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Type XXI Broken in SH3?
Hey, I haven't played this game long enough...so correct me If i'm wrong in my assumption. I've read some posts on this forum saying that the Type XXI "doesn't work" in SH3 for some reason... Is this true?
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Partially? I don't understand. Please clarify.
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Im responsible for at least 1 post complaining about the broken type21, Every time i try to start a campaign patrol with one i instantly get the message "main pump destroyed" leaving my sub immobile and sitting in port.
This happens to me every time (even in single missions- except in SMs it doesnt seem to affect anything). |
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i think that i will wait some time until i install a new big mod. with The last fixes could be great have this boat working in campaign. or in these mods a option to use XXi boat :hmm: . i like the what if.... scenarios. |
That bugs me.:shifty:Hopefully, someone will fix their mod as it is uber cool.
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Just to clarify things: Indeed the NYGM team used a zone of the XXI for the negative buoyancy mod. I do not know if this renders the XXI useless. Anyway, you would have to ask the NYGM team for that. This has nothing to do with GW. The GWX team is implementing in GWX a accurate (to the extent possible in SHII) positive buoyancy mod. This mod does not affect the Type XXI. GW1.1a, fixed some aspects of the XXI, like the never_ending_battery_reload bug and temporarily a "radar destroyed" message. In GWX, more will be fixed. Von |
Thanks for the explanation :roll:
i thought that was in the two mods, sorry by the mistake. :oops: |
Right, so the Type XXI is playable in SH3 GW 1.1 a?
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There were some problems with the 24hour fatique scheme, but these have been corrected. Here's the link in case you use 24hrs. http://users.forthnet.gr/ath/helsing/sh3mods/GW_24_Hour_Fatigue_Fix.zip Von |
Ah, thanks for that 24 hour fatigue link. But in what way does it alter the 24 hr model in GW? I found micromanaging the crew to be annoying, how does this patch update GW's 24 hr model?
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