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-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   Bug unveiled: Watching Crew Deaths (https://www.subsim.com/radioroom/showthread.php?t=109077)

partyboy 03-26-07 01:27 PM

In my experience the speed makes no difference.

Joaoperru 03-26-07 01:29 PM

Quote:

Originally Posted by U-Schultz
There was a post on the Ubi forums where a gentleman said the "bridge death" bug was related to going flank speed on the surface. Have not had a chance to test it myself but he was convinced that was the problem.

Dont think that's the problem.. i rarely go at flank speed... and not during my checks

Glad to see that Schlageter found those lines... i'm gonna try in a few minutes then i'll tell you what i see...
Anyway i found these lines in the "basic.cfg"

[DAMAGE]
OpenComp=1
PartiallyOpenComp=0.5
EnclosedComp=0.1

Maybe just changing those we will patch everything up... let's try all of us and share experience. I really want to solve AT LEAST that damned thing. For now it's the one killing my experience the most.

phloon 03-26-07 03:50 PM

Quote:

Originally Posted by partyboy
In my experience the speed makes no difference.

I can confirm that speed makes no difference. The last time this but ruined my patrol I was doing nothing but nighttime cruising at standard.

Joaoperru 03-26-07 04:56 PM

Ok guys: after 3 hours of trying different things here is my experience to you all.
I used the
[DAMAGE]
OpenComp=1 (i put 0,1)
PartiallyOpenComp=0.5 (0,1 here too)
EnclosedComp=0.1

And it was useless. Found a good spot to get attacked and got airstrikes all the way. Long time spent though to get the bombs into the right quarters (watching crew and AA/deck gun), without too much damage... anyway:

AA/Deck gun

- People at AA/Deck gun never heal. They lose health at a VERY slow rate.
- If they go to another quarter they start healing.
- If one from another quarter goes with a wounded one in Deck gun he starts to lose health (very slow rate too).
- if i move all of them (AA/deck gun) to another quarter they heal and those who take their places dont lose health.
-Conclusion: seems like a wounded guy at the AA/Deck gun places has a strange virus which kills everyone near him. Put wounded men in other quarters (even watch crew quarter if none there is already wounded) and they will heal themselves.

Watch Crew station

- People who get wounded in the watch crew station start losing health more quickly but at DIFFERENT PACES. Some like 20 every 2 hours.. other nothing for many hours.
- If you change an entire row of wounded people with 4 unwounded, the new guys start to lose health. The former wounded ones gain health.

Hope that this is of some help. Found no solution for it but at least we know well what's happening now.
and it's really weird... most of all the fact that they lose health at different paces, as if there's something random on it or there's something that is linked to some skill they have.

It's all for tonight, mates!

joea 03-26-07 05:15 PM

Has anyone thought to contact the devs with this info? :hmm:

phloon 03-26-07 05:21 PM

Quote:

Originally Posted by Joaoperru
Ok guys: after 3 hours of trying different things here is my experience to you all.
I used the
[DAMAGE]
OpenComp=1 (i put 0,1)
PartiallyOpenComp=0.5 (0,1 here too)
EnclosedComp=0.1

*snip*

I'm guessing that it's not as straightforward as simply adjusting values in a config file since the problem only occurs after damage. Some calculation must be getting thrown off.

Has anyone found a file which describes the effects of heavy weather? Maybe more clues lie there.

Balu0 03-26-07 05:24 PM

Hi

I'm experiencing the same thing, and this is realy the only critical bug for me too to have fun...

I did not know about this thread so I started a new in the MOD section here:

http://www.subsim.com/radioroom/showthread.php?t=109205

In a Nutshel what I found that the problem is with the Conning Tower only...
For me the Deck gun is not effected. But I only got it damaged once...
More test was done on the watch tower and the AA Gun.

What I found that not only the crew take damage.. to be honest I think this bug have nothing to do with actual healt with the crew..

I found that the EQUIPMENTS themselfs are suffering damage, and that couse the crew health loss.

My AA gun was the best test subject it can have only 1 guy... so after damage, if it have someone in it's slot, after repaired the gun god damaged over and over again, geting 15 points of damage cousing 1 health loss for the guy in its slott...

This is the same with the watch tower and radar... I'm sure most of you heared the anyoing radar damaged / radar repaired / radar damaged bug.. whis is the couse..

For some reason the actual damage that was inflictid to the equipment in the Conning Tower and only the Conning Tower gets applyed over and over again... but only to the structure and equipment (maybe not even to structure , just the equipment..) and this damage is spreading to the crew...


Any toughts what can couse this... I'm 80% sure we will find the bug in the Conning Tower's data files... \Data\Objects

Edit: If it would be an EXE related calculation problem, it would apply for the whole ship IMHO not just the conning tower

Seminole 03-26-07 06:40 PM

As usual I'm the odd man out. I've finished 5 patrols using TC of 2048 regularly. I haven't encountered this even once. :shifty:

...But this time around I'm not complaining about it not happening to me.

Schlageter-JG26 03-26-07 07:00 PM

JP - yes, the game is desienged with what appears to be a chance-to-hit ratio for the crew in each compartment. Hence the values I posted way earlier. If you set those values for the Conn to all be 0, then your crew will not suffer damage from attacks to the Conn or the AA positions.

But that is based on the presumption that the health damage comes from damage inflicted somehow to those spots on the sub itself. That may or may not be the case.

My game in as-delivered condition would end up with the crew ALL exhausting themselves by the return from patrol. It would start with the Conn/AA crews and the rest would also slowly perish from exhaustion. I had not taken hits or damage in any way and presumed there to be a problem with the sleep schedule. Almost none of them EVER slept. I tried rotating positions and the guys in the worst shape to the shift that would be sleeping but it didn't work.

The fact that the ENTIRE crew was passing out and dying like that DOES make me wonder about the sub taking damage. I've been fiddling with the Hitpoints and other variables in all the files for a few days now and no longer have problems with the crew. Their team efficiencies are always maxed, they sleep seemingly ok and regenerate their fatigue quickly. Likewise, I set all my compartments so the crew themselves don't take damage. That setup is over-the-top for any sim die-hards, but it HAS eliminated the "death by fatigue" issues.

Sailors are hard workers, but no Captain runs his ship that hard for longer than is necessary. I am wondering more and more if the sub WAS taking damage slowly somehow and if the crews were exhausting themselves doing Maintenance service. Can't say I ever saw anything pop up in the damage report though.

This one remains a mystery to me, but if any of you are having problems try the 0 Chance mod first (\Data\UPCData\UPCUnitsData\UnitParts#Shipname.upc ) Within each of those files should be Three or Four separate sets of values for each available Conn Tower throughout the war, so set the 0s for the Watch and any AA positions and report back. I've got LOADS more mods on my rig, so much that I can't say with any certainty what is or is not keeping my crew alive. So give this a shot and if it doesn't work, let me know and I'll try looking deeper into what I've already modded with my crew values.

I can't help but keep wondering if this is some sort of SecuRom issue. :shifty: The way it takes so long but eventually terminates your game for you seems like something they'd do to spoil the game for people with invalid copies. Thing is, mine's valid. Hopefully its just a glitch the devs missed when they Bet.... oooooh, snap! That's right. I forgot. THEY NEVER BETA TESTED THE DANG THING! :nope::roll::dead:

Balu0 03-27-07 02:29 AM

It is the Sub! (teh Sub's Conning Tower to be precise) that takeing damage! over and over again... I'm 100% , best to test with the AA gun...

read my post 2 above....

bakalakadaka 03-27-07 07:06 AM

Can't wait to test if we had solved the problem.I can also comfirm that it only hapeens when you take damage.I went on a patrol from Pearl Harbor to Japan and back(i didnt take any damage)and it was all right noone died.I already changed those lines so i'll test it soon and then i will post.

modisch 03-27-07 12:18 PM

I'd like to add a tidbit that seems to be consistent with the conning tower theory. I've taken damage to the conning tower and had the bug rear it's ugly head... but damage to the deck gun seems to be handled fine. It's strictly conning tower/AA.

I have yet to find anything in the files, though, that would indicate some sort of damage function aside from exposure to enemy fire.

partyboy 03-27-07 02:27 PM

This bug is such a bummer. I started a new career and my first mission was to take photos of ships in Tokyo harbour. I spent about 90 minutes doing that, sank some destroyers while I was there, good times. I complete the objective and send a report, and receive a new objective, to patrol the East China Sea. Cool, I thought, a new objective. I'll just go to midway to resupply and then get r done. Except, at some point, I received some deck damage.. so I have the bug. So now I have to babysit the watch crew while I attempt a new objective that might take another few hours, replacing the crew every day or so to make sure they don't lose too much health. Meh.

Worst bug ever.

Balu0 03-27-07 04:01 PM

Quote:

Originally Posted by modisch
I'd like to add a tidbit that seems to be consistent with the conning tower theory. I've taken damage to the conning tower and had the bug rear it's ugly head... but damage to the deck gun seems to be handled fine. It's strictly conning tower/AA.

I have yet to find anything in the files, though, that would indicate some sort of damage function aside from exposure to enemy fire.

Confirmed the Deck Gun is OK... just tested it..

Btw, try look for the parameters controling equipment malfunctions... this is a new thing in SH4, and I would not be surprised if the DEVS messed up this feature.

Just a theory:
After your AA or Conning tower gets damaged tha nrepaired, equipment like the AA GUN itself, and for the watch the radar, start to malfunction even after repaired, simulating no correct repair or something..

but their malfunction chance is messed up or something and this is the reason they always fail time after time...
I'm not home so I can't start to look for this parameters... but I just had this idea.. what do you guys think ?

phloon 03-27-07 05:34 PM

Quote:

Originally Posted by Balu0
Quote:

Originally Posted by modisch
I'd like to add a tidbit that seems to be consistent with the conning tower theory. I've taken damage to the conning tower and had the bug rear it's ugly head... but damage to the deck gun seems to be handled fine. It's strictly conning tower/AA.

I have yet to find anything in the files, though, that would indicate some sort of damage function aside from exposure to enemy fire.

Confirmed the Deck Gun is OK... just tested it..

Btw, try look for the parameters controling equipment malfunctions... this is a new thing in SH4, and I would not be surprised if the DEVS messed up this feature.

Just a theory:
After your AA or Conning tower gets damaged tha nrepaired, equipment like the AA GUN itself, and for the watch the radar, start to malfunction even after repaired, simulating no correct repair or something..

but their malfunction chance is messed up or something and this is the reason they always fail time after time...
I'm not home so I can't start to look for this parameters... but I just had this idea.. what do you guys think ?

You may have something here. It could be that the previously damaged sub components have a much higher chance of malfunctioning. Now, whenever a sub component is damaged in an attack the crew in that compartment have a chance of being injured. What if the "malfunctions" have the same effect? If that's the case then each time something broke due to malfunction the crew in that compartment suffer the effects of an enemy attack.

Werewolf13 03-27-07 06:46 PM

OK...
I've run three full length patrols so far and not once has anyone on the bridge watch died.

Are you guys maybe going to battle stations and not turning it off when the battle is over.

Staying at battle stations is very fatiguing.

REAL LIFE: I bet most of you've never stood a look out watch outside the skin of a ship in the North Atlantic or North Pacific. You can't do it for very long or you will die!

My guess - y'all are forgetting to secure from battlestations. If not - oh well.

zenko 03-27-07 06:54 PM

Has anyone tried going on a patrol without any watch crew? I tried and it seems to detect targets just as efficient as if theres a full watch crew... weird.

Since I don't need any watch crew, the damage problem never spread to other places but the Watch area, all my crew are safe.

But i still feel that the devs should solve this asap.

DeePsix U-48 03-27-07 07:41 PM

I have also noticed if you are submerged and being depth charged, any damage taken by the AA gun or the Flak gun translate to the crew assigned there despite the fact that they are now inside the sub. The game treats them as if they are outside the sub. I guess when im under water and being depth charged I should move them to the Damage control team to keep them from being depth charge killed.

Iron Budokan 03-27-07 07:55 PM

I was also wondering if this might not be from keeping the crew on battlestations? :hmm:

phloon 03-27-07 08:05 PM

Quote:

Originally Posted by Werewolf13
OK...
I've run three full length patrols so far and not once has anyone on the bridge watch died.

Are you guys maybe going to battle stations and not turning it off when the battle is over.

Staying at battle stations is very fatiguing.

REAL LIFE: I bet most of you've never stood a look out watch outside the skin of a ship in the North Atlantic or North Pacific. You can't do it for very long or you will die!

My guess - y'all are forgetting to secure from battlestations. If not - oh well.

I've experienced the crew death/ random deck watch damage while not at general quarters. This much I know.


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