View Full Version : Cannot reload torpedoes in Type II
Fritz Eger
07-10-06, 04:47 AM
Have just installed GW mod which is fantastic. However on my first war patrol in a Type IIa I cannot get enough efficiency in the bow torpedo room to load a single fish. Despite filling the compartment with WOs and a torpedo senior rate I still get a very small green bar and torpedo waiting message. All the crew are fully rested at 100% endurance
HELP as I've got a lovely ship in front of me thats taken three hits but still refuses to sink
Check to make sure you don't have silent running selected. No torps will load if you are running silent.
Sir Big Jugs
07-10-06, 06:14 AM
Oh, and check that you have torps too!:D
bigboywooly
07-10-06, 07:06 AM
You are not the only one
There are currently about two of you in different threads with this problem which has so far beaten every idea
Hang in there
U-Bones
07-10-06, 07:43 AM
Here is what I think.
In the 1.1a install, this is in the cfg/basic.cfg
;NumberOfCrew5=10
;Interval1_5=5.1
;Interval2_5=6.5
;Interval3_5=13.7
NumberOfCrew5=10
Interval1_5=30
Interval2_5=30
Interval3_5=30
This section (10 enlisted slot compartments) controls efficiency for
1. Damage Control on the Vii and iX
2. Bow Torpedoes on the II
3. Electric and Diesel Rooms on the XXI
I noticed this because I modded all compartments prior to playing 1.1a, but forgot about it until all this came up.
Interval1_x controls minimum efficiency it takes to operate the compartment.
Interval2_x has no known effect.
Interval3_x controls maximum compartment efficiency.
Basically the Interval1_5 is setting minimum efficiency impossibly high. Changing it from 30 to a 3.0, or reverting back to the commented settings, should correct this problem. Note that I have not tested this, but am basing it purely on previous observations.
Note: The commented out numbers are the settings from the original 1.0 and 1.1 JSGME installs.
Fritz Eger
07-10-06, 09:19 AM
That did it, changed the cfg file as suggested - thanks
Redwine
07-10-06, 09:40 AM
Thanks a lot U-Bones i wrote to my frind to put him in know about you has posted here.... :up:
U-snafu
07-10-06, 08:52 PM
changed the files and type II reloads fine now. thanks U-bones:up:
Redwine
07-11-06, 07:38 AM
Thanks U-Bones for help ! :up: :up: :up:
Kpt. Lehmann
07-11-06, 09:03 AM
Here is what I think.
In the 1.1a install, this is in the cfg/basic.cfg
;NumberOfCrew5=10
;Interval1_5=5.1
;Interval2_5=6.5
;Interval3_5=13.7
NumberOfCrew5=10
Interval1_5=30
Interval2_5=30
Interval3_5=30
This section (10 enlisted slot compartments) controls efficiency for
1. Damage Control on the Vii and iX
2. Bow Torpedoes on the II
3. Electric and Diesel Rooms on the XXI
I noticed this because I modded all compartments prior to playing 1.1a, but forgot about it until all this came up.
Interval1_x controls minimum efficiency it takes to operate the compartment.
Interval2_x has no known effect.
Interval3_x controls maximum compartment efficiency.
Basically the Interval1_5 is setting minimum efficiency impossibly high. Changing it from 30 to a 3.0, or reverting back to the commented settings, should correct this problem. Note that I have not tested this, but am basing it purely on previous observations.
Note: The commented out numbers are the settings from the original 1.0 and 1.1 JSGME installs.
Hi U-bones,
I've already addressed this issue on our GW sticky thread using a Type IIA in 1939 with a green crew. The problem you are experiencing is an intermittant one... similar to the SH3 camera bug.
Sometimes features in SH3 get "stuck" like when you reach a final navigation waypoint... sometimes clicking on a speed setting does nothing. I have found that it works just fine if you switch from the speed telegraph to the knotmeter and select a speed... away you go!
The same is the case with the Type IIA torpedo loading.
Just try something as simple as taking all the crewmen out of the torpedo compartment and putting them back in... As long as your green compartment efficiency bar is over half... they will load the final torps. Believe me!!! I've re-tested this issue itself several times over the last three days now with NO problems.:up: :up: :up:
Ubering the crew compartment changes a number of things and breaks the 8 hour crew fatigue system.
Kpt. Lehmann
07-11-06, 09:05 AM
This issue is addressed on page five of our GW sticky thread here in the Mods Workshop.
U-Bones
07-11-06, 11:11 AM
Hi U-bones,
I've already addressed this issue on our GW sticky thread using a Type IIA in 1939 with a green crew. The problem you are experiencing is an intermittant one... similar to the SH3 camera bug... ...This issue is addressed on page five of our GW sticky thread here in the Mods Workshop.
I was not having an issue, but was providing an answer to a specific issue others were having.
What I ponted out was an inconsistancy in the 1.1a distribution that prevented one of the requirements in your earlier solution from ever being met.
In basic.cfg [COMPARTMENNTS]
NumberOfCrew5=10
Interval1_5=30 ; <==== impossibly high
Interval2_5=30
Interval3_5=30
This sets miminum required efficiency impossibly high on any compartment that has 10 enlisted slots. (including II Torpedo Room and Damage Control on VII's and IX's). The values used in the original 1.0 distribution are commented out - looks like someone was testing something and didn't clean up.
Sorry I was not clear enough earlier.
gouldjg
07-11-06, 11:38 AM
Hi U-Bones
Thanks for that mate as you in fact did provide the correct info :up: .
I have just explained to the KPT that this was a problem on our half and the fix you suggested is in fact the correct method of dealing with the problem.
I think Kpt. Lehmann thought about another stock problem.
This was my fault in a way as I was not involved in the first GW release and I went absent from the scene for a while so did not advise GW on the problem as they released it.
I did post a fix in my original thread and presumed everyone had got this on the bigger mods.
We are going to fix this in the next release and I will assist those whom come here that have the problem.
Once again, I thank you for helping the guys out whom have had problems in this area. As I no longer visit here as much, I had missed the issue. Too much bloody work IRL.
Such a small text error having such a damming effect.
The original purpose of the longer setting was due to getting some pretty good repair times in those early days when first used. The problem was, I never noticed other compartments shared the same interval setting as the repair station in other subs.
I am looking for a way to seperate the compatments interval settings so that they are not shared so any ideas will be great:lol: :lol: :lol: :lol:
:up: :up:
U-Bones
07-11-06, 11:47 AM
Rgr, danke !
I wish I knew how to seperate the compartments out... several are not even used, and it would be dandy to have DC seperated. I gave this a great deal of thought playing around with repair times myself...
Kpt. Lehmann
07-11-06, 11:50 AM
U-Bones,
Easy there mate... I wasn't having a go at you... nor did I accuse you of having an issue. I was discussing *the* issue mate.
I have looked deeper into all of the posts here and in our sticky regarding the same.
No one specified which fatigue mod they were using... and I forgot to ask.
There is *an* issue in the 24 hour fatigue model.... Not the 8 hour model that I was referring to.
I just spoke with Gouldjg live... and we found the following problem that we thought we had already fixed.
The 24 hour crew fatigue model SHOULD have these entries as follows to be correct.
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7
The above values should not be commented out as they are currently in GW.
We missed a step on the 24 hour fatigue mod and we'll get it fixed.
Thank you for bringing it to our attention.:ping: :ping: :ping:
(As a side note... the no go/stuck sub bug... is a stock problem. I addressed this in the same conversation with Cdre Gibs and it was present before GW was released.)
U-Bones
07-11-06, 12:09 PM
U-Bones,
Easy there mate... I wasn't having a go at you... nor did I accuse you of having an issue. I was discussing *the* issue mate.
I have looked deeper into all of the posts here and in our sticky regarding the same.
No one specified which fatigue mod they were using... and I forgot to ask.
There is *an* issue in the 24 hour fatigue model.... Not the 8 hour model that I was referring to.
I just spoke with Gouldjg live... and we found the following problem that we thought we had already fixed.
The 24 hour crew fatigue model SHOULD have these entries as follows to be correct.
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7
The above values should not be commented out as they are currently in GW.
We missed a step on the 24 hour fatigue mod and we'll get it fixed.
Thank you for bringing it to our attention.:ping: :ping: :ping:
(As a side note... the no go/stuck sub bug... is a stock problem. I addressed this in the same conversation with Cdre Gibs and it was present before GW was released.)
Hehe, everyone was writing while I was toning my reply down. I was unfairly annoyed that you didn't understand the situation, and I can be a real jerk sometimes. Apologies.
Thanks for patiently fixing problems. :up:
Kpt. Lehmann
07-11-06, 12:36 PM
No worries U-bones. :up: :up: :up: We were just looking at the same thing on two different files... Hrmmm... This means we were both correct.
Red, I just saw the 4 VickerOilSlick files at your download site but your instructions to get them to work doesn't work. ;) "Download all 4 files, put all them into a same empty folder, then click on the .exe file, wich will rebuld all 4 parts into the big original .zip file." They download as vickersoislick.zip.exe, .zip0002, .zip0003 and .zip0004
I took the .zip out of their names but they're still not working.
What are the file extension ids you rename the files to so they work properly? ?
This site is wonderful and I wish i had found you all sooner! Found the cure to spendin 4 days going through Keil canal but where is the instal file the to corect the reloads on the type v11's?
Gray
bigboywooly
09-29-06, 12:24 AM
This site is wonderful and I wish i had found you all sooner! Found the cure to spendin 4 days going through Keil canal but where is the instal file the to corect the reloads on the type v11's?
Gray
Try this
http://rapidshare.de/files/31194701/GW_24_Hour_Fatigue_Fix.zip.html
Redwine
09-29-06, 09:11 PM
Red, I just saw the 4 VickerOilSlick files at your download site but your instructions to get them to work doesn't work. ;) "Download all 4 files, put all them into a same empty folder, then click on the .exe file, wich will rebuld all 4 parts into the big original .zip file." They download as vickersoislick.zip.exe, .zip0002, .zip0003 and .zip0004
I took the .zip out of their names but they're still not working.
What are the file extension ids you rename the files to so they work properly? ?
Sorry... i didnt seen your comment up to today.
Next time use a private message please to advice me i have a request...
You must not to rename any file.
Just put all them into a same folder, do not rename any one, click on the .exe, a samall program windows will open, click on the button at botom called "UNIR" and thats all, the rebuilded file will appears.
Files works fine, i downloaded and rebuilded them just now.....
http://img95.imageshack.us/img95/318/uniroc7.th.jpg (http://img95.imageshack.us/my.php?image=uniroc7.jpg)
Sorry still cant find how to edit the config file. can some give an idiots guide as to how to do this?
Gray
C:\Program Files\Grays Games\Ubisoft\SilentHunterIII\data\Cfg
I have put the corrections in the above file but it does not save or alter the game.
Am I in the right place?
Gray
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