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-   -   Version 1.3 PERISCOPES (https://www.subsim.com/radioroom/showthread.php?t=119721)

Deathfrombelow23 08-02-07 01:11 PM

Version 1.3 PERISCOPES
 
Hello all. I recently installed patch 1.3 after taking a LONG vacation and playing SH3 with GWX. After installing Patch 1.3, I started a career in 1944 with a Balao class boat. I noticed that when in port, you cannot load a torpedo into tube 5... you must do it once at sea, leaving you with 23 torpedoes, not 24 like there should be. I also noticed that my periscopes do not move up and down when I am in the con and raise/lower them. What gives? Any advice/help would be appreciated ... thanks!

r2d2 08-02-07 01:15 PM

Regarding the periscopes problem, head over to the Mods forum and look for Anvart's periscope fix. That'll fix the animation on the peri's! Torpedo loadout I can't help with, sorry!!

EDIT. Here's the link for the periscope fix http://www.subsim.com/radioroom/showthread.php?t=118978

Redwine 08-12-07 06:13 PM

Quote:

Originally Posted by Deathfrombelow23
Hello all. I recently installed patch 1.3 after taking a LONG vacation and playing SH3 with GWX. After installing Patch 1.3, I started a career in 1944 with a Balao class boat. I noticed that when in port, you cannot load a torpedo into tube 5... you must do it once at sea, leaving you with 23 torpedoes, not 24 like there should be. I also noticed that my periscopes do not move up and down when I am in the con and raise/lower them. What gives? Any advice/help would be appreciated ... thanks!

Yes you are right...

The torpedo tube is not showed at port, you will see only 5 bow tubes, when you will be at sea, you will be able to see the 6 bow torpedo tubes but # 5 will be empty.

It seems to be some thing bronken with the date used for change the load up from MK-14 to MK-18...

Use this easy fix to solve...

Go to :

C:\...\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Submarine\NSS_Balao

Open the file :

NSS_Balao.upc

Search for the following lines and make the changes showed below.

[UserPlayerUnit 1.Compartment 5.WeaponSlot 5]
ID= TorpMountB5
NameDisplayable= Torpedo Tube 5
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
;IDLinkWeaponIntervalDefault1= NULL, 1944-01-01, TorpedoTube21inUS, Mk14Torpedo
;IDLinkWeaponIntervalDefault2= 1944-01-02, NULL, TorpedoTube21inUS, Mk18Torpedo

IDLinkWeaponIntervalDefault1=NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_FRD_anim01
ExternalDamageZoneTypeID3D= 134

[UserPlayerUnit 1.Compartment 5.WeaponSlot 6]
ID= TorpMountB6
NameDisplayable= Torpedo Tube 6
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom
;IDLinkWeaponIntervalDefault1= NULL, 1943-12-31, TorpedoTube21inUS, Mk14Torpedo
;IDLinkWeaponIntervalDefault2= 1944-01-01, NULL, TorpedoTube21inUS, Mk18Torpedo

IDLinkWeaponIntervalDefault1=NULL, NULL, TorpedoTube21inUS, Mk14Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_FLD_anim01
ExternalDamageZoneTypeID3D= 135

Works for me... i hope it will works for you too... :up:

Fearless 08-12-07 06:40 PM

Yes, a bit of a nuisance. When I start from port, I just load tube 5 and do a refit before departing.

Redwine 08-12-07 07:07 PM

Quote:

Originally Posted by Fearless
Yes, a bit of a nuisance. When I start from port, I just load tube 5 and do a refit before departing.

Nice idea too ! :up:

But i moved my patrol start up points so near of the patrol zones... (i start near Guam and the Salomon Islands... ) then that is not an option for me, but any way is a good idea. :up:


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