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-   -   Bug unveiled: Watching Crew Deaths (https://www.subsim.com/radioroom/showthread.php?t=109077)

partyboy 03-28-07 09:53 AM

You should be able to continue playing by monitoring the health of the watch crew and manually cycling them out every now and then. Pain in the ass, yeah, but if you're otherwise enjoying the game, it's a temporary workaround for this irritating problem.

Joaoperru 03-28-07 10:22 AM

I really hope it's just temporary... but not everyone is aware of this and not present in many wish lists for patch 1.2
I'll add my wish list soon

Seminole 03-28-07 12:23 PM

Just wondering if you guys experiencing crew fatigue deaths filled all your open slots before going on patrol?

I did..... even all the open damage control slots.


I have finished 8 patrols...used 2048 TC often...been attacked and damaged by planes and as yet I have not run across this.


Plus.... also I make double SURE to stand down from battlestations before going into any level of TC.


This is perplexing to me too even though I have not as yet encountered it....knock on wood.

gord96 03-28-07 12:32 PM

Quote:

Originally Posted by Joaoperru
I'm really amazed by the fact that seems like just a bunch of us UNDERSTANDS the real letdown of this mess....
I STOPPED playing the game BACAUSE OF THIS. No care about resolution or FSAA, no care about aircrafts or overall difficulty (important but secondary right now). This annoying bug is wasting my precious time on this sim. And would love it i know.
I really hope that we can find a way to fix it.
I WANT my crew to get realistically injured but i dont want to know that if the got injured they'll surely die.
It's just incredibily unplayable and i would like that every single player knew that.

yeah. this is the reason I have gone back to SH3 until this gets fixed. Nothing else about the game bothers me much, but this bug is just dumb.

Prientje 03-28-07 12:48 PM

Quote:

Originally Posted by Seminole
Just wondering if you guys experiencing crew fatigue deaths filled all your open slots before going on patrol?

I did..... even all the open damage control slots.


I have finished 8 patrols...used 2048 TC often...been attacked and damaged by planes and as yet I have not run across this.


Plus.... also I make double SURE to stand down from battlestations before going into any level of TC.


This is perplexing to me too even though I have not as yet encountered it....knock on wood.




yes, it could be, that most players make one inportend but fatal mistake...


this....

Plus.... also I make double SURE to stand down from battlestations before going
into any level of TC.


they dont make sure to stand down from the battlestation in tc....

bakalakadaka 03-28-07 01:06 PM

I am also considering stopping playing game until this gets fixed.And i also noticed that when conning/aa gets damaged the crew doesnt immidiately start losing health.On a patrol it usually happens while already returning to my base.And YOU guys who think that we're forgetting to get off battle stations:DO YOU THINK WE'RE FREAKING RETARDED?DOES IT SOUND WEIRD WHEN WE ALL SAY IT HAPPENS ONLY WHEN THE CONN/AA IS DAMAGED?BETTER SHUT UP AND BE HAPPY IT DOESN'T HAPPEN TO YOU!

partyboy 03-28-07 03:01 PM

Sigh, it's not a battle stations issue. It's a bug, and part of the bug is that your deck equipment will constantly fail for no reason..if you repair it, it just breaks again even when you're completely alone, which has absolutely nothing to do with battle stations anyway.

stomper 03-28-07 03:54 PM

I'm not new to Subsim but I am new to posting so hello , this maybe a fix for the AA deaths issue with the Flak gun. In the Data\UPCData\UPCUnitsData folder, select the sub type your playing and change the following:


[UnitPart 1.Compartment 2]
CompartmentType= 2
StatusActive= No
ID= GatoConnAA
NameDisplayable= AA Gun
Type=NULL
FunctionalType= FlakRoom
MechanicalCoef= 0.2
ElectricsCoef= 0
GunsCoef= 0.5 ;0..1
WatchmanCoef= 0.5
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=0
CrewMembersSlots= 0 ------------------------> change to 1
EffciencyDenominator=1
EffciencyDenominatorBS=1
Hitpoints=200
CrewExposure=0.3
EquipmentsExposure=0.1
WeaponsExposure=0.1


I'm currently testing this and so far have been able to exchange a wounded unit without the replacement becoming injured both above and below the surface. I've not had the conning tower issue but check the crew member and leader slots match the available slots for the type of sub your playing. Maybe the bug is due to crewmembers located in a slot in game thats different to the data file.


Cheers, Si

partyboy 03-28-07 04:46 PM

I wonder about those *Exposure variables. The issue does seem to revolve around the damaged deck; If you repair the deck it's possible for an injured watch crew to become healthy again.. but then the deck breaks and the cycle begins again. The deck is hurting them.. and since you can't permanently repair it, it kills them.

If the issue isn't fixed in the next patch then I'll start playing with the config files.

RypeL 03-28-07 04:54 PM

To me it seems like it only happens when the radar got damaged. On my last patrol the tower/AA Gun was heavily hit by a plane but the radar stayed intact. The AA gun was repaired then damaged again like usual but the health of the crewmen didnt suffer from that. So i think as long as the Radar isent hit youre ok.

Werewolf13 03-28-07 05:37 PM

Feature?
 
OK...

I'm no dev apologist nor a freakin' fanboi. Check my SH4 messages and you'll see I'm not terribly happy with SH4 so far...

That SAID:

The Watch Crew Deaths - finally experienced it. Kinda. Maybe I'm overthinking this buy my experience says this happenstance percieved by so many as a bug is really a feature. People are perceiving it as a bug because they just aren't used to wounded guys maybe dying. Get wounded in real life and you're not close to good medical care and there's a real good chance you're gonna die. Medics on a sub could only do so much.

Here's what happened to me and I did some things I wouldn't normally have done based on this thread.

Took damage from DD gunfire. Dove. Noted health levels.

Then thought about the situation. When a guy gets wounded he may die anyway - the medics may not be able to stabilize him.

I had 5 guys turn pink with varying health levels from 67 to 99 that were assigned to bridge watch.

After diving 2 of them went from 77 to 70. The one guy at 99 stayed there. The guy at 67 dropped to 63 and then made a recover back up to 70.

To see if just being assigned to a bridge station wounded people I put a 100 health guy on the bridge after surfacing and repairing bridge damage (radio antenna). He stayed at 100.

What am I missing here.

Seems to me that the devs have modeled the fact that not all wounded guys are gonna make it. Take the wounded guys off watch, stick 'em in an off duty watch that is sleeping and they degrade slowly or not at all and sometimes get better.

I think this wounding bug is a feature.

Get wounded and no matter what the medics do and you may die anyway.

phloon 03-28-07 05:50 PM

Quote:

Originally Posted by Werewolf13
OK...

I'm no dev apologist nor a freakin' fanboi. Check my SH4 messages and you'll see I'm not terribly happy with SH4 so far...

That SAID:

The Watch Crew Deaths - finally experienced it. Kinda. Maybe I'm overthinking this buy my experience says this happenstance percieved by so many as a bug is really a feature. People are perceiving it as a bug because they just aren't used to wounded guys maybe dying. Get wounded in real life and you're not close to good medical care and there's a real good chance you're gonna die. Medics on a sub could only do so much.

Here's what happened to me and I did some things I wouldn't normally have done based on this thread.

Took damage from DD gunfire. Dove. Noted health levels.

Then thought about the situation. When a guy gets wounded he may die anyway - the medics may not be able to stabilize him.

I had 5 guys turn pink with varying health levels from 67 to 99 that were assigned to bridge watch.

After diving 2 of them went from 77 to 70. The one guy at 99 stayed there. The guy at 67 dropped to 63 and then made a recover back up to 70.

To see if just being assigned to a bridge station wounded people I put a 100 health guy on the bridge after surfacing and repairing bridge damage (radio antenna). He stayed at 100.

What am I missing here.

Seems to me that the devs have modeled the fact that not all wounded guys are gonna make it. Take the wounded guys off watch, stick 'em in an off duty watch that is sleeping and they degrade slowly or not at all and sometimes get better.

I think this wounding bug is a feature.

Get wounded and no matter what the medics do and you may die anyway.

I wondered that in a previous thread on this topic. Then, after playing some more, ended up with freshly placed, 100% health crew, getting injured over time. I imagine you'll change your mind too if you encounter that.

Werewolf13 03-28-07 07:03 PM

I was WRONG! It's a BUG!
 
I was WRONG! The crew casualty on the bridge thing is a bug!

And when I'm wrong I admit it.

In fact after playing with the problem for a while and getting multiple crew killed, etc etc and no way out I finally gave it up. The problem is so bad SH4 is going on the shelf until this particular bug is swatted.

That said: The patrol I was on originated from Manila. Manila got captured by the Japanese on the way to my patrol area. I never made it to my patrol area to patrol it. Went to Brisbane thinking I could end the patrol there. Nope. Game forced me to goto Luzon to patrol it.

Another stupid, stupid problem. Pulling into port should provide an option to end the PATROL.

modisch 03-28-07 07:24 PM

So further examination of the behavior.

Test Conditions:

Patrol in 1942
Sub: Gato
Upgrades: SD Radar, 4" 50caliber fore deck gun, 2x20mm rear AA.
Location: North of Wake, waiting for an air attack
Crew: Every slot filled
Time Compression: >32x only used up until the air attack, Max of 32x compression after air attack and damage.
General Quarters/Battle Stations: NEVER USED

Any other variables that I need to control for?


Results:
Air attack damaged all components of the Deck Watch compartment. Both periscopes were destroyed, everything else suffered what appeared to be less the 10% damage (estimate).

Deck Watch crew for ALL THREE shifts were injured. As were Deck Gun and AA Gun crew.

Response:
I moved ALL deckwatch crew into the boat and replaced them with uninjured crew. I left injured AA and deck gun crew where they were.

Results over time:
An endless cycle of sporadic "Radar Repaired" and "Radar damaged" messages. The radar repair messages did not always coincide with the SD Radar components being repaired. Radar damage messages ALWAYS coincided with ALL Deck Watch compoents being /slightly/ damaged, assuming they were repaired since the initial bombing. Radar damage messages also coincided with some or all (but not always all) crew being damaged. It appeared they were damaged 10 points when they were damaged, however I did not specifically record this. Over time, when they did not receive a damage "hit" they did heal 1 point per hour (I think it was an hour of time elapsed).

Crew moved inside the ship healed and were unharmed by the Deck Watch bug. Crew at the deck gun and AA positions appeared not to be damaged either. I need to verify this though.

This cycle repeated itself, with "Radar Repaired" and "Radar Damaged" hurting Deck Watch components at crew sporadically. Left long enough in this cycle, the Deck Watch crew will all die.

Again, at no point was the crew ordered to general quarters. At no point following the bombing did TC exceed 32x. At no point following the bombing did I receive another bombing pass by planes. 100% of the crew harm following the initial bombing coincided with "Radar Damaged" message. As a tip, if you're at the crew management screen when the Radar Damaged message goes off, if you have an exposed crewmember highlighted, you need to reselect him to see the damage to his health.

I'm going back in for more testing.

-m

modisch 03-28-07 07:38 PM

Further testing from the same save file.

At 32X TC, "Radar Damaged" happened every 20 minutes like clockwork for the four cycles i observed.

"Radar repaired" happened twice before the next "Radar Damaged". The "Radar repaired" message did not coincide with actual repairs in the Deck Watch compartment. The first one usually happens VERY soon after the "Radar Damaged" message (almost instantly realtime, 0-3 minutes in game time with 32X tc... i'm not quick enough at stopping TC after the damaged message, i guess). The second message usually follows a couple of the Deck Watch components being repaired.

Deck Gun and AA Crews are NOT harmed.

Deck Watch damage "pulses" do not damage all Deck Watch crew and the crew damage will vary person to person.

Now with this information in hand, I'm digging into the files to see what I can find. I'm reviewing the "ActiveUserPlayerUnits.upc" in the savegame folder, along with the UPCs that describe the sub.

-m


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