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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Feb 2001
Location: FLA USA
Posts: 217
Downloads: 7
Uploads: 0
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After loading an error message came on screen.
Error message: AppName: sh3.exe AppVer:1.4.0.1, ModName sh3.exe ModVer: 1.4.0.1 Offset: 000ba625 Before i saved i send a message to BDU otherwise i miss the tonnages... when i have a message back, than i save the game(the boot is surfaced) i heard that saving a game when you submerged it will messed up the game... Forced to load from base-file, than i can leave Lorient... Anybody else have that same problem? Supplemental, another bug, i bought a free officer, after several missions the officer disappear, the list said Officers:5 but i see 4... |
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#2 |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
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Strange bugs in your game... I think I've never heard about those kind of errors. But I bet some-else has, and can give you a hint or two on what might help.
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#3 |
Weps
![]() Join Date: Nov 2002
Location: Pacific NW, USA
Posts: 350
Downloads: 54
Uploads: 0
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Disappearing officer:
![]() There is a known bug in SH3 Career mode whereby an officer left in the Repair Crew when you end, save, and exit a mission may sometimes disappear entirely from your crew when you start a new mission. Your original officer count remains unchanged, but he is irretrievably gone.....deserted? washed overboard? really good at hiding? Whatever. It happens to me about once in 20 missions. I've edited my Basic.cfg file to increase the default maximum number of officers allowed in each u-boat type. That way, I can go to the barracks and get a replacement before I sail. I also use Oberfähnrichs as the four Warrent Officer/Chief Petty Officers aboard (Navigator, Diesel Obermaschinist, Electro Obermaschinist, and Chief Boatswain or Stabsoberbootsmann), so I routinely have 7 "officers" aboard. ![]() [SUBMARINE1] NrMinOff=3 NrMaxOff=8 <= the default was 5 NrMinPO=9 NrMaxPO=16 NrMinSeamen=20 NrMaxSeamen=30 NbVersion=4 Version0=0 ; VIIB Name0=VIIB Month0=7 Year0=1939 Version1=1 ; VIIC Name1=VIIC Month1=4 Year1=1940 Version2=2 ; VIIC/41 Name2=VIIC/41 Month2=10 Year2=1943 Version3=3 ; VIIC/42 Name3=VIIC/42 Month3=1 Year3=1944 DaysSpentInBase=28 By changing the default minimums and maximums, you can create any size and/or mix of Seamen and Petty Officers you desire. ![]()
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Raptor |
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#4 | |
Navy Seal
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#5 |
Engineer
![]() Join Date: Feb 2001
Location: FLA USA
Posts: 217
Downloads: 7
Uploads: 0
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Is there a way to fix that "repair Officer"??? it's pretty annoying, even i bought the officer for free, and give him the "repair" skill, to fix the boot allot quicker than put 7 or maxed out half of my crew to fix the boot, i have to admit i never had that "Ghost-Officer" in Stock mode or in GWX 2.0....
We all need to pump the water and fix the boot quick, so i decide to fresh start(back to 1939) with a new career(erased my old career) and will use for now on my regular crew to fix the boot... instead of using skilled "Ghost-Officer"... But if the GWX Dev can fix that little problem will be appreciated to all of the SHIII players around the globe.... I don't have SHV, but i do have SHIV, but my computer isn't fast enough, hopefully in the future a family will gave me there old dual core or better, so i can re-install the computer again, and hopefully SHIII and SHIV will be back in action.... |
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#6 |
Engineer
![]() Join Date: Feb 2001
Location: FLA USA
Posts: 217
Downloads: 7
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Are you saying before i dock home, place the repair officer back in the Heckraum?, if so, i will remind that, but will be shame if that officer become a ghost again...
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#7 |
Loader
![]() Join Date: Jul 2012
Location: Ireland
Posts: 86
Downloads: 15
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in my mind he should always be in the command room. i keep a watchman up top with flak and gunner skills. a medic,repair man and a torpedo man in command and a machinist in the engine room. you are only going to lose about 5 seconds from having to move him from his position up to repair
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#8 | |
Weps
![]() Join Date: Nov 2002
Location: Pacific NW, USA
Posts: 350
Downloads: 54
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Doing so will guarentee you never lose him. However, I'm too lazy or forgetful to do that each time, so I lose him on rare occasion. I always check my crew before I start the next mission to be sure everyone is present and where I want them. If I've lost that lazy repair officer, I can go to the barracks and get a repair-qualified Oberfähnrich as a replacement. I can do this because I edited the cfg file earlier to allow a larger number of officers than the default allows. Yes, I can re-position crewmen after I start the mission, but I can't add or dismiss anyone then.
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Raptor |
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#9 |
Engineer
![]() Join Date: Feb 2001
Location: FLA USA
Posts: 217
Downloads: 7
Uploads: 0
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Thanks for clarifying the little unknown GWX 3.0 bug, it might that the Dev overlooked, to other skippers also thank you.
Well the game it self said i can add up to 5 officers, but now i gonna use 1 of the Navigator(Weapon Officer) will have 2 more skills, like Torpedo and repair, than if the **** hit the fan i place that weapon officer as repair officer, when u boot is fixed, than i place him back as weapon officer... than i don't loose a good Officer and become a "Ghost Officer".. but adding 5 officers for VIIB boot is little to much, but im working on first to give that weapon officer the repair skill when i got home... |
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#10 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
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I don't think it's a GWX bug, it happens in stock as well.
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#11 | |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
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Either way it is not a show stopper and there are ways around it so it is not really a bug in my opinion. More of a nuisance if you ask me ![]()
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