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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Apr 2012
Posts: 21
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Hi,
I have a small annoying problem with my SH5 game. I have installed 82 mods. (yes, based on sober's megamod) I did all Trevally's tutorials several times, experimented with TDW UI's settings and started an OHII campaign. And the game is very stable and a wonder to play. I have but a small nagging problem. When my boat is surfaced, and the weather is medium intensity, it seems the boat can't stay surfaced. It switches back to the "underwater" state and then reverts back to surfaced state...underwater....surface....underwater....sur face It only happens when the waves are high enough (I use the stock waves by the way). And it's rather annoying because I can't send a patrol report...or ask my navigator for a navigational fix (I use real navigation). What can I do? Have I missed something? |
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#2 |
Ace of the deep .
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Use my waves mod then . wait for calmer weather .
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#3 |
Watch
![]() Join Date: Apr 2012
Posts: 21
Downloads: 136
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Hello sober.
I disabled your waves mod, because it was a mess on my system (it didn't looked like on your screenshots). I am much more satisfied with the stock waves (especially the reflections, and the short height gives me more stability, but enough to make launching torpedo in bad weather very difficult). I run on Nvidida. And I understood through your posts that you run on ATI. Maybe it's because of this. Going back to my problem in the first post, so I presume it is a normal behaviour if you must wait for calm water to be able to send a patrol report. I don't know about that. Isn't there a way to set a "minimal depth at which the boat is surfaced" parameter-like? I don't know if I made it clear ![]() You're my god by the way. My Uboat Kalleuin. |
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#4 | |
Ace of the deep .
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#5 |
Watch
![]() Join Date: Apr 2012
Posts: 21
Downloads: 136
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So you say you don't have the surface-underwater-surface-underwater behaviour.
Hmm, that's interesting. I will try again with your waves mod to check that. Here is my mep, nothing fancy just the essential : Accurate German Flags RemoveLogoIntroTheDarkWraith sobers game loading tips V2 SH5 DBM Background Video Dynamic Environment SH5 Basemod (realistic version) V2.1 Dynamic Environment SH5 Sounds V2.1 Dynamic Environment SH5 Atlantic Floor V2.1 Dynamic Environment SH5 Undersea (temperate and polar) V2.1 Dynamic Environment SH5 v 2.1 - Skycolor Hotfix #1 Dynamic Environment - Winter hotfix 1 sobers better terrain v3 SH5 Small_trees_SH5_V1 sobers more trees SH5 Window_Lights_Redone_V1 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch silentmichals interior mod 1.2.1 SH5_7A_Conning_Fix Fuel Gauge WoGaDi_SteelViking's Interior Speech fixes and additions (german version) Equipment_Upgrades_Fix_v1_4_byTheBeast #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix Eqp_Upgrades_fix_v1.4 dates by sober Patch V2 NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 SH5 Longer Repairs v.1 FX_Update_0_0_21_ByTheDarkWraith NewUIs_TDC_7_1_0_ByTheDarkWraith NewUIs_TDC_7_1_0_WWIIInterface_by_naights NewUIs_TDC_7_1_0_jimimadrids_map_tools NewUIs_TDC_7_1_0_New_radio_messages_German NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_1_0_Real_Navigation NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha Manos Scopes-patch for 8x5 TDW_Ship_Inertia_1_1_0 IRAI_0_0_39_ByTheDarkWraith IRAI_0_0_39_Inertia_Damage TDW_No_Hydrophone_On_Surface_1_1_0 Cerberus62 Corrected Depth Charge Projector 1.0 3D_Deck_Splash_FX_v1_0_0_byTheBeast 3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast Sub_Bubbles_v0_0_3_ byTheBeast SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 OPEN HORIZONS II_full v2 TDW_Mines_Subnets_Detectable_in_hydro (OH II v2) OHII v2 Mission Fix WA Expanded Navies by Cybermat47 v.1.0.0 Reworked Morale and Abilities v.1.1 MightyFine Crew Mod 1.2.1 Alt faces MCCD_1.04_MFCM_1.2.1_compatible sobers green crew training V4 SH5 TDW FX Fix for Sobers chimney smoke Church's Compass Dials Mod v2.2 - Option Two OH II Minefield map for TDWs Ui Trevally Tutorial - All v0.2(for OHIIv1.3) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.9 MadMaxs_SH5_Subdiesel (mono) v2 gap - Sonar Sound Collection v 1.0 for SH5 - Distorted sobers hud sounds V1 SH5 EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style EQuaTool 01.01 by AvM - add-on - Coloured Simple Tools AOB slide ruller for TDW UIs and MO by stoianm Warfox deck crew always whispering SH5 German Version gap - HD 1 deg Scope Bearing v 1.0 sobers bad weather deck gun V3 SH5 IO_StrategicMap_4_7_for_TDWv710 IO_ShapeTexturesColor sobers green spinning thing SH5 Unterseeboot II SFX German U-Boat Hydrophone SFX sobers talking conning crew mod Loading Screens Mod 2.0 Clavier SH5 FR v1.7 STANDARD SP Radio Paris French Music Full Version 1.2 Grossdeutscher Rundfunk Luftwaffe Combat Radio Frequency RAF Bomber Command Radio Frequency Lynchz Gramaphone Das Boot Gramophone music by Navuhodonosor Custom Radio Settings |
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#6 |
Samurai Navy
![]() Join Date: Jan 2004
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I might be wrong (and don't have it in on this computer), but can't you edit these Parameters in the User Options file?
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Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
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#7 |
Watch
![]() Join Date: Apr 2012
Posts: 21
Downloads: 136
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That's exactly what I was thinking of.
That would be it. Exactly. Is it possible? The default setting would work well for sobers waves, but you would need to change it for other waves? I am underwater at a depth of 7 meters or more. Surface : between 1 and 6 meters. At high sea, when surfaced, my depth fluctuates between 1 and 8 meters. So the result is surface-underwater-surface-underwater-surf....you get it. |
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#8 |
Navy Seal
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Don't have this problem at all with Dynamic Environment waves (realistic) and Stoianm pitch and roll (normal) enabled
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#9 |
Watch
![]() Join Date: Apr 2012
Posts: 21
Downloads: 136
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Ok.
I've tried with sobers wave mod, and the bug has gone. So I think I just gonna play with them. But what's wrong with the stock waves? I find them just beautiful. Sobers waves are more....realistic and functional I guess. I haven't found any parameter allowing me to set sub surface depth. |
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#10 |
Swabbie
![]() Join Date: Jan 2012
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I don't get it. I'm using sobers mod list (most current as of 5 March) with his newest wave mod and I still have this problem. My work around is to use TC as it doesn't seem to register after 16x. Trying to create a celestial nav fix literally CANNOT be done unless I'm using TC, even in the best of weather. I have NVIDIA but I don't think that matters. It`s frustrating enough that your navigator can`t do a fix when decks awash.
![]() Using TDW New UI option editor I've changed the time delay between surface/submerge set to 12 seconds, but every 2-3 seconds it still switches back and forth when the sub just barely dips below 6m. I'm using the Type VIIA, so I was thinking (hoping) that the problem goes away with the later B or C. Any thoughts? |
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#11 | |
Black Magic
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[Properties] PeriscopeDepth=12;meters 12.5 SnorkelDepth=12;meters 12.5 CrashDepth=71;meters - is actualy 70, and will never reach 71, it will dwingle at ~70.5 - fix for updating interface. [Saitan Catalin] MaxDepth=200;meters DiveDepth=40;meters SurfaceDepth=5;meters TorpLaunchMaxDepth=20;meters StormConditions=11,0.4;max wind speed [m/s], max rain intensity [0,1] |
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#12 | |
Swabbie
![]() Join Date: Jan 2012
Posts: 11
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Looking at this post http://www.subsim.com/radioroom/showthread.php?t=165687 I notice that lucagaeta has his sub at 6m, clearly showing water over the decks, and he doesn't have the familiar "We are underwater" indication (although it does show he's in Shallow Water and that his CO2 is high, strangely). This leads me to believe that something in one of the mods/settings has changed what his sub considers to be underwater. I'm using your (TDW) decks awash and have it set to 7.0m. Would this have anything to do with it? I've searched high and low on the Subsim forums, including through your .EXE fixes where it's mentioned about decks awash and the use of binos. It also seems that the OP and myself seem to be the only ones who have this problem, as I can't find any reference to this elsewhere. What's confusing though is I'm using the same mod list and settings as many others (sobers current list), so maybe I'm just the only one who's bothered by it. |
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#13 |
Ace of the deep .
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Disable the decks awash option with the TDW patcher
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#14 |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
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Just glacing through this thread here, I couldn't help but wonder if we're not talking about something that the game does normally. Whenever I have med to over med waves which take the boat under 6m, the boat thinks it's submerging for a couple of seconds, then goes back to its surfaced state, over and over again.
How long does the boat stay submerged? If it's under one or two seconds, there is no problem here. The boat will not actually start the process of submerging until the set time delay is complete though I haven't gone in and checked just how many seconds this is, I think it's well over five or so. I use Dynamic Env, the waves get pretty nasty at times (this is a good thing) the boat submerging icon constantly switches on and off, (this is also why you can't have a deck gun crew in nasty weather) because the boat is submerging. If the deck goes under, the boat thinks it is. I just wanted to clarify the difference between a normal function of the game or a real problem such as the boat actually going under water, bridge and all. I hope this helps in some way and also hope I haven't made a fool of myself by not reading more thoroughly... Thanks D40
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Dogfish40 |
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