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Old 09-21-20, 10:53 AM   #1870
Mios 4Me
Sonar Guy
 
Join Date: Feb 2019
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Quote:
Originally Posted by propbeanie View Post
Got it... what is your mod load-out though? As for the stopping at a turn in TC, how high of TC were you using (512, 1024?), and what did you do to get it to go again, or was it like a "glitch", where it paused for a flash, and then continued on?
Generic Mod Enabler - v2.6.0.157
[C:\Games\steamapps\common\FotRSUE\MODS]

100_FalloftheRisingSun_UltimateEdition_v1.21p_EN
301_MoreDifficultAI01
302_MoreDifficultAI02
399_NoScrollNavMap
452_MoonlightzSonarLines
901_Strategic_Map_Symbols

TC was probably ~2000-4000 as these were dead patrol zones (at least on Patrol 2). I hit the return to course button once more and it behaved normally afterward. The plotted courses were fairly complex search patterns and each failed on the first turn. Each instance cost several hours of game time.

Now that you mention the possibility of a glitch correcting itself, I seem to recall that happened once. It was as if the sub had dropped out of warp/paused on a turn (or was spinning in place), then went back to the selected velocity. If I'm correct, that happened on Trout's Patrol 1 in the Bungo Suido in Jan 1941, meaning that the two instances of complete stoppage were on Patrol 2 (Haha Jima/Area 4 and Convoy College in March 1942).

Last edited by Mios 4Me; 09-21-20 at 11:02 AM.
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