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Issues with torpedo loading
First of all, since I know you're going to ask it, here's what I'm running:
SH3 + GWX 3.0 + SH3C + Das Boot Sound Mod Anyways, I set off on my first patrol yesterday. Only about 1 day into the hunt I noticed a merchant fleet and went after it like hell. Succesfully torpedoed one vessel(the bugger snapped right in half! :yeah:) and started harassing the remaining two. After about 2 ingame hours of chasing them, trying to get the perfect angle on them, I finally had my chance to take one of them down again. So my WO made some calculations(cheatiiiing, I know.. :oops:), and I had my finger on the firing button. But then I noticed the torpedo tubes were still lit red. Checked with the management menu, the torpedoes were in the tubes but the tooltip on them said "in queue waiting for loading". There's enough crew as I remember reading that under 25% won't be efficient enough and they aren't fatigued. I hadn't taken any damage and I'm pretty sure 2 hours would be sufficient time for a trained u-boat crew to put atleast 1 measly torpedo in a tube. So, was this some sort of a bug or does it just REALLY take that long to load a torpedo? This nub thanks you in advance for your replies :salute: |
Are you rigged for silence?
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Well, there are only a few possibilities for such a scenario.
Get more (qualified) crew into the compartment and an officer too. Make sure silent running is off - reestablish SR and then switch back again. Check the 3D situation for the tubes. Switches at the WEPS station clear? F12 to the outside and check the tube caps to be closed. Do you play with sabotage/malfunctions on? |
Hmm. Well, I'll have to double-check everything once I put my captains hat on again today.
Sabotage/malfunction settings are switched on, but obviously I didn't take that into account when thinking about this.. Sabotage? On my sub? On my maiden voyage? Never! Let's hope I can figure out what the heck's causing trouble. :O: Thanks for all the suggestions again. |
Press the letter i key to bring up the torpedo loadout/inventory screen.
Look to be sure that there is a check mark next to AUTO LOADING in the upper left hand corner. If Autoloading is off (unchecked), tubes can be loaded only manually by you. Spare eels will show as "in que awaiting loading". You also need a weapons officer in the control room for loading to occur. and remind Bernard to close the outer doors on the tubes before he opens the inner doors to reload.:rotfl2: |
Welp, the same problem still plagued me today. Checked everything you guys suggested and still the buggers insist on being in queue.
Must check everything one more time.. This is highly frustrating. :nope: |
Try cycling the torpedo tubes by hitting the q ( w maybe I forget) key a few times. That has solved my identical issue in the past. Also toggle silent running on and off to make sure. V
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- Auto loading is on
- Tube doors are not open - Not rigged for silent running(toggled it on/off just to make sure) So it's gotta be something to do with the crew. For the first time my guys have gotten fatigued(I'm assuming that '!' indicates just that). But this already happened when they weren't fatigued so.. What the heck? For the heck of it, I tried moving my Weapons Officer into the torpedo room and back to the command room and the first torpedos tool tip changed from the 'loading queue' thing to this: http://i.imgur.com/N19ga.jpg Does that help you guys any? :06: |
Look at the green bar for the torpedo room. It's showing about 30% effectiveness. This can only be due to fatigue. Just because you're not seeing the '!' above the crewman doesn't mean he's not tired. You need to check each one. Also, you only have one petty officer there who is a qualified torpedoman. You need to have that green bar well up above 50%, and 75% would be even better.
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Hmm.. Okay, so, it was a crew issue then. Although caused by my nubbery. :O:
Guess I need to spend some more renown points back at port then. Don't recall seeing a qualified torpedoman amongst the PO's on my first round, but it wouldn't be anything new under the sun that I missed something. This is all still so confuzzling to me. Well, now I know better than to rush out to sea before making sure I actually have a crew that can do something. Too bad I didn't get the tonnage from the one merchant I managed to sink in my patrol grid for some reason. :damn: About the fatigue system.. What does the '!' next to a person indicate? Critical fatigue, or something along those lines? |
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Commander can also be used to assign whatever qualifications you like, as well as badges and medals. |
To elaborate on what Steve pointed out, the Petty Officer with the Torpedoman rating is the problem. Rated POs and Officers greatly add or detract to a compartment's efficiency. Crewmembers and unrated POs are simply filler to help add to the efficiency. Trained members must be in the appropriate compartment whenever in use. When you get done with the patrol, you may want to add the Torpedoman rating to one or two of the untrained POs to avoid this problem in the future. The Fatigue mods will not resolve low efficiency from an untrained, unrated crew.
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Regardless, thank you all for the replies! Once again I have learned something :salute: |
You said you moved your Weps officer to the torpedo room and back to the Control Room. He has to stay in the Torpedo Room during the reload to be any good to you.
In both stock SH3 and GWX, when you go to get new crewmen from the barracks, only the officers come with qualifications; WOs and crew do not. You have to qualify them at sea. SH3 Commander makes this easy. |
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