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#31 | |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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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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#32 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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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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#33 |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
Uploads: 1
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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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#34 |
Torpedoman
![]() Join Date: Nov 2006
Location: Alaska
Posts: 112
Downloads: 83
Uploads: 0
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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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#35 | |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Are you patched all the way up to 1.3 ?
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#36 |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
Uploads: 0
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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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#37 | |
Watch Officer
![]() Join Date: Aug 2006
Location: Abu Dhabi
Posts: 338
Downloads: 46
Uploads: 0
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__________________
Some men are born great, some achieve greatness, and some will always be total gits. |
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#38 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I had wondered if that bug was still there... The real way to test would be in a storm or fog I guess. tater |
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#39 | |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
Uploads: 0
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