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External Torpedo Trouble
This started happening when I upgraded to a IXD2. In port viewing the Subs equipment screen for torpedos, I don't see all of the forward external torpedos. The top two are missing. At sea, if I try to load the top two torpedos the 2nd from top forward external torpedo apon clicking it will make the screen flicker but I can load it. The top torpedo apon clicking it will disappear an fill in the top torpedo slot with a solid color. Only exiting the game an re-entering will I be able to load the last torp. Plus every other patrol my saved games CTD.
MODS: Some are mine that I made an some are reworked. All work B4 upgrade to IXD2 ail_dials_mod Dials1.tga AirStrike modified AirStrike.cfg Atmosphere_Mod Folders Env Misc 8 km Bad_weather_guns Name says it all Changes in subs cfg file Camera_Mod Cameras.dat Allows for higher viewing CrewRating Illiminated novice crews Campaign_RND.mis crewuniforms Textures Harbour_Traffic_1.45b Hurricane Hurricane texture KrillersWatermod Landscape_mod Textures LifeBoats&Debris_v3B Map 4320_2160.raw Shows imaginary routes MerchantVulnMod Plus some textures MilitaryMod Textures Moon More useful F1 help screen NeuUZO&Peri Night_Overlay My Night Overly for nav map RealisticFatigue_2_0 Make fer 8 hr shifts RecognitionMod Recognition Manual SH3_MOD_Harbour_textures Sobers_3D_waves SonarDC_fix Changes AI_Sensors.dat DepthCharges.sim DepthCharges.zon sound_environment Audio files StartUpPic My Start up screen with NO UBI CRAP... Stock_Stay Alert _crew_fix_v1c StrTactMap My CLEAR nav map > StrTactMap.tga Torpedo_Damage_Mod_v2 Textures UpGradeChart My ALL English UpGradeChart UpgradesChart.tga Visor_Cap_Insignia Testures WakeMod siaj_nave.tga siaj_submarin.tga Windows XP SP2 ( Running custom profile for gaming ) AMD dual core 4400 NO OC 8800 GTX 512 mb G92 NO OC 650 W PS 2 80 gb segates in RAID0 NO ANTIVIRUS OR FIREWALL running when offline. |
Since no one answered I just happened to take a look at my SH3 mod folder an found a mod called IX_D2_Range_and_Torpedo_Fix_v4.zip. It seems it's a built in bug that the devs didn't want to fix. I compared the files in this mod with the stock one an only found the sub's sim file might hold the fix, all the other file I've already changed in one way or another....
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That's the one you need.
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After examining this mod I found there's NO torpedo fix in it so I'm back to square 1. Unless I got an incomplete MOD this mod doesn't do what it's say it'll do. ( IX_D2_Range_and_Torpedo_Fix_v4.zip. )
README for mod IX-D2 Torpedo and Range Fix v4 (not with HT 1.47) by VonHelsching This fix addresses six problems: 1. The usability of IX-D2 deck gun and flaks in winds up to 9 m/s and medium rain. Clearly, by denying the use of the surface weapons of the 1800_tonnes_mother_of_all_german_submarines with a breeze of 7 m/s was not realistic. Now you should be able to finish off that half-sunk small merchant after you fired your last torpedo. ;-) The only downside is that your crew will wear their rain-gear only after 9 m/s winds and medium rain, since this attribute is linked to what SH3 thiks is "storm conditions". 2. The tormenting and never_ending_reloading_of_the_two_external_torpedo es IX-D2 bug. Now you should be able to use all 26 torpedoes. The two problematic torpedoes were simply moved from the exterior of the sub, inside as "fore extras". 3. The plain vanilla SH3 default snorkeldepth was 10 m. This was clearly the creation of a distorted mind and an enemy of the Kriegsmarine, since this resulted almost 75% of the snorkel and the tip of the conning tower to stick out of the surface, thus making it a perfect target for practice. The default snorkeldepth with this fix is now 15m (just press ";"). Now your snorkel should be less visible by planes. It is recommended only in relatively calm waters though. If the sea is rough, the snorkel periodically will be covered with water and your crew will be switching between diesel and electics all the time; In rough waters with periscope depth you should be almost OK. 4. Now you can reach the southern tip of Aftica (and return) without having to crawl with ahead slow and die out of boredom. This fix corrects SH3's IX-D2 excuse of a range to the realistic 23.700 miles at 12kn. 5.Fixes the silliy bug wich resulted in your sub locked inside a concrete pier in Bordeaux when starning a new mission. This fix is not compatible with HT 1.47, since they use the same campaign_LND.mis file. (And also HT fixes this bug) ---> Concept by urseus <--- 6.After the fix, your IXD/2 will have from now on around 50% less of the unhonourable underwater range you falsely had from the stock SH3. Now, you can boast that you are the true heir of Schepcke and Luth, since your u-boat batteries will scream "Empty" when you pass the true range limit of 57 nautical miles @ 4 knots starting speed. This fix is JSGME compatible: a/ Rollback SH3 Commander (if you have it installed). This seems to be important for the torpedo fix. Also, don't upgrade in the middle of the sea. Only in the office! b/ Just unzip in your MODS folder and enable with JSGME. c/ This fix messes with the basic.cfg, so be careful. Read the thread for manual editing if you are not sure. If you do not have JSGME just copy and replace the files included here in the relevant Sh3 directories (follow the directory path of the modded files). Back up your original files first, just in case! *UPDATE* v3 corrects the underwater range (Thanks CA!) *UPDATE* v4 Final version. True underwater range is 57 nautical miles Have Fun! VonHelsching P.S For the XXI bug, check the Fix at: Thread: http://www.subsim.com/phpBB/viewtopic.php?t=47637 |
I have to correct myself, after using a text compare program I found the changes I need. Some of the changes in the basic.cfg are not stock an don't like so I had to edit the changes into my own mod.
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