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Old 12-27-19, 08:12 PM   #289
propbeanie
CTD - it's not just a job
 
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Join Date: May 2016
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Quote:
Originally Posted by Michael Wood View Post
Been playing a lot in Asiatic Fleet.

1) Hydrophones have magic range even greater than that of the silly range in TMO mod. Tested this. No need for radar, since hydrophones always detect enemy ships before radar in any weather, at any depth and when traveling any speed on surface or submerged. Have commented on this before (and may do so again).
My only comment on this is that I have no clue (as of yet) as how to "fix" the issue. Our resident team expert has retired, and if he comes back, it might get "fixed", but then again, maybe not. I know Stock is wonky on this also. One mod does rather well at "historic" with it, so we might consider learning from them...


Quote:
Originally Posted by Michael Wood View Post
2) Crews quarters has dumb name, "Watch Crew Lounge". Lounge? With a bar and piano player? I assume you moved the crews quarters from behind the control room to in front of torpedo room so player would not have to drag sailors so far.
Unfortunately, none of the "exterior" crew is protected when the boat submerges. Since the Damage Team was made big enough to hold the gun crews, and screen real estate ran out, the "Lounge" was inserted there to allow display of the full crew "across" at most resolutions. Mayhaps it would become "Submerged Billet" instead? But there's probably not enough room for that text...


Quote:
Originally Posted by Michael Wood View Post
3) Absolutely fantastic missions, which is the great saving feature of this mod. Love 'em. Reason I am playing mod. Best of any mod.

4) Escort ships operate properly, not too perceptive.
Glad you like that part. More is planned for this arena


Quote:
Originally Posted by Michael Wood View Post
5) No crashes so far, except when exiting game, when playing Narwhal class boat. No idea why.

6) Cannot turn hydrophone handle in Narwhal with keys or mouse and playing with map updates off, this is a problem.
The Narwhal is a "kit-bash", where two subs were cloned and then combined to make the boat (TMO). It does not have 6" guns, is not the proper length, nor does it have a proper bow and deck gun positions, but I doubt if any of that is the cause. We'll look into that hydrophone handle - can't have that. Did you happen to notice your sub's dials? Things like the depth gauge, rpm gauges, etc? If you have a Save from when you know the sonar head wouldn't rotate, if you could load that and see what the rest of the gauges are doing, specifically if they are stuck at 12 O'Clock High? One thing one of the players noted was that even though the head didn't show as rotating, it actually was, and they could then "hear" the target - though finding the heading was more than a pinch difficult...

What I have found with this game, is that any little thing being "off" with the configuration of anything, and the game might CTD on exit. The more of those little errors there are, the greater the chance of CTD while playing. There are also a couple of planes in the current version that are "off" somewhat, with the Betty being one of them. But nothing shows "off" consistently. It is difficult at best to find some of these issues, and when they are inconsistent, nigh on impossible tofind, much less to "fix"...
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