my memory serves me correctly, they listed 24 as being the max torpedo load... Then I checked some other sites just to be sure, and they confirmed it. 24 is the real torp load.



So using Wolfie's Tweek Sub mod (btw, it edits the basic.cfg), this is how I armed my IXD2:

4 fore tubes
4 fore reserves
2 fore extras
6 fore externals <== I simply removed 2 fore externals

2 aft tubes
2 aft reserves
4 aft externals

TOTALS
16 fore torpedoes
8 aft torpedoes

24 total torpedoes <== Max torpedo load is now correct


If you would like to keep those 2 torpedoes, you could even add them back in. Give yourself 4 fore extras.

I realize you already know all of this, so I am wondering why won't you just alter the basic.cfg file? Wouldn't that be easier?

Ducimus
12-09-05, 09:16 PM
Well i was wondering if there was a SIM or dat file entry somewhere.

Editing the basic.cfg is the easy way out :D

Regardless i dont think id give myself 4 more fish. 26 is more then plenty.

Historical or not i like the 2 extra because the boat works extreme long ranges, far far from home port. So i like packing enough gear to last for a very long patrol.

Marhkimov
12-09-05, 09:33 PM
LOL, same here, I lied... I use 26 torps. :D :D :D

Ducimus
12-09-05, 09:40 PM
Its an intresting bug really.

I think its hardcoded somwhere how many fish a boat can carry. To put in in psudo programming terms, how many fish a boat can carry is like a data structure. Its declaired somewhere. Its the basic.cfg that DEFINES that structure and assignts it values. Or so has been my thinking.


Heres the intrsting thing.
We know that 6 torpedos can be stored externally without abnormal behavior. 8 causes problems.

Ive read posts where all someone did was remove two external, and then added back the two as internal without problems. Why wouldnt this cause problems?

Well, look at the type XXI. :hmm:

Despite the CFG, I think theres a hard limit on internals and externals thats being defined somwhere. I wish i knew where.

Marhkimov
12-09-05, 09:57 PM
Ok, you're right.


but hmm, where? Could this be a job for... Super TimeTraveller??? :huh: :D

Ducimus
12-09-05, 10:10 PM
Ok, you're right.




Am I? :hmm:

At least what i described is what i *think* is going on. Im not gonna jump up and say im absoultly 100% correct. If i were you'd think someone would have discovered by now if it works that way. What makes me think its hardcoded somewhere:

1. Fiddelings with a VIIC and C/42. Yes true they use the same sub files, but they are defined as seperate subs. I coudlnt Swapping one loadout with the other.

2. Most importantly, without the use of SH3 commander, i defy anyone to get a C/42 or XXI to work from 1939 to 1945 in any floatilla AND have said floatilla assign a patrol grid with each patrol (no patrol grid 0 or NULL) for all 7 years. I dont think it can be done. Edit a single basic.cfg, floatlla.cfg or roster file however you like i think you'll hit a brick wall.

The only reason i can think of is maybe somewhere its defined that X sub is used for Y number years and has Z number of torpedo slots.

Marhkimov
12-09-05, 10:15 PM
You're probably almost right... ;)

Ducimus
12-09-05, 10:22 PM
You're probably almost right... ;)
:damn:

Marhkimov
12-09-05, 10:27 PM
Navy dude, you're too funny. :rotfl:

Ducimus
12-09-05, 10:42 PM
Thats just some forum rank!

Mr Battlestations! :D

sik1977
12-10-05, 11:25 AM
Just to confirm what you guys are referring to. Is it the issue of greyed out torpedo slots while moving the external torps to internal slots in a IXD2?

I used the IXD2 for an extended period of time in my last career. This was a real annoying bug which meant that, in order to reset the greyed out torpedo slots (after they go grey and sometimes the loading screen starts flickering), you must close/quit the game to desktop and restart SH3, then reload your save during patrol.

Well, i guess if thats the issue you guys are referring to, then i have not come across a fix yet on these forms or the excellent site http://u-boot.realsimulation.com/ and I have dozens of mods/fixes installed via JGSME (none of which has this fix).

Anyhow, please confirm and I will (when the time comes again) make the appropriate changes to my (already modified) basic.cfg file.

Thanks

P.s' I have screen shots, but if all my writing is sufficiently clear i need not find a photo posting site etc.

Marhkimov
12-10-05, 11:44 AM
Yeah, you're right. We're refering to the flickering issue whenever you move the external torpedoes to the internal compartments.

There is a fix available. If you want to fix the problem, refer to my first post in this thread. I hope that helps. If you have any questions, you know where to ask. ;)

sik1977
12-10-05, 12:14 PM
Thanks.

Marhkimov
12-10-05, 12:19 PM
The actual problem is that the IXD2 originally has 8 external torpedoes. SH3 has a problem with that, as it is only designed to model up to 6 external torpedoes, meaning things get buggy if you have 7 or more externals.

The simple and obvious solution would be to set your externals to 6 torpedoes, and if you wish to retain 26 total, you can add those 2 torpedoes back into the internal slots.

Ducimus
12-10-05, 12:39 PM
I cheated and put those two fish as internal slots. :rotfl:

Marhkimov
12-10-05, 12:48 PM
Me too! :D

Godalmighty83
12-10-05, 01:53 PM
am i the only one who cant edit tube ammounts through wolfies tweak pack.

i create a shortcut as advised but the target doesnt change, i try to add wolfie manualy but it isnt accepted.

Marhkimov
12-10-05, 01:58 PM
Try this for the shortcut target:


"C:\ ... your file location ... \TweekSUB.exe" Wolfie

Use exact capitalization and spacing or else it won't work.

Ducimus
12-10-05, 03:04 PM
am i the only one who cant edit tube ammounts through wolfies tweak pack.

i create a shortcut as advised but the target doesnt change, i try to add wolfie manualy but it isnt accepted.


Didnt use the tweak pack. Notepad for the win!

EDIT: :rotfl: Love my new forum rank. How approrpiate since im cruising around the Indian /pacific oceans in an IXD2

Marhkimov
12-10-05, 03:07 PM
For people who don't like to do manual text tweeking, the tweek pack is much simpler.

And yes, you have graduated from navy dude to wild night in bangkok! LOL :rotfl:

Hartmann
12-10-05, 04:44 PM
why this ugly avatars ???? :huh: :stare:

:rotfl: :rotfl: :-j

Syxx_Killer
12-10-05, 09:37 PM
I have pondered this numerous times, and after seeing an interrogation report of some survivors, 26 fish may not be all that unrealistic.

http://www.uboatarchive.net/Uboatlist.htm

In that site listed above, is an interrogation report of the survivors of a Type IXD. They had crammed 27 torpedoes in it! I tried looking for that report again. I always forget which U-boat it was. I searched through twice, but couldn't find it. I know it is there. :doh: :doh: :damn:

Marhkimov
12-10-05, 09:52 PM
I wondered the same thing, myself. I didn't do any research, but if I was a u-boat captain, I'd throw out a bunch of unnecessary things in order to carry a few more fishes.


"27 torpedoes? ... Ok men, you'll have to make do with only two pair of undies." :o

Ducimus
12-11-05, 12:42 AM
I have pondered this numerous times, and after seeing an interrogation report of some survivors, 26 fish may not be all that unrealistic.

http://www.uboatarchive.net/Uboatlist.htm

In that site listed above, is an interrogation report of the survivors of a Type IXD. They had crammed 27 torpedoes in it! I tried looking for that report again. I always forget which U-boat it was. I searched through twice, but couldn't find it. I know it is there. :doh: :doh: :damn:


U-199?
http://www.uboatarchive.net/U-199INT.htm


Torpedo Tubes – Four bow, two stern.



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.

Syxx_Killer
12-11-05, 09:46 AM
U-199?
http://www.uboatarchive.net/U-199INT.htm

Yep, that looks to be it. I remembered the number had a 9 in it. I looked at the U-199 report each time and still missed it. I guess it didn't look familiar. :oops: :oops: :damn: :damn:

high3agle
02-13-07, 01:39 PM
Ok, I'm trying to get the hidden feature in Wolfies tweek pack that allows you to change the amount of torpedos you can carry to work and I'm not having any luck.
I created a shortcut and added "Wolfie" to the target line as stated but I just get an error when I press apply. Bellow is what I try to type in but it wont accept when clicking apply. Can someone please help?

"C:.\Program Files\Ubisoft\SilentHunterIII\WolfiesTweekPak\Twee k\TweekSUB.exe Wolfie"

:damn:

Ducimus
02-13-07, 01:44 PM
Ummm welcome to subsim.

Where did you dig up this old fossil from anyway? 12-09-2005. geeez.

high3agle
02-13-07, 02:38 PM
lol, I typed in "TweekSUB.exe Wolfie" into google. :D

Ducimus
02-13-07, 03:18 PM
lol, I typed in "TweekSUB.exe Wolfie" into google. :D

Yikes. Ok, clearly, ive been here too long, and post too much. :roll:



Anyway, the best ting to do is just edit the Basic.cfg file.


Items in that file are assigned an ID number. (these are defined towards the end of the file).

Torpedo number 0 for instance is the G7a everyone likes to use. Torpedo number 4 is the GIII e Fat II i think.

anyway, im hoping the rest of the file is self explanitory if you look at it.

Madox58
02-13-07, 03:37 PM
I believe, if you read close, it says the W must be LOWER case!
He was testing to see how many people actually read instructions!
:rotfl: :rotfl: :rotfl:

high3agle
02-13-07, 09:58 PM
Well, I logged on today and tried with a lower case "w" and I didn't get the error that windows was giving me but the unlock didn't work. So then I tried with the capital "W" again for the hell of it and it worked, woot!

I don't know if maybe there is a pattern to it? Because in his instructions he tells you lower case "w" and when you read on further it says "W". But anyway, time to go sink a convoy and not have to surface to reload and hunt it down again. Thx to all for trying to help, I appreciate it and thx to Wolfie for this nice add on.

:rock::rock::rock: