SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-10-06, 12:33 PM   #1
JonZ
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default is there a way to fix the vanished external torpedoes?

Using the IX2D and I've lost 5 torpedoes because of some bug that made them vanished while I was trying to load them on the deck

I'm sure it was a problem already discussed but I couldn't find any thread about it.


Thanks!
  Reply With Quote
Old 02-10-06, 02:02 PM   #2
Serverdaemon
Loader
 
Join Date: Oct 2005
Location: Kirkland, WA.
Posts: 81
Downloads: 0
Uploads: 0
Default

There is a bug in the game that gives too many torps to the IX.
Then when you drag the torp inside the sub it just disapears. This is often followed by the torp load-out screen flashing or becoming blank as well.
There's a fix involving manually resetting the number of torps for that type of sub and it has been posted... Just can't remember where! D'Oh!

Anybody remember where this fix was posted?...

S
__________________
\"Never interrupt an enemy while he is making a mistake...\"

~N. Bonaparte
Serverdaemon is offline   Reply With Quote
Old 02-10-06, 05:09 PM   #3
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
Default

I need that fix too.....
Redwine is offline   Reply With Quote
Old 02-10-06, 08:59 PM   #4
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

You have two choices, both involve editing your basic.cfg IXD2 loadouts.


You can:

a.) Remove two forward external torpedo stores.

or

b.) Remove the two forward external stores, and create two additional internal ones - hence moving them inside the boat.


Theory is that the game can only support so many external and internal stores. Offhand id say 6 is the maximum safe number for forward stores (since the IXC varients have no problems), and however many internal store limit is probably the number the XXI uses.
Ducimus is offline   Reply With Quote
Old 02-11-06, 02:33 AM   #5
JonZ
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Ducimus
You have two choices, both involve editing your basic.cfg IXD2 loadouts.


You can:

a.) Remove two forward external torpedo stores.

or

b.) Remove the two forward external stores, and create two additional internal ones - hence moving them inside the boat.


Theory is that the game can only support so many external and internal stores. Offhand id say 6 is the maximum safe number for forward stores (since the IXC varients have no problems), and however many internal store limit is probably the number the XXI uses.
Ok, hmm, any example of code I have to modify?
I don't have much knowledge about the cfg files
  Reply With Quote
Old 02-12-06, 12:56 PM   #6
JonZ
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

bump?
  Reply With Quote
Old 02-12-06, 04:49 PM   #7
NeonSamurai
Ocean Warrior
 
Join Date: Jan 2002
Location: Socialist Republic of Kanadia
Posts: 3,044
Downloads: 25
Uploads: 0


Default

Ok open basic.cfg with notepad (/silenthunterIII/data/cfg/)


look for this in it

Code:
;[SUBMARINE_AMMO10];IXD2
[SUBMARINE_AMMO9]
Type=2
Version=3
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=8
ForeResExtra=2
AftResIntern=2
AftResExtern=4
ShellSlots=16
NbYears=4
Renown=10
SNK_MASK=NSS_Uboattype9d2_SNK_mask
Now the changes, you first need to change ForeResExtern=8 to 6, and if you want the torpedoes, change ForeResIntern=4 to 6.

Now you need to make the changes for each year.

Here for example is the stock year 1942

Code:
Year0=1942
ForeTube00=2 ;T1
ForeTube01=2
ForeTube02=2
ForeTube03=2
ForeResIntern00=0
ForeResIntern01=0
ForeResIntern02=2
ForeResIntern03=2
ForeResExtern00=0
ForeResExtern01=0
ForeResExtern02=0
ForeResExtern03=0
ForeResExtern04=2
ForeResExtern05=2
ForeResExtern06=2
ForeResExtern07=2
ForeResExtra00=2
ForeResExtra01=2
AftTubes00=2
AftTubes01=2
AftResIntern00=0
AftResIntern01=2
AftResExtern00=0
AftResExtern01=0
AftResExtern02=0
AftResExtern03=0
Z01_00=10 ; IX/3
M01_00=0
A01_00=6
A02_00=6
SuperCharger_00=-1
Snorkel_00=-1
Batteries_00=1268
AftBatteries_00=1268
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=12000
Now you need to remove ForeResExtern06=2 ForeResExtern07=2 and add ForeResIntern04=2 ForeResIntern05=2 as shown below

Code:
Year0=1942
ForeTube00=2 ;T1
ForeTube01=2
ForeTube02=2
ForeTube03=2
ForeResIntern00=0
ForeResIntern01=0
ForeResIntern02=2
ForeResIntern03=2
ForeResIntern04=2
ForeResIntern05=2
ForeResExtern00=0
ForeResExtern01=0
ForeResExtern02=0
ForeResExtern03=0
ForeResExtern04=2
ForeResExtern05=2
ForeResExtra00=2
ForeResExtra01=2
AftTubes00=2
AftTubes01=2
AftResIntern00=0
AftResIntern01=2
AftResExtern00=0
AftResExtern01=0
AftResExtern02=0
AftResExtern03=0
Z01_00=10 ; IX/3
M01_00=0
A01_00=6
A02_00=6
SuperCharger_00=-1
Snorkel_00=-1
Batteries_00=1268
AftBatteries_00=1268
Hydrophone_00=1270
Sonar_00=-1
Radar_00=-1
RadarWarningReceiver_00=-1
Decoy_Launcher_00=-1
SonarCoatings_00=-1
RadarCoatings_00=-1
Renown0=12000
This needs to be done for each year for that sub model. Also note you cannot copy and paste any part from one year to the next. because each piece of equipment is numbered for that year. for example this is year 1 (1943) for the IXD2 (before being modded)

Code:
Year1=1943
ForeTube10=3 ;T1
ForeTube11=3
ForeTube12=3
ForeTube13=3
ForeResIntern10=0
ForeResIntern11=0
ForeResIntern12=3
ForeResIntern13=3
ForeResExtern10=0
ForeResExtern11=0
ForeResExtern12=0
ForeResExtern13=0
ForeResExtern14=3
ForeResExtern15=3
ForeResExtern16=3
ForeResExtern17=3
ForeResExtra10=3
ForeResExtra11=3
AftTubes10=3
AftTubes11=3
AftResIntern10=0
AftResIntern11=3
AftResExtern10=0
AftResExtern11=3
AftResExtern12=3
AftResExtern13=3
Z01_10=11 ; IX/3
M01_10=0
A01_10=10
A02_10=10
S01_10=5
SuperCharger_10=-1
Snorkel_10=-1
Batteries_10=1268
AftBatteries_10=1268
Hydrophone_10=1270
Sonar_10=-1
Radar_10=-1
RadarWarningReceiver_10=1280
Decoy_Launcher_10=1284
SonarCoatings_10=-1
RadarCoatings_10=-1
Renown1=10000
Notice all the listings now have a 1 instead of a 0.


So ends the lesson
NeonSamurai is offline   Reply With Quote
Old 02-12-06, 04:53 PM   #8
JonZ
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

oh sweet, Thanks!!

I'll be trying that once I finish washing my U-861

Thanks again!
  Reply With Quote
Old 02-12-06, 05:44 PM   #9
NeonSamurai
Ocean Warrior
 
Join Date: Jan 2002
Location: Socialist Republic of Kanadia
Posts: 3,044
Downloads: 25
Uploads: 0


Default

Sure thing, if you have any questions or issues let me know
NeonSamurai is offline   Reply With Quote
Old 02-12-06, 05:57 PM   #10
VonHelsching
Ace of the Deep
 
Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
Uploads: 0
Default

Guys,

I'm in the process of releasing a Fix (JGSME compatible) for most IX-D2 bugs, including the torpedos. It should be ready in some hours.
VonHelsching is offline   Reply With Quote
Old 02-12-06, 05:58 PM   #11
JonZ
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by VonHelsching
Guys,

I'm in the process of releasing a Fix (JGSME compatible) for most IX-D2 bugs, including the torpedos. It should be ready in some hours.
That's good news.

Will it be compatible with IuB or RuB?
  Reply With Quote
Old 02-13-06, 01:17 AM   #12
VonHelsching
Ace of the Deep
 
Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by JonZ

Will it be compatible with IuB or RuB?
JonZ,

Not yet, but I will make a seperate release.

Check it out: http://www.subsim.com/phpBB/viewtopic.php?t=48560

VonHelsching
VonHelsching is offline   Reply With Quote
Old 02-13-06, 11:48 PM   #13
JonZ
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

A question somewhat OT but related, are the numbers at the end of the reserve number are the torpedo type?

like ForeResIntern04=2

That should be handy to avoid me to roll back to Type 1 everytimes before patrol.
  Reply With Quote
Old 02-15-06, 04:19 PM   #14
NeonSamurai
Ocean Warrior
 
Join Date: Jan 2002
Location: Socialist Republic of Kanadia
Posts: 3,044
Downloads: 25
Uploads: 0


Default

yes that number is the torpedo type. I mainly use type 1 torps as i hate type 2's

0 is type 1
1 is type 2

not sure about the rest though. I could find out but its a pain to do so
NeonSamurai is offline   Reply With Quote
Old 02-15-06, 05:31 PM   #15
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
Default

Thanks a lot NeonSamurai and JonZ
Redwine is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:08 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.