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Old 08-09-07, 07:12 AM   #31
AkbarGulag
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Quote:
Originally Posted by PepsiCan
Are you sure you fired with the Metric option? If you choose imperial, all the numbers are in feet (except for radar, sonar and the deckgun).
Absolutely... Metric. And its not the fact they run to deep... its that they wont run deep enough. I had the same problem in 1.2 patch. I do not know how the game mechanics work, but I reloaded the save over and over and over... same result from every tube (front and rear) every shot. I would have loaded (the saved game) about 10-15 times, at 6-10 torps each test you can get the feel for how many I fired. All torps at the same ship, so therefore the same keel depth (a yamato). Also, all the torps ran at the SAME incorrect depth... and all ran at EXACTLY 10 metres, thats the only reliabe factor involved.

I decided to break off the attack and skipped in front of the same TF, after that the torps all adjusted correctly. I got brushed off trying to highlight this same problem in 1.2 bug discussions. Everyone keeps saying 'its historical', well this is a programme and everything happens in it due to code, not due to an event in the pacific 60 years ago. The event inspires the game... it doesn't control it ^^ If i thought the pacific could influence my programme to do something, I would walk 50 metres everyday and dip my PC in it.

Lets hope someone else finds this problem *crosses finger* :rotfl:
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Old 08-10-07, 11:38 AM   #32
donut
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http://www.subsim.com/radioroom/showthread.php?t=120171 I am confirming this observation,in damage model.
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Old 08-10-07, 11:14 PM   #33
AkbarGulag
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I have two easier bugs available.. (im thinking maybe crew fatigue has something to do with my above torp depth problem? I agree that maybe it isn't a bug, but something else causing this)

1. When loading a 'Saved Game' that was 'Saved' while submerged, the whole crew is given fatigue that was not there before the save (regarldess of who was on active duty)... This is common.

2. The 'Return to plotted course' option only works in the NAV map screen on game load... if you try this while on deck or elswhere, it just gives you the 'ALL STOP' sequence. (not a major problem imo, doesn't really bother me, but its there.)
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Old 08-12-07, 02:16 AM   #34
loreed
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Default Gun Crews AWOL

THis is a new bug for me, I upgunned to the 5/25 deck gun and the crew slot and crew member for the deck gun vanished, the gun was changed but no crew so I have to fire it manually. Changing the gun back did not help, both slot and crew member gone.
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Old 08-12-07, 11:37 AM   #35
donut
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Are you patched all the way up to 1.3 ?

Quote:
Originally Posted by loreed
This is a new bug for me, I up gunned to the 5/25 deck gun and the crew slot and crew member for the deck gun vanished, the gun was changed but no crew so I have to fire it manually. Changing the gun back did not help, both slot and crew member gone.
We have had this experience,prior to 1.3 patch.
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Old 08-13-07, 10:05 AM   #36
jhelix70
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The bug that allows enemy units to detect your sub using their air search radar still exists after 1.3. This has the effect of allowing japanese ships to home in on your sub way before they had surface radar historically. Play the photo recon quick mission (1943) to see this at work.

See:
http://www.subsim.com/radioroom/showthread.php?t=113010

http://www.subsim.com/radioroom/showthread.php?t=112994

Changing the max range value of type 13 radar to 1 (in the AI_Sensors file) solves the problem. You need the minitweaker to change this type of file.
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Old 08-13-07, 12:19 PM   #37
Fat Bhoy Tim
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Quote:
Originally Posted by AkbarGulag
I have two easier bugs available.. (im thinking maybe crew fatigue has something to do with my above torp depth problem? I agree that maybe it isn't a bug, but something else causing this)

1. When loading a 'Saved Game' that was 'Saved' while submerged, the whole crew is given fatigue that was not there before the save (regarldess of who was on active duty)... This is common.

2. The 'Return to plotted course' option only works in the NAV map screen on game load... if you try this while on deck or elswhere, it just gives you the 'ALL STOP' sequence. (not a major problem imo, doesn't really bother me, but its there.)
Never save submerged, in SH4 or SH3
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Old 08-13-07, 01:18 PM   #38
tater
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Quote:
Originally Posted by jhelix70
The bug that allows enemy units to detect your sub using their air search radar still exists after 1.3. This has the effect of allowing japanese ships to home in on your sub way before they had surface radar historically. Play the photo recon quick mission (1943) to see this at work.

See:
http://www.subsim.com/radioroom/showthread.php?t=113010

http://www.subsim.com/radioroom/showthread.php?t=112994

Changing the max range value of type 13 radar to 1 (in the AI_Sensors file) solves the problem. You need the minitweaker to change this type of file.
Alternately, you can go to the sns file for the ships with such radar installed and set it to NULL if the date predates them getting SURFACE radar. Air search for AI ships is pretty meaningless. They will drive around until attacked regardless, it's not like they have go go to GQ first, ready ammo, etc.

I had wondered if that bug was still there... The real way to test would be in a storm or fog I guess.

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Old 08-17-07, 07:19 PM   #39
jhelix70
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Quote:
Alternately, you can go to the sns file for the ships with such radar installed and set it to NULL if the date predates them getting SURFACE radar.
Thats what I ended up doing this time, because the available tweak file for AI_sensors.dat is no longer working after 1.3
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