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Old 09-27-07, 09:35 PM   #1
Jay
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Default How do you deal with "malfunctions" when using SH3Commander?

In SH3 Commander's Gameplay Settings>Model Effects I have checked the box for Malfunctions. Each time SH3Commander is used to launch SH3, malfunctions (if any) are randomly generated.

I've encountered a few malfunctions. Some are annoying (e.g., a blurry attack persicope, diesel engines that shut down if Ahead Flank is ordered, setting speed at 2 knots while submerged results in speed rising to 5 knots). Others are potentially deadly (e.g. at the start of one mission, maximum speed under diesel power was just 9 knots).

I cope with the annoying malfunctions as best I can, but when a serious malfunction occurs (like the inability to exceed 9 knots on the surface), here's what I do. Since I've never had the same malfunction reappear twice in a row, my strategy has been to save and exit, and then to reload the saved game right away. I rationalize this as giving my crew a chance to fix the problem so the mission can continue. [I'm sure the purists would consider this to be a form of cheating.]

I'm curious about how others who use SH3 Commander handle malfunctions. Do you press on regardless, abort the mission and return to base for repairs, save and reload, etc., etc. ?
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Old 09-28-07, 01:20 AM   #2
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I ask my X.O. for the names of those responsible. Then we take them out on the deck and have them shot.
:rotfl:
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Old 09-28-07, 05:38 AM   #3
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Quote:
I ask my X.O. for the names of those responsible. Then we take them out on the deck and have them shot.
:rotfl:

!!!

Bit rough on the crew aren't ye? I mean I'm all for running a tight boat, but whatever happened to NJP? Do you have Captain's Mast before hand?

:rotfl:
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Old 09-28-07, 05:53 AM   #4
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Quote:
Originally Posted by Jay
I've encountered a few malfunctions. Some are annoying (e.g., a blurry attack persicope, diesel engines that shut down if Ahead Flank is ordered, setting speed at 2 knots while submerged results in speed rising to 5 knots). Others are potentially deadly (e.g. at the start of one mission, maximum speed under diesel power was just 9 knots).
Well, blurry attack periscope, happend once. Used the observation periscope to attack, since I only notice the problem when attacking a convoy...so after the attack and in tha calm seas of the atlantic, send my crew to clean the periscope.

the ahead flank, manage to, when crash diving, ordering 20 knots insted of the ahed flank option.

but after a reaload to play again all is well, so I like you said.
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Old 09-28-07, 06:17 AM   #5
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I recently started a thread on stress testing your boat at the start of a cruise. Several others piled in with good advice for identifying malfunctions before it's too late... and some good advice on which ones can be safely ignored.
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Old 09-28-07, 07:17 AM   #6
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Quote:
Originally Posted by desirableroasted
I recently started a thread on stress testing your boat at the start of a cruise. Several others piled in with good advice for identifying malfunctions before it's too late... and some good advice on which ones can be safely ignored.
Nice thread ^^^. I like this option in Commander, the thread above gives you some great suggestions on how to deal with it.


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Old 09-28-07, 08:25 AM   #7
U49
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I simulate always the combat - readiness check each uboat commander performed before and directly after leaving port.
This means in my case
* check engine
* check rudder
* check diving ability
* check flak
* check periscope
* check uzo
...

and abort the mission if necessary (and stick with the loss of renown - bad luck)
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Old 09-28-07, 08:27 AM   #8
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Quote:
Originally Posted by U49
I simulate always the combat - readiness check each uboat commander performed before and directly after leaving port.
This means in my case
* check engine
* check rudder
* check diving ability
* check flak
* check periscope
* check uzo
...
Nice list


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Old 09-28-07, 08:56 AM   #9
Junafani
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I dont have malfunctions enabled in SHCommander, but my deck gun sights are not sometimes alligned. Bullets (what are those called?) fly sometimes to right side of sight. Are there hidden malfunctions, or is it Bernard?

http://aycu36.webshots.com/image/303...6464109_rs.jpg
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Old 10-03-07, 08:03 AM   #10
U49
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Quote:
Originally Posted by Junafani
Bullets (what are those called?) fly sometimes to right side of sight.
Your screen shows firing to the port side, am I right?

Same thing is happening to me. But the last time I check, is was to the left. As my surface action was to the starboard side I wonder if the misalignment is shifting the fire always to the direction of my own movement?
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Old 10-03-07, 08:42 AM   #11
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I have found that the more lateral movement you travel from U-boat to target ship does affect the left/right offset of the deck gun sighting.

Best deck gun approach I have found is:
(1) some forward speed - this decreases the "bobbing around" effects that tend to annoy my gunner if sitting at stop engines
(2) the more you can set course to direct your deck gun to sight to the front of the path of travel (as opposed to shooting "Broad-sides"), the more steady the gun sights become (this limits the wave swells up & down), as well as the left/right offset

Just one more thing I learned on surface gunning... keep a fair distance as you finish off a merchant! I had closed in on a merchant to just a few hundred meters... gunning along the hull when I struck the final soft spot... and wow!, it gave up with a tremendous explosion. A merchant sinking ot my credit, but it just about cost me the mission. This sent all hands to repairs! This explosion just about peeled the skin off my U-boat. A little too close on that run, but it did immediately impress me of how complete the simulation goes!
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Old 10-03-07, 09:55 AM   #12
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Quote:
Originally Posted by Junafani
I dont have malfunctions enabled in SHCommander, but my deck gun sights are not sometimes alligned. Bullets (what are those called?) fly sometimes to right side of sight. Are there hidden malfunctions, or is it Bernard?

http://aycu36.webshots.com/image/303...6464109_rs.jpg
'Shells'

As for malfunctions they don't ever give me problems

I usually disable them (whilst I'm testing anyway)
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Old 10-03-07, 10:09 AM   #13
Lzs von swe
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[quote=Junafani]I dont have malfunctions enabled in SHCommander, but my deck gun sights are not sometimes alligned. Bullets (what are those called?) fly sometimes to right side of sight. Are there hidden malfunctions, or is it Bernard?/quote]


This happens sometimes after you have watched a ship explode using the periscope or the UZO. If the game stutters during the explosion you can get this. You usually get a ship cam that is of to either side and the misaligned gun sight at the same time. A reload of the game fixes it.
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Old 10-03-07, 09:04 AM   #14
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Quote:
Originally Posted by U49
I simulate always the combat - readiness check each uboat commander performed before and directly after leaving port.
This means in my case
* check engine
* check rudder
* check diving ability
* check flak
* check periscope
* check uzo
...
Can someone write a list of all possible malefunctions?
Just for curious
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Old 10-03-07, 10:21 AM   #15
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I don't use malfunctions, thats how I deal with them.
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