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Old 07-11-06, 09:03 AM   #10
Kpt. Lehmann
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Quote:
Originally Posted by U-Bones
Here is what I think.

In the 1.1a install, this is in the cfg/basic.cfg

;NumberOfCrew5=10
;Interval1_5=5.1
;Interval2_5=6.5
;Interval3_5=13.7
NumberOfCrew5=10
Interval1_5=30
Interval2_5=30
Interval3_5=30

This section (10 enlisted slot compartments) controls efficiency for
1. Damage Control on the Vii and iX
2. Bow Torpedoes on the II
3. Electric and Diesel Rooms on the XXI

I noticed this because I modded all compartments prior to playing 1.1a, but forgot about it until all this came up.

Interval1_x controls minimum efficiency it takes to operate the compartment.
Interval2_x has no known effect.
Interval3_x controls maximum compartment efficiency.

Basically the Interval1_5 is setting minimum efficiency impossibly high. Changing it from 30 to a 3.0, or reverting back to the commented settings, should correct this problem. Note that I have not tested this, but am basing it purely on previous observations.

Note: The commented out numbers are the settings from the original 1.0 and 1.1 JSGME installs.
Hi U-bones,

I've already addressed this issue on our GW sticky thread using a Type IIA in 1939 with a green crew. The problem you are experiencing is an intermittant one... similar to the SH3 camera bug.

Sometimes features in SH3 get "stuck" like when you reach a final navigation waypoint... sometimes clicking on a speed setting does nothing. I have found that it works just fine if you switch from the speed telegraph to the knotmeter and select a speed... away you go!

The same is the case with the Type IIA torpedo loading.

Just try something as simple as taking all the crewmen out of the torpedo compartment and putting them back in... As long as your green compartment efficiency bar is over half... they will load the final torps. Believe me!!! I've re-tested this issue itself several times over the last three days now with NO problems.

Ubering the crew compartment changes a number of things and breaks the 8 hour crew fatigue system.
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