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-   -   Missing Gunner crew (https://www.subsim.com/radioroom/showthread.php?t=242421)

skirich 09-11-19 02:10 PM

Missing Gunner crew
 
I just came into home port, august 1944, and the game gave me an upgrade. A paintjob for the Balao.


OK, some upgrade.


But I noticed also that the crew assignment and radar gear were somewhat off.


I had to "buy" the radar gear again. Seemed strange.


The deck gun also no longer had crew positions, which I thought was weird but it also changed to AFT, from FORE. I want it back on FORE.
The AFT AA gun now has two crew positions where it only had one before.


Can you guys tell me which files I need to look for to edit the ship to fix this?

propbeanie 09-11-19 02:44 PM

The game is messed up in that regard. The radar would be normal. You've got a new boat, and "re-purchasing" something is understandable. The gear stays with the old boat. But the game losing the gunner positions is not cool. There is a way to edit the Save files, but we'd have to wait for a select couple of other fellows to come along to describe the technique. In the meantime, post your mod list here so they can see it. :salute:

skirich 09-11-19 06:27 PM

I was able to fix it by editing ActiveUserPlayerUnits.upc in my last save game folder.
Added this back in and removed the repository section.


[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1]
ID=CrewMemberSlot_DGun2L
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM1@slot_M01
BattleStationsCrewMemberSlot3D=WM1@slot_M01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 2]
ID=CrewMemberSlot_DGun2C1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_M01
BattleStationsCrewMemberSlot3D=WM2@slot_M01
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

skirich 09-11-19 06:30 PM

I assume these get populated from a template file somewhere, can anyone point me to it?

KaleunMarco 09-11-19 08:54 PM

Quote:

Originally Posted by skirich (Post 2626849)
I assume these get populated from a template file somewhere, can anyone point me to it?

congrats on successfully fixing the actual problem.:Kaleun_Applaud:
there is no template for the removal of any gun crew (it usually happens to the deck gun crew). it is an unexpected feature in the SH4 code. under certain circumstances, such as the one you experienced, a gun crew that should exist does not. fortunately, you know how to fix it now.
:Kaleun_Salute:

Mios 4Me 09-13-19 09:00 AM

On a somewhat related note, I have two crewmember slots on the aft 40mm but only one forward. As I rarely engage in AA action, I don't know if this materially affects performance and is worth addressing.

propbeanie 09-13-19 10:40 AM

The type of gun also influences that. If you have a "sit-down" style gun, you'll have two crewmembers. If you have a "stand-up" type gun, you'll only have one. :salute:

Mios 4Me 09-13-19 11:48 AM

Both 40mm installations appear identical, except that the right hand station on the forward unit is unmanned. How it has been tracking up until now is beyond me unless the AI ignores the missing crewman for whatever reason.

propbeanie 09-13-19 11:57 AM

:hmmm: The 40s should have 2 crewmen. If you go to the AA station, which gun station are you going to? If you hit the short-cut button for it again, does it take you to the other station? Does the gun function seemingly correctly at both? What is your mod list? :salute:

Mios 4Me 09-13-19 12:20 PM

There are two AA station buttons for fore and aft, both functioning correctly.


It's stock 1.5 with minor hacks to create a 1941 Balao with appropriate weaponry and sensors. The only explanation I see is if the Balao debuted with an aft 40mm and a 20mm forward.

propbeanie 09-13-19 02:18 PM

Ahhh yesh, I remember your set-up now. The Early Balao is probably the most at fault, but Stock and most mods have issues with the guns - in other words, the base game has issues... :arrgh!:

Mios 4Me 09-21-19 01:52 PM

I created the second crew spot on the roster and manned it; performance seems approprate but the second crewman is still missing from bridge view when at battle stations.

skirich 09-21-19 03:24 PM

Quote:

Originally Posted by Mios 4Me (Post 2628362)
I created the second crew spot on the roster and manned it; performance seems approprate but the second crewman is still missing from bridge view when at battle stations.


Take a look at what I posted above.
You need the two crewmemberslots


Notice one of mine (#2) has a different setup around the entries WM2@slot_M01


If that compartment section is (or if you have this) ... CrewMemberSlotAdditionalRepository
Then thats AI not human.
Both slots need to be CrewMemberSlot
Remove any CrewMemberSlotAdditionalRepository if you want a human to occupy the seat.


Note this change is in the activeuserplayerunits.upc in your savegame folder.
If you are in port then there is only one, but if you on patrol when making this edit then there are two that need to be edited, the second one will be the same savegame folder, one folder deep in the UPSInitial folder.


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