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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Gunner
![]() Join Date: Oct 2012
Location: Germany
Posts: 98
Downloads: 93
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Hey guys,
Now that I understood the basics I do a lot of quick missions to practice but yesteday I encountered something weird. As I start I got 3 surface contact 1 I identify as a cruise ship and the other was a us patrol ship and the other was hostile. The broadband showed me that it drives away in my direction. So I gathered 4 different contacts on him Bow array Visual EMS and towed array So I was pretty good to determine his exact position. But due the fact he was about 14-16 nmi Away from me I decided to attack him with Missles. I shot 2 and both hit. But it didn't count as a kill (no message) So I drive in his direction to look if he is just not able to drive anymore (broadband and narrowband was silent). But nothing no where.... so I decided that I end the mission and look in the replay what happend... I saw there that it didn't got killed but according to "show truth" on the replay it was 1000 yards in front of me but there Was Nothing. Was that a bug? |
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#2 |
Navy Dude
![]() Join Date: Feb 2011
Location: Texas
Posts: 171
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Are you running any mods? I didn't install LWAMI all the way when I first started using it and a lot of the models weren't there. If the ship was moving I would just see a wake. Once I actually went through and installed it properly, the models showed up. Since your target wasn't moving you wouldn't even have had the wake.
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#3 |
Gunner
![]() Join Date: Oct 2012
Location: Germany
Posts: 98
Downloads: 93
Uploads: 0
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But I saw it before the Missles hit
And no so far I don't have any mods installed because I'm Kinda new to modern subsims Would you recommend to get that mod? Edit: I got the win 8 fix if that counts |
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#4 |
Good Hunting!
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The Windows 8 fix, as it was designed, is just so you can run the game on Windows 8 and up. The problem was the game wouldn't launch. Who knows if it has other effects.
The game can be buggy, yes. I have experienced things similar to what you're describing. The replay is not always truthful as to what happened in the mission, unfortunately. Usually it is, but sometimes it's not.
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Your friendly neighborhood modern submarine YouTuber. My videos: **Exclusive Look at Modern Naval Warfare!** Dangerous Waters Liu Doctrine (LwAmi Learn to play Dangerous Waters |
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#5 |
Gunner
![]() Join Date: Oct 2012
Location: Germany
Posts: 98
Downloads: 93
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I remember I put "transparent water" on "yes" in the hope the water would have a transparency but it doesn't.
Could that cause such things ? (It was in the samw file as "ModeID" ) And is there a mod how fixes the known bugs ? @FPSchazly Thanks for your videos btw They helped me so much to get into the game as well as the guide from tachmen |
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#6 | |
Good Hunting!
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You're welcome! Glad they could help!
__________________
Your friendly neighborhood modern submarine YouTuber. My videos: **Exclusive Look at Modern Naval Warfare!** Dangerous Waters Liu Doctrine (LwAmi Learn to play Dangerous Waters |
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#7 | |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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Remember that seeing a model in the 3d windows is only as correct as you made your classifications and TMA. Only if you have Show truth on does the 3d windows show the contact in the actual location and the actual class model. Except when viewing from the bridge, periscope or high frequency active sonar, or windows on the PC-3/OHP/Helo. Then you do see the contact as the true location and model from the sensors point of view (active sonar or the mk1 eyball).
If the patching/batch scripting didn't work correctly then that might cause invisible contacts indeed. Also, replay seems to do weird stuff sometimes. It can get out of sync if you have long replays and use time compression a lot. So what you saw in there might not actually be what happened. p.s. Quote:
Last edited by Pisces; 12-11-15 at 04:14 PM. |
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#8 |
Gunner
![]() Join Date: Oct 2012
Location: Germany
Posts: 98
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It was droving away because I saw it with my telescope
Like I said I had a EMS contact Sonar contact on two array (bow and towed) (for range detection) And a Visual contact And I saw how my Missles hit their target through my telescope That's why I'm so extremmy sure that it was where it was and that I hit it twice. But it never got me counted as a kill but it disappeared as well @ FPSchazly I thought transparent watee is like that you can see the first 50-70 ft into the water from the surface Edit: it happend a second time My target was in the ice not moving at all and I saw it through my periscope and a friendly ship saw it so I got a link to that enemy ship I hit it with my torpedo but it just disappeard didn't count as kill aswell Last edited by blackcan; 12-11-15 at 10:18 PM. |
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#9 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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Did you get a report of an explosion on the bearing of that sierra or master contact? Maybe the torpedo hit the ice instead (it's pretty hard to keep torpedoes alive in an iceberg field) Orthe target got the remaining damagepoints crushed out of it by sliding on the ice. Then you do not get the credits of the sinking.
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#10 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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P.S. If you are worried that it might be a bug, then it is important to know which version of the game you have, and how your game is updated/patched/modded. I can't find that in your previous postings.
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#11 |
Gunner
![]() Join Date: Oct 2012
Location: Germany
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It could be that no torpedo hit (first was "lost a wire" second one was a explosion from the right bearing but I used active sonar on the torpedo so maybe it targeted a iceberg)
I use 1.4 steam version with win8 fix (My system is win 8.1 64 bit) No mods Only edited the entry "transparent water" to "Yes" in the dangerouswaters.ini But I changed to back to "No" yesterday |
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#12 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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I don't know if it is the true cause of this, but DW wasn't made with multithreading or multi-core cpu in mind. Allowing the game to run on multiple cpu cores can make the game run at an irregular pace. As I said, I don't know for sure it is because of this, but can imagine this messing up the physics engine.
To narrow down the number of cores the game can run on you should open Taskmanager when the game is running. Then go to the details tab, locate the line dangerouswater.exe and right click on it. Then choose "set affinity" (or whatever that soundslike in German) Then you can set check-marks to confine the cpu core the game can run on. Make sure only a single core is selected. It doesn't matter which one. I think I once wrote a reply or topic in here on how to make this stick or be remembered by the OS by way of a registry setting. But can't remember where. |
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#13 |
Gunner
![]() Join Date: Oct 2012
Location: Germany
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I'll try that later thank you a lot in advance
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#14 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
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It wasn't a registry setting, but a parameter for the DOS-command window used to run dangerouswaters.exe.
Open up the spoiler in my post to see how, or click the link to find the same at the end of the original article: http://www.subsim.com/radioroom/show...9&postcount=34 EDIT I don't know how this applies to Steam games, because those shortcuts on the desktop point do not point directly to the game executable. Last edited by Pisces; 12-12-15 at 06:28 AM. |
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#15 | |
Gunner
![]() Join Date: Oct 2012
Location: Germany
Posts: 98
Downloads: 93
Uploads: 0
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Thqnk you a lot! But another questsion what is the main difference between stock dangerous waters and modded dangerous waters ? More realistic or harder ? |
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