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View Full Version : My turn for Torpedo Problems [Resolved]


Sailor Steve
03-13-06, 12:02 PM
My type II crew are now refusing to load torpedoes. This is their fifth patrol, and they've never had this problem before. No, I'm not in silent running; in fact I restarted the patrol and fired a torpedo with a fresh crew just so I could take this screenshot:

http://i14.photobucket.com/albums/a325/SailorSteve/SH3Img12-3-2006_14.jpg

Well, it turned out kinda small, but I have two torpedomen plus a full crew and it stills says "Waiting in queue for loading".

No, I don't have a torpedo officer, but I haven't had this problem before without one.

I did just install the Hollywood Sub Damage Mod, but I don't see how that could affect anything.

This only happens with the Type II; all other boats are unaffected.

VonHelsching
03-13-06, 01:11 PM
Steve,

I believe this has something to do with the crew fatigue model in the Advanced Holywood Damage. Change from SH3cdr to "no fatigue", delete any [compartment] references to /sf3cdr/cfg/Medals and renown.cfg. and see what happens.

One version of the Advanced Holywood (I think it was on the DieHard thread) is designed to fubar the repair crew. I had several problems while experimenting with the engine room of the XXI ("cannot comply") and another compartment. I stripped all crew mgt related from Holywood Damage and made a personalised version. If you're not using RuB, IuB or NYGM, you could as well as try it:

http://rapidshare.de/files/14631212/Hollywood_Advanced_Damage_Model_-_Non_RuB-IuB_plus_Tweaks.7z.html

If I remember right, you must have RuB. You might as well as copy / paste from zones.cfg only the u-boat section.

Holywood Advanced Damage by Gouldjg
(Non RuB-IuB version, further tweaked by VonHelsching)

Differences with original Advanced Model

This version of Advanced Holywood Damage is for use with the stock game and Not with RuB or IuB, since it contains changes only for the uboat and discards changes in the damage model of ships. Also all aspect regarding crew management schemes were stripped out. Implemented some ideas elaborated in DieHard thread (a mod, which was never published), enhancing the near-death experience, plus giving you a *slight* possibility of:

-fighting back, even while heavy damaged
-limping back to port

I will not disclose anything more, In order not to spoil the spoilers...

---> Do NOT JSGME-it in the middle of the patrol. ONLY before loading a savegame before statring the mission; @ the office <-----

Sailor Steve
03-13-06, 03:27 PM
Thanks. I'll try those.

Average Joe
03-13-06, 08:25 PM
FWIW, I'm pretty sure an open torpedo door (with no torpedo loaded) will halt loading a new one. I don't know why but it's happened to me a couple times. Closing the door allowed loading to proceed.

Sailor Steve
03-14-06, 11:45 AM
delete any [compartment] references to /sf3cdr/cfg/Medals and renown.cfg. and see what happens.
That one did it. I dumped everything after '[Compartments]' and the problem went away.

Thanks.