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-   -   Cannot add torps to tubes after refit (https://www.subsim.com/radioroom/showthread.php?t=242712)

jimmbbo 10-04-19 01:40 AM

Cannot add torps to tubes after refit
 
When I rearm at a tender or refit base I go to the torpedo page, where the torpedo tubes must be reloaded from the spares, and then the spares refit a second time... no problem once I figured that out, but sometimes I am unable to transfer the spare fish into the tubes...

I click and drag the torpedo to the tube and it illuminates but won't accept the torp. The only intermittent fix I have found is to sail offshore, submerge and then I can move the spares to the tubes and return to refit a full complement of torpedoes...



Seems to behave the same way regardless if it's auto or manual reloading.


Any fix to this? :salute:

skirich 10-04-19 02:21 AM

Some things I learned about reloading. Not sure if you ran into these but can’t hurt to share.

1. You will not be able to reload if running silent.
2. You can not unload or manage torpedos when paused.
3. Reloads take time. If you selected a torpedo to reload by dropping it in a tube or removing it from a tube it looks like it didn’t take but if you increase TC you will start to see it move.
4. You can see which tubes are in process by watching the status page or going into the periscope view, the tube number will blink.
5. You cannot reload or unload a torpedo until the current process on that tube is finished and you can’t change direction (unload during a reload) until the process is finished.

jimmbbo 10-04-19 11:38 AM

Quote:

Originally Posted by skirich (Post 2630639)
Some things I learned about reloading. Not sure if you ran into these but can’t hurt to share.

1. You will not be able to reload if running silent.
2. You can not unload or manage torpedos when paused.
3. Reloads take time. If you selected a torpedo to reload by dropping it in a tube or removing it from a tube it looks like it didn’t take but if you increase TC you will start to see it move.
4. You can see which tubes are in process by watching the status page or going into the periscope view, the tube number will blink.
5. You cannot reload or unload a torpedo until the current process on that tube is finished and you can’t change direction (unload during a reload) until the process is finished.


Thanks for the reply.. All true.

The problem I'm facing arises during refit at a sub tender or refit base...
My normal refit operation using AUTO RELOAD includes
  1. Pressing the REFIT option fills all the spare tube slots
  2. In the torpedo management screen, in either FWD or AFT torpedo rooms, left clicking a spare torpedo and dragging it to the empty tube illuminates all open tubes and starts the reloading process as you stated in 4) above
  3. This leaves the transferred spare slots empty.
  4. Clicking REFIT again fills the now empty spare tube slots
The problem I am having is in my step 4... When I left click and drag a spare torp to the empty tubes, the tubes illuminate but won't accept the torpedoes. Selecting the MANUAL RELOAD icon has no effect.

I have found that SOMETIMES if I sail away from the refit base and submerge I can move the spare torp(s) to the empty tube(s), return to the refit base and provision the empty spare slots for a full complement of fish... At other times, the "submerged gambit" yields the same result as in REFIT, leaving me with a bunch of empty tubes. :doh:


NOTE: the problem occurs inconsistently and behaves similarly with both AUTO and MANUAL reload selected...
:k_confused:

skirich 10-04-19 11:56 AM

Only thing I can think of is the reload process doesnt start or is really slow.
Try this.
Dont run with auto reload, or turn it off before refit.
That will force you to grab each torpedo one at a time, you may have an issue with one of the tube definitions.


While in port, doing this the tubes get instantly filled. So no waiting.

While at a tender, the reload process has to happen, which may slow things down. What I noticed at tenders, i can grab each torpedo one at a time, drag them over, their silhouettes go into the tubes and then I can click reload and get more reserves. But the tubes still have to go through, one at a time, a reload.

Is that what you see?

jimmbbo 10-04-19 01:04 PM

Quote:

Originally Posted by skirich (Post 2630749)
Only thing I can think of is the reload process doesnt start or is really slow.
Try this.
Dont run with auto reload, or turn it off before refit.
That will force you to grab each torpedo one at a time, you may have an issue with one of the tube definitions.


While in port, doing this the tubes get instantly filled. So no waiting.

While at a tender, the reload process has to happen, which may slow things down. What I noticed at tenders, i can grab each torpedo one at a time, drag them over, their silhouettes go into the tubes and then I can click reload and get more reserves. But the tubes still have to go through, one at a time, a reload.

Is that what you see?


Need to get more granular data on the specific conditions, but the main problem is that after REFIT COMPLETE is indicated, empty tubes remain.


Normally, I drag the torp from storage rack to the tube and the tube outline illuminates. Dropping the torpedo in the tube extinguishes the outline and the shadow torpedo is displayed, showing that it has been accepted and begins loading (which does take a significant amount of time)


About 1/3 to 1/2 of the time when I attempt to drag a torpedo to the empty tube, the tube outline(s) illuminate but the tube(s) refuse to accept the fish unless I sail out beyond the REFIT radius, submerge and SOMETIMES the spares can be loaded. :06:

KaleunMarco 10-04-19 06:23 PM

Quote:

Originally Posted by jimmbbo (Post 2630742)
Thanks for the reply.. All true.

The problem I'm facing arises during refit at a sub tender or refit base...
My normal refit operation using AUTO RELOAD includes
  1. Pressing the REFIT option fills all the spare tube slots
  2. In the torpedo management screen, in either FWD or AFT torpedo rooms, left clicking a spare torpedo and dragging it to the empty tube illuminates all open tubes and starts the reloading process as you stated in 4) above
  3. This leaves the transferred spare slots empty.
  4. Clicking REFIT again fills the now empty spare tube slots
The problem I am having is in my step 4... When I left click and drag a spare torp to the empty tubes, the tubes illuminate but won't accept the torpedoes. Selecting the MANUAL RELOAD icon has no effect.

I have found that SOMETIMES if I sail away from the refit base and submerge I can move the spare torp(s) to the empty tube(s), return to the refit base and provision the empty spare slots for a full complement of fish... At other times, the "submerged gambit" yields the same result as in REFIT, leaving me with a bunch of empty tubes. :doh:


NOTE: the problem occurs inconsistently and behaves similarly with both AUTO and MANUAL reload selected...
:k_confused:

i have had the same experience but before i go further, what is your mod list?
:Kaleun_Salute:

Pyryck 10-04-19 09:23 PM

I recently encountered a similar issue being unable to reload tube 4 (of 6) after refitting at Midway on the way back to Pearl. All the other tubes (1-3, 5-10) reloaded fine as well as restocking spares with the second refit click.

IIRC, my resolution was head out to sea to get away from the refit popup, quick save, then back in to refit. (have to pardon the CRS issue as I had recently accidentally deleted an awesome career save game with 481k tons sunk by mid 43 while trying to resolve save game TC corruption issues while heading home to Fremantle from Luzon).

I'm running ONLY Berbsters newbie group of mods all added numerically for SH4 1.5.

jimmbbo 10-04-19 11:01 PM

Quote:

Originally Posted by KaleunMarco (Post 2630796)
i have had the same experience but before i go further, what is your mod list?
:Kaleun_Salute:

Stock V1.5.

The only mods have been for large protractor and mouse control of sonar direction.

KaleunMarco 10-06-19 02:36 PM

Quote:

Originally Posted by jimmbbo (Post 2630834)
Stock V1.5.

The only mods have been for large protractor and mouse control of sonar direction.

ok, by chance,if you open the doors on an empty torpedo tube you cannot load another torpedo until you close it and there is no keyboard command or menu icon to close the torpedo tube. when this happens, you will not be able to reload the tube even during a refit.

after further review, and i have not tried this yet, the only way to get the doors to close MIGHT be to submerge deeper than the max depth to fire a torpedo. it is possible that the act of diving will trigger the game to automatically close any/all torpedo tubes.

good luck.:Kaleun_Salute:

jimmbbo 10-06-19 07:03 PM

Quote:

Originally Posted by KaleunMarco (Post 2631103)
ok, by chance,if you open the doors on an empty torpedo tube you cannot load another torpedo until you close it and there is no keyboard command or menu icon to close the torpedo tube. when this happens, you will not be able to reload the tube even during a refit.

after further review, and i have not tried this yet, the only way to get the doors to close MIGHT be to submerge deeper than the max depth to fire a torpedo. it is possible that the act of diving will trigger the game to automatically close any/all torpedo tubes.

good luck.:Kaleun_Salute:


Hmm... that makes sense and fits the symptoms...

After the last fish is fired, I usually surface and run on the surface to the refit facility and never thought about closing the doors (Either submerging below 100 feet or pressing the Q key closes the tube doors)... Also after the partial reload, IIRC I submerged to 150-200 ft and was able to reload... Worth doing an experiment... Thanks for the idea!
:Kaleun_Cheers:

skirich 10-06-19 08:23 PM

After every torpedo I fire, that torpedos outer door is closed automatically. I also have the hack to not auto open doors when i press fire. I dont need to close them. I run on manual loading once I get a reserve stocked with multiple types of torpedos. I try and keep the electrics in the same two tubes while running the 14's in the other. I'll have one cutie in reserve in the fore and aft as well.

So maybe you opened them by accident in the process of opening your last tubes on the last encounter?

jimmbbo 10-06-19 09:28 PM

Quote:

Originally Posted by skirich (Post 2631130)
After every torpedo I fire, that torpedos outer door is closed automatically. I also have the hack to not auto open doors when i press fire. I dont need to close them. I run on manual loading once I get a reserve stocked with multiple types of torpedos. I try and keep the electrics in the same two tubes while running the 14's in the other. I'll have one cutie in reserve in the fore and aft as well.

So maybe you opened them by accident in the process of opening your last tubes on the last encounter?


I use manual loading for the same reason.

When attacking, my routine is to open all tubes rising thru 100 ft and if I dive after shooting the fish the doors close automatically (likely passing thru 100 ft again - never tested it).

I think the wild card may be in the situations where I sink an unescorted convoy with my last torpedo and return to refit on the surface, leaving the doors open for the entire trip.

Tonight I plan to test the door open preventing a reload scenario.

KaleunMarco 10-06-19 11:02 PM

Quote:

Originally Posted by skirich (Post 2631130)
After every torpedo I fire, that torpedos outer door is closed automatically. I also have the hack to not auto open doors when i press fire. I dont need to close them. I run on manual loading once I get a reserve stocked with multiple types of torpedos. I try and keep the electrics in the same two tubes while running the 14's in the other. I'll have one cutie in reserve in the fore and aft as well.

So maybe you opened them by accident in the process of opening your last tubes on the last encounter?

it definitely happens by accident. in the heat of an attack you cycle to the next tube and open it...not realizing that the tube is empty. now you are f*%ked.
it will be interesting to read what jimmbo's test results reveal.:Kaleun_Salute:

jimmbbo 10-07-19 01:39 AM

I fired most of the torpedoes and went back to the refit base...

I found that leaving the doors open during refit by whatever means they got that way will not allow the tubes to be reloaded...

Approaching the refit base I and opened the tube door and selected REFIT and could reload the spares but not the tubes... Closing the doors allowed normal provisioning...

One more Ubisoft undocumented "feature" unearthed thanks to the Kaleuns aboard!

KaleunMarco wins the torpedo guru of the day award. Bravo Zulu!
:Kaleun_Salute:

Pyryck 10-07-19 05:05 AM

So when the issue occurs, just close the tube manually. Aye aye, sir! :salute:


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