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Old 08-21-08, 05:56 AM   #3
Kielhauler1961
中国水兵
 
Join Date: Jul 2008
Location: East of the Firth of Forth
Posts: 273
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Hi Paul,

I knew there was a thread here that list all or most of the possible malfunctions;
http://www.subsim.com/radioroom/show...t=malfunctions

I had a nightmare with malfunctions/saboutage on two patrols with different kaleuns. One was driving a brand new Type XXI that wouldn't go faster than 4kts and, after returning to base to get that fixed, when I tried to leave the bunker on the next patrol I got the message "Diesel engines destroyed, sir!" I gave the boat back and asked for a refund.

The other was with a Type IXC: the 37mm flak would't train, elevate or load, even though it was fully crewed. The other flak and deck guns were fine.

SH3 Commander randomises the possibility of malfunction when you start a new patrol or reload an in-game save. Check that alll the bits on your boat are working the moment the game has loaded-up. As for a workaround, if the problem is safety-critical then you have to abort, just as they did in RL.
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