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#1 |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
Posts: 665
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I've been having a problem (no duds: I have duds disabled) with about 1/4 of my torpedos when fired.
They go out of the tube to about 200 feet and then just stop. They don't sink or detonate.. they just keep screws turning, bubbles rising.. just stuck in the water about the place where they are supposed to turn and change course for their attack run. Oh.. also some of them are pre-detonating (that isn't supposed to happen with duds turned off... right?)
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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#2 |
Rear Admiral
![]() Join Date: Mar 2005
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Huh I have never had a premie in sh5.
Could it be mod related?
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#3 | |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
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![]() Quote:
NewUIs_TDC_1_1_0_ByTheDarkWraith Nauticalwolf's Interior Mod V1.0 Simple_Fixes_While_Waiting_for_next_patch_v1.0_SH5 _115 No Umark MightyFine Crew Mod 1.2.1 Alt w beards impurity blue Environment MOD_1.1 Reduced Mission Tonnage v02 Electric torp wake removal - wamphyri DiveDepthFix_by_coasterdigi Critical hits 1.1 Torpedos Church's SHV 1.01 Keyboard Commands v1.1 Adjusted Running - Walking Speeds v1.0 Edit: Perhaps it could be the Electric torp wake removal - wamphyri ? ?
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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#4 |
Rear Admiral
![]() Join Date: Mar 2005
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I'm gonna guess its a mod issue or conflict. Thats quite a roster you have there.
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#5 |
Seaman
![]() Join Date: Mar 2010
Posts: 31
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i have had same thing happen.... it seems semi random and also times with trying to shoot while changing time comp, but once damage dun have to reload the game i find
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#6 |
Stowaway
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well, just disproved my own theory about it being todo with the pre-heat etc ability, back to square one then with my theories. Although if I get one, I've noticed about 90% of my torps will be useless, though some reason some of them still work... usually after having given up on a target in frustration! but then, as soon as refit back in dock for more and then no problems, very strange isolated bug thats going to be hard to nail down and fix
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#7 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
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I was like wtf... why haven't they hit yet. Pulled up the TAI map and they are just sitting there like 10 feet in front of my nose. I even had one circle runner so far. Scared the crap out of me. |
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#8 | |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
Posts: 665
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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#9 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
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But if you must, from your list... only two i use: Impurity Blue Darkwraith UI (SH5 Enhanced). |
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#10 |
Weps
![]() Join Date: Aug 2006
Posts: 362
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Mac:
You're having FAR too many problems! You need to stop using so many mods OBVIOUSLY! Secondly, it won't be long before the new patch starts downloading automatically. You don't want that to happen with active mods (just WHY, I don't know, but, it's SOP!) I've NEVER had a torpedo hang! I've had some duds, some, "premature detonations" whilst attacking ships resembling Selma Hayak... |
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#11 | |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
Posts: 665
Downloads: 104
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![]() Quote:
No Umark MightyFine Crew Mod 1.2.1 Alt w beards Electric torp wake removal - wamphyri DiveDepthFix_by_coasterdigi Critical hits 1.1 Torpedos So my remaining mods will be much smaller: NewUIs_TDC_1_1_0_ByTheDarkWraith Nauticalwolf's Interior Mod V1.0 Simple_Fixes_While_Waiting_for_next_patch_v1.0_SH5 _115 impurity blue Environment MOD_1.1 Reduced Mission Tonnage v02 Church's SHV 1.01 Keyboard Commands v1.1 Adjusted Running - Walking Speeds v1.0 I'll give that a whirl now. ![]()
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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#12 |
Lieutenant
![]() Join Date: Mar 2007
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I can second this, it`s not a mod conflict. It happened to me on day one without any mods and only in tutorial mission. I maybe has to do something with tube doors bug because mine was like stuck halfway inside tube and next stucked about 50m further. Happened to me few times in tutorial missions when I was restarting careers.
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#13 |
Silent Hunter
![]() Join Date: Aug 2006
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I've had a few "stuck", but only when firing quickly. I've had quite a few premature detonations though.
That said, I do have duds turned on and am using far more mods. ![]() |
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#14 |
Watch
![]() Join Date: Apr 2010
Location: Costa Rica
Posts: 30
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Hmm, as described in earlier post I got one stuck torpedo way back when, then no more, ever.
Then I left the pen loaded with electrics. Four of the bunch had some sort of malfunction, either running very slow or not at all. Way back when I would put an electric in the stern tube. Then it occurred to me that it was probably an electric that "stuck" the first time. Back to 100% steam, no more problems, period. Seems to me that it's not a bug and it's not mods. It's the game design. The early war electrics are not fully dependable. There is a disclaimer on the load page in the sub pen warning us about that, but I guess we don't pay attention to that stuff. ![]() |
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#15 |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
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NOOOOO !!
I've got 4 fish left. I line up and launch 2 at a heavy cruiser... 1 hits.. the other misses... crap.. back up to periscope depth. Fire... torpedo rushes out and.... stops. crap.. reload......... fire.. torpedo rushes out and.... stops. Okay.. everyone commit suicide.. oh wait; that's our Japanese comrades that do that.. nevermind. Let's go get drunk back at port.
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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