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Issue with sub not turning when moving under water?
Is there a glitch in the stock "Uboat/gold edition" of the game?
I was running the training convoy mission practicing my shooting. Anyway I was duking it out with the destroyer/escorts that come at you right off the bat, sunk two right away then two more came in. So I went deep 300 feet and slowed to 1/3 while I reloaded. Escorts lost me because using my F11/God'seye key I could see them both together depth charging way in the back ground. So fully loaded I decided to turn back to them come up to periscope depth and hopefully catch them both running crossbeam to me with a full load. Problem is my damn sub would not turn so I could head back to them. I swear I watched that orange arrow for two minutes looking back to the escorts and it never turned. I tried speeding up to see if I was going to slow to notice but nothing worked. Has anybody had this happen? It's very frustrating because everything I have read says that a sub underwater can turn tighter than an escort on the surface. |
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the sub physics can cause it to turn very slowly when submerged at low speed. low speed would mean 3 kts or less. try 5-6 kts. i found that the Gato is especially resistant to low speed turns..... especially when you to do a 180. don't know why but it does. anyway, hope this help. good luck. :salute: |
Another thing to check out, will it turn at all? On the surface? If not, check the external view underwater, is the rudder still there?
Biggest irritation I had with the original game was instant destruction of critical systems from a depth charging, which meant game over. Someone made a mod that adds an option to tow the sub back to port, but I hacked it a different way - made all the critical systems indestructible. In the \Data folder is a text file, Zones.cfg, which can be edited with notepad. Datablock example; [Rudders] Category=Propulsion Multiplier=1.000000 Flotability=0.000000 HitPoints=10 Destructible=No Armor Level=-1 Critic Flotation=0.300000 Critical=Yes FloodingTime=60 CargoType=None Despite the "Destructible=No" line, the rudder is easily destroyed anyway since it has the lowest possible armor level and only 10 hit points. Impossible to return to base for repairs unless you happen to be pointing that direction, if you can't turn the blasted thing there's nothing you can do. I edited all to read something like; [RudderXXI] Multiplier=1.000000 Flotability=0.000000 HitPoints=1500 Destructible=No Armor Level=250 Critic Flotation=0.300000 Critical=Yes Father=30 FloodingTime=59.999996 CargoType=None Same thing with propellers, engines, and motors. The section in the file for 1.4; ;************************************************* ****** ;UBoat Items ;************************************************* ****** Is the one that needs to be edited, all the other sections are for surface ships, this file controls the damage zones for everything including aircraft. SH4 is really SH3 version 2, what they did was reprogram SH3 to add American subs and the Japanese Navy, along with the Pacific war. So in many places it takes some figuring out what's what when you're editing, a US fleet submarine is a "TYPE XXI U-BOAT" in a lot of the general files. Don't forget to make a backup copy of the Zones.cfg file before you edit it. |
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Will definitely look closer at this next time. |
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