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-   -   Torpedos will not fire! What? (https://www.subsim.com/radioroom/showthread.php?t=231331)

Eric Lombard 05-18-17 11:32 AM

Torpedos will not fire! What?
 
Installed FOTRSU yesterday. Usual messing about but finally a clean install. Everything works fine but to my surprise:

Target is locked, marker is green, torpedo selected and configured... then press fire with a satisfying click, stopwatch appears and then NOTHING. No torpedo is launched and stopwatch does not advance.

Suggestions on how to repair this difficulty would be greatly appreciated.

Eric

Sniper297 05-18-17 11:46 AM

I'll take a wild guess, the FOTRS mod sets the auto open = true to false so you have to hit the Q key to manually open the outer doors?

Rockin Robbins 05-18-17 12:08 PM

Probably that, plus the fire button is now ctrl-enter instead of just the enter key. I fire with the mouse and open tubes with the keyboard. If neither of those help, you still have some mod soup somehow. When you reinstalled did you delete the contents of your documents\sh4 directory? You should.

Rockin Robbins 05-19-17 07:35 AM

Okay, he's reinstalled in a root directory outside the Microsoft watchdog's reach, fired up the game and still can't fire torpedoes.

So some more info is needed here, and a video would be very helpful.

How are you firing torpedoes, keyboard or clicking the GUI fire button with the mouse?

Did you start out with a fresh \documents\SH4 directory?

Your computer specs, amount of RAM, video card, desktop or laptop make and model, processor and Windows version (including whether 32-bit or 64-bit) would be useful too.

And a video of the firing procedure, including malfunction would be very helpful. You'll be encouraged to know that nobody has ever reported this malfunction before.

torpedobait 05-19-17 07:37 AM

Quote:

Originally Posted by Rockin Robbins (Post 2485070)
Probably that, plus the fire button is now ctrl-enter instead of just the enter key. I fire with the mouse and open tubes with the keyboard. If neither of those help, you still have some mod soup somehow. When you reinstalled did you delete the contents of your documents\sh4 directory? You should.

That does bring up another question. TMO v2.5 has a button on the Periscope command line that opens/closes (toggles) the tube doors. Is there any consideration being given to adding that same feature to FOTARS Ultimate? From a user interface point of view, if you are using the mouse to set torpedo parameters and fire the tube, it adds an unnecessary complexity to shift back to the keyboard only for the purpose of opening the tube. As a captain I like being able to give my orders fluidly, rather than having to use two different processes. Again, not a biggie, but since it's already been done by Ducimas, perhaps you could do it too?

Oh, I think I get it after reading the above paragraph before posting. Since you have to use the keyboard anyway to select the tube (W and E keys), what difference does it make to also use it to open the tube you just selected? Maybe it's a big "never mind", but I did get used to having the open tube button. It just spoiled me!

propbeanie 05-19-17 07:42 AM

Quote:

Originally Posted by Eric Lombard (Post 2485061)
Installed FOTRSU yesterday. Usual messing about but finally a clean install. Everything works fine but to my surprise:

Target is locked, marker is green, torpedo selected and configured... then press fire with a satisfying click, stopwatch appears and then NOTHING. No torpedo is launched and stopwatch does not advance.

Suggestions on how to repair this difficulty would be greatly appreciated.

Eric

The stopwatch isn't advancing because the torpedo isn't launching... Did Ubi model an in-tube malfunction? There's a "live" torpedo stuck in his tube?...

But seriously, I'd suspect a "dirty" Save Folder - hopefully it's something simple like that. :timeout:

propbeanie 05-19-17 07:45 AM

Quote:

Originally Posted by torpedobait (Post 2485251)
That does bring up another question. TMO v2.5 has a button on the Periscope command line that opens/closes (toggles) the tube doors. Is there any consideration being given to adding that same feature to FOTARS Ultimate?...

They are there, in the conning tower, but they don't open the expected tube like they used to. When you click the button for Tube 1, you might open Tube 7. Also, there's no "Tube Open" indicator, and when you click on one of the opened tube's buttons, you might open another instead, or close a different one than what you want... We'll have to see how busy CapnScurvy is... :yeah: - Just kiddin' Capn :D

Eric Lombard 05-19-17 08:49 AM

Torpedo fire solved...mea culpa
 
I beg your forgiveness and thank each of you for your interest and responses.

Turns out, that I did not know that opening the tubes was required! I was used to the stock SH4 where that was not part of the play. Of course! FOTRSU would have this added bit of simulation.

Thanks to sniper297 for: "I'll take a wild guess, the FOTRS mod sets the auto open = true to false so you have to hit the Q key to manually open the outer doors?"

Yes, the Q key solves my issue (he said with a somewhat red face)

propbeanie 05-19-17 09:02 AM

Excellent Eric Lombard. I did not know that the stop watch would come open under that circumstance... I think I've got my stopwatch set to where I have to ask for it to open...

aanker 05-19-17 12:52 PM

Quote:

Originally Posted by Eric Lombard (Post 2485280)
I beg your forgiveness and thank each of you for your interest and responses.

Turns out, that I did not know that opening the tubes was required! I was used to the stock SH4 where that was not part of the play. Of course! FOTRSU would have this added bit of simulation.

Thanks to sniper297 for: "I'll take a wild guess, the FOTRS mod sets the auto open = true to false so you have to hit the Q key to manually open the outer doors?"

Yes, the Q key solves my issue (he said with a somewhat red face)

Great news Lombard. One mistake though, if I recall correctly even in Stock you need to open the outer doors before firing or you can miss the target- it is a few second procedure and that can make a difference depending on distance. For sure you won't hit your aiming point on the target.... you'd hit behind it, or miss.

Happy Hunting!

Sniper297 05-19-17 02:25 PM

Yeah, after running some tests with manual targeting and automatic I found that the automatic open subroutine has a serious flaw - the gyro angle is locked at the moment of firing, so any delay means the firing solution is wrong. If you're aiming at the forward mast of a 500 foot long ship with the outer door open it will hit about where you aim it, if the outer door has to open automatically it will hit near the after mast. Aim at middle of target and it will miss astern every time.

I pretty much make my own mods, so after discovering that I used Silent 3ditor to edit the \Submarine\NSS_(subtype)\NSS_(subtype).sim files to change 13:wpn_SubTorpedoSys from Auto Open = true to Auto Open = False, and quickly got in the habit of hitting Q-W-Q-W repeat for as many fish I intended to fire, at least a couple of minutes before the actual "final bearing and shoot" time. Get more hits, waste fewer torpedoes. :up:

propbeanie 05-19-17 04:05 PM

:roll: Ya gotta be careful letting yer wick stay wet that long though... Too long in that salt water and it won't go "boom"! :roll: :O:

I'm sorry - won't happen again... 'till next time. :D

Rockin Robbins 05-20-17 09:47 AM

Quote:

Originally Posted by Sniper297 (Post 2485351)
Yeah, after running some tests with manual targeting and automatic I found that the automatic open subroutine has a serious flaw - the gyro angle is locked at the moment of firing, so any delay means the firing solution is wrong. If you're aiming at the forward mast of a 500 foot long ship with the outer door open it will hit about where you aim it, if the outer door has to open automatically it will hit near the after mast. Aim at middle of target and it will miss astern every time. :up:

That's not a flaw, that's the way the torpedoes work. The gyro angle is calculated for the instant the fire button is pressed. In the real sub you could launch a torpedo with the outer door closed, but that would be the last time you would do it.......or anything else for that matter. You and 80 of your best buddies would be dead.

Red Devil 05-21-17 12:01 PM

Quote:

Originally Posted by Eric Lombard (Post 2485280)
I beg your forgiveness and thank each of you for your interest and responses.

Turns out, that I did not know that opening the tubes was required! I was used to the stock SH4 where that was not part of the play. Of course! FOTRSU would have this added bit of simulation.

Thanks to sniper297 for: "I'll take a wild guess, the FOTRS mod sets the auto open = true to false so you have to hit the Q key to manually open the outer doors?"

Yes, the Q key solves my issue (he said with a somewhat red face)

there is no such thing as a daft question. :arrgh!:

propbeanie 05-21-17 01:06 PM

Quote:

Originally Posted by Red Devil (Post 2485766)
there is no such thing as a daft question. :arrgh!:

Exactly! Besides, look how many experts missed the problem (Sniper297 doesn't count - he's too good)... Besides, isn't "daft" the amount of water below yer boat? :roll:


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