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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Electrician's Mate
![]() Join Date: Mar 2007
Posts: 134
Downloads: 3
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Hello all. I recently installed patch 1.3 after taking a LONG vacation and playing SH3 with GWX. After installing Patch 1.3, I started a career in 1944 with a Balao class boat. I noticed that when in port, you cannot load a torpedo into tube 5... you must do it once at sea, leaving you with 23 torpedoes, not 24 like there should be. I also noticed that my periscopes do not move up and down when I am in the con and raise/lower them. What gives? Any advice/help would be appreciated ... thanks!
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#2 |
Nub
![]() Join Date: Jul 2007
Location: Pretoria, South Africa
Posts: 2
Downloads: 22
Uploads: 0
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Regarding the periscopes problem, head over to the Mods forum and look for Anvart's periscope fix. That'll fix the animation on the peri's! Torpedo loadout I can't help with, sorry!!
EDIT. Here's the link for the periscope fix http://www.subsim.com/radioroom/showthread.php?t=118978
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#3 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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![]() Quote:
The torpedo tube is not showed at port, you will see only 5 bow tubes, when you will be at sea, you will be able to see the 6 bow torpedo tubes but # 5 will be empty. It seems to be some thing bronken with the date used for change the load up from MK-14 to MK-18... Use this easy fix to solve... Go to : C:\...\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Submarine\NSS_Balao Open the file : NSS_Balao.upc Search for the following lines and make the changes showed below. [UserPlayerUnit 1.Compartment 5.WeaponSlot 5] ID= TorpMountB5 NameDisplayable= Torpedo Tube 5 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom ;IDLinkWeaponIntervalDefault1= NULL, 1944-01-01, TorpedoTube21inUS, Mk14Torpedo ;IDLinkWeaponIntervalDefault2= 1944-01-02, NULL, TorpedoTube21inUS, Mk18Torpedo IDLinkWeaponIntervalDefault1=NULL, NULL, TorpedoTube21inUS, Mk14Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Balao_Door02_FRD_anim01 ExternalDamageZoneTypeID3D= 134 [UserPlayerUnit 1.Compartment 5.WeaponSlot 6] ID= TorpMountB6 NameDisplayable= Torpedo Tube 6 Type=NULL AcceptedTypes= TorpedoTube UserCustomizable=No IDLinkBunker=BowTorpedoRoom ;IDLinkWeaponIntervalDefault1= NULL, 1943-12-31, TorpedoTube21inUS, Mk14Torpedo ;IDLinkWeaponIntervalDefault2= 1944-01-01, NULL, TorpedoTube21inUS, Mk18Torpedo IDLinkWeaponIntervalDefault1=NULL, NULL, TorpedoTube21inUS, Mk14Torpedo ExternalNodeName3D= NULL ExternalObjectName3D= NSS_Balao_Door02_FLD_anim01 ExternalDamageZoneTypeID3D= 135 Works for me... i hope it will works for you too... ![]() |
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#4 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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Yes, a bit of a nuisance. When I start from port, I just load tube 5 and do a refit before departing.
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#5 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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![]() Quote:
![]() But i moved my patrol start up points so near of the patrol zones... (i start near Guam and the Salomon Islands... ) then that is not an option for me, but any way is a good idea. ![]() |
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