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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
Uploads: 0
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#2 |
Dutch Sea Lord
![]() Join Date: Jan 2002
Location: Almost at periscope death !
Posts: 1,665
Downloads: 1
Uploads: 0
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There are several mods around that will trigger this feature.
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#3 | |
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
Uploads: 0
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Yup, figured that out and got rid of the mod and now no problem.
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#4 |
Machinist's Mate
![]() Join Date: Jul 2005
Location: Düsseldorf
Posts: 124
Downloads: 0
Uploads: 0
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What Mod was it? I had this two times, now it´s ok, but I didn´t remove any mods. So it would helf if I knew what Mod caused this.
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U-Boot Spezialcocktail :-) |
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#5 | |
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
Uploads: 0
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AS Drebbel just said there are several mods that trigger this. I only had one mod that did this and the dials worked fine in port before you moved and then it was 12 O'Clock High from there on. Also the HydroPhone was as 12 O'Clock and you could not use it manually. The wheel did not rotate either nor was it moving for the AI operator but the operator did call out ships when they came into range. I'd just as soon not call out the mod makers name when his/her mod may work for someone else as that I'm not sure of. But I will PM the person just in case it's not known.
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#6 |
Navy Seal
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One mod that did it, the mod maker was notified about it and corrected it in a later update of the mod.
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