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-   -   is there a way to fix the vanished external torpedoes? (https://www.subsim.com/radioroom/showthread.php?t=89334)

JonZ 02-10-06 12:33 PM

is there a way to fix the vanished external torpedoes?
 
Using the IX2D and I've lost 5 torpedoes because of some bug that made them vanished while I was trying to load them on the deck :damn:

I'm sure it was a problem already discussed but I couldn't find any thread about it.


Thanks!

Serverdaemon 02-10-06 02:02 PM

There is a bug in the game that gives too many torps to the IX.
Then when you drag the torp inside the sub it just disapears. This is often followed by the torp load-out screen flashing or becoming blank as well.
There's a fix involving manually resetting the number of torps for that type of sub and it has been posted... Just can't remember where! D'Oh!

Anybody remember where this fix was posted?...

S

Redwine 02-10-06 05:09 PM

I need that fix too..... :up:

Ducimus 02-10-06 08:59 PM

You have two choices, both involve editing your basic.cfg IXD2 loadouts.


You can:

a.) Remove two forward external torpedo stores.

or

b.) Remove the two forward external stores, and create two additional internal ones - hence moving them inside the boat.


Theory is that the game can only support so many external and internal stores. Offhand id say 6 is the maximum safe number for forward stores (since the IXC varients have no problems), and however many internal store limit is probably the number the XXI uses.

JonZ 02-11-06 02:33 AM

Quote:

Originally Posted by Ducimus
You have two choices, both involve editing your basic.cfg IXD2 loadouts.


You can:

a.) Remove two forward external torpedo stores.

or

b.) Remove the two forward external stores, and create two additional internal ones - hence moving them inside the boat.


Theory is that the game can only support so many external and internal stores. Offhand id say 6 is the maximum safe number for forward stores (since the IXC varients have no problems), and however many internal store limit is probably the number the XXI uses.

Ok, hmm, any example of code I have to modify?
I don't have much knowledge about the cfg files :huh:

JonZ 02-12-06 12:56 PM

bump?

NeonSamurai 02-12-06 04:49 PM

Ok open basic.cfg with notepad (/silenthunterIII/data/cfg/)


look for this in it

Code:

;[SUBMARINE_AMMO10];IXD2
[SUBMARINE_AMMO9]
Type=2
Version=3
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=8
ForeResExtra=2
AftResIntern=2
AftResExtern=4
ShellSlots=16
NbYears=4
Renown=10
SNK_MASK=NSS_Uboattype9d2_SNK_mask

Now the changes, you first need to change ForeResExtern=8 to 6, and if you want the torpedoes, change ForeResIntern=4 to 6.

Now you need to make the changes for each year.

Here for example is the stock year 1942

Code:

Year0=1942
ForeTube00=2 ;T1
ForeTube01=2
ForeTube02=2
ForeTube03=2
ForeResIntern00=0
ForeResIntern01=0
ForeResIntern02=2
ForeResIntern03=2
ForeResExtern00=0
ForeResExtern01=0
ForeResExtern02=0
ForeResExtern03=0
ForeResExtern04=2
ForeResExtern05=2
ForeResExtern06=2
ForeResExtern07=2
ForeResExtra00=2
ForeResExtra01=2
AftTubes00=2
AftTubes01=2
AftResIntern00=0
AftResIntern01=2
AftResExtern00=0
AftResExtern01=0
AftResExtern02=0
AftResExtern03=0
Z01_00=10 ; IX/3
M01_00=0
A01_00=6
A02_00=6
SuperCharger_00=-1
Snorkel_00=-1
Batteries_00=1268
AftBatteries_00=1268
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=12000

Now you need to remove ForeResExtern06=2 ForeResExtern07=2 and add ForeResIntern04=2 ForeResIntern05=2 as shown below

Code:

Year0=1942
ForeTube00=2 ;T1
ForeTube01=2
ForeTube02=2
ForeTube03=2
ForeResIntern00=0
ForeResIntern01=0
ForeResIntern02=2
ForeResIntern03=2
ForeResIntern04=2
ForeResIntern05=2
ForeResExtern00=0
ForeResExtern01=0
ForeResExtern02=0
ForeResExtern03=0
ForeResExtern04=2
ForeResExtern05=2
ForeResExtra00=2
ForeResExtra01=2
AftTubes00=2
AftTubes01=2
AftResIntern00=0
AftResIntern01=2
AftResExtern00=0
AftResExtern01=0
AftResExtern02=0
AftResExtern03=0
Z01_00=10 ; IX/3
M01_00=0
A01_00=6
A02_00=6
SuperCharger_00=-1
Snorkel_00=-1
Batteries_00=1268
AftBatteries_00=1268
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=12000

This needs to be done for each year for that sub model. Also note you cannot copy and paste any part from one year to the next. because each piece of equipment is numbered for that year. for example this is year 1 (1943) for the IXD2 (before being modded)

Code:

Year1=1943
ForeTube10=3 ;T1
ForeTube11=3
ForeTube12=3
ForeTube13=3
ForeResIntern10=0
ForeResIntern11=0
ForeResIntern12=3
ForeResIntern13=3
ForeResExtern10=0
ForeResExtern11=0
ForeResExtern12=0
ForeResExtern13=0
ForeResExtern14=3
ForeResExtern15=3
ForeResExtern16=3
ForeResExtern17=3
ForeResExtra10=3
ForeResExtra11=3
AftTubes10=3
AftTubes11=3
AftResIntern10=0
AftResIntern11=3
AftResExtern10=0
AftResExtern11=3
AftResExtern12=3
AftResExtern13=3
Z01_10=11 ; IX/3
M01_10=0
A01_10=10
A02_10=10
S01_10=5
SuperCharger_10=-1
Snorkel_10=-1
Batteries_10=1268
AftBatteries_10=1268
Hydrophone_10=1270
Sonar_10=-1
Radar_10=-1
RadarWarningReceiver_10=1280
Decoy_Launcher_10=1284
SonarCoatings_10=-1
RadarCoatings_10=-1
Renown1=10000

Notice all the listings now have a 1 instead of a 0.


So ends the lesson :)

JonZ 02-12-06 04:53 PM

oh sweet, Thanks!!

I'll be trying that once I finish washing my U-861 :lol:

Thanks again!

NeonSamurai 02-12-06 05:44 PM

Sure thing, if you have any questions or issues let me know :)

VonHelsching 02-12-06 05:57 PM

Guys,

I'm in the process of releasing a Fix (JGSME compatible) for most IX-D2 bugs, including the torpedos. It should be ready in some hours.

JonZ 02-12-06 05:58 PM

Quote:

Originally Posted by VonHelsching
Guys,

I'm in the process of releasing a Fix (JGSME compatible) for most IX-D2 bugs, including the torpedos. It should be ready in some hours.

That's good news.

Will it be compatible with IuB or RuB?

VonHelsching 02-13-06 01:17 AM

Quote:

Originally Posted by JonZ

Will it be compatible with IuB or RuB?

JonZ,

Not yet, but I will make a seperate release.

Check it out: http://www.subsim.com/phpBB/viewtopic.php?t=48560

VonHelsching

JonZ 02-13-06 11:48 PM

A question somewhat OT but related, are the numbers at the end of the reserve number are the torpedo type?

like ForeResIntern04=2

That should be handy to avoid me to roll back to Type 1 everytimes before patrol.

NeonSamurai 02-15-06 04:19 PM

yes that number is the torpedo type. I mainly use type 1 torps as i hate type 2's

0 is type 1
1 is type 2

not sure about the rest though. I could find out but its a pain to do so ;)

Redwine 02-15-06 05:31 PM

Thanks a lot NeonSamurai and JonZ :up:


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