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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Watch
![]() Join Date: Apr 2005
Posts: 20
Downloads: 35
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Ther beter be cause Im tiered of not being able to play it other then 1.0 and 1.1
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#47 | |
Grey Wolf
![]() Join Date: May 2005
Location: USA
Posts: 978
Downloads: 5
Uploads: 0
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#48 |
Swabbie
![]() Join Date: Apr 2005
Posts: 6
Downloads: 0
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I hope this has not been mentioned earlier:
Sound Operator does not find targets right in front of the ship! I pressed F9 to go and wake him up. And what did I see him do: he was rotating the wheel, skipping the section in the aft (where the hydrophone is not supposed to work) but he also skips about 20 degrees section in the front! So I made a simple single player mission to test more. In all uboats I tested (IIa,IId,VII,VIIc, from different years), the Sound operator skips the wheel from 350->010, and does not find ships in that sector. When "following nearest ship", he seems to be able to track target there, but he regularly loses contacts.
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Werner Snitzel. |
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#49 | |
Swabbie
![]() Join Date: Sep 2005
Posts: 11
Downloads: 0
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Issues Ive been having... CTD's very frequently once my carreer gets into the mid 1940's. Somewhat solved by saving regularly while on patrol (saves clear memory?) Radio message transfer to a new base (while on patrol) did not populate the map with the base (this particular save crashed twice, eventually I got through it, but had to auto port to dock as the base was not allied to germany yet :/ While under time compression the attack popup (1.4) can stall the game/ cause sound hangs / CTD, again I have only started seeing this on my mid 1940 campaign. Noticed that neutral ships in an allied convoy will attempt to avoid a collision with the Uboat even though the boat clearly shows not detected. Moving crew from the deck gun to the observation deck can cause the crew to dissapear until another crew is placed on the obd then they repopulate. UZO all but useless without the no UZO particle mod. Crew under time compression dont appear to fatigue properly, crew at no time compression under normal conditions within 20-30 mins will suffer heavy fatigue. On occasion the map textures/tdc textures while in the command room will glitch. Brief system specs: amd 3500 64 nvidia 6800 gt gs xp pro sp 2 2 gig o ram corsair ecc/ull |
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#50 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Deep Waters
Posts: 871
Downloads: 31
Uploads: 0
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Don't know if this has been mentioned yet, but the hydrophone has too many degrees, i.e., around bearing zero, it goes 359, 360, 000, 001.
It should have either 360 OR 000, not both. :hmm:
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Guess I should change my sig since SH5 has an offline mode now ![]() |
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#51 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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I do not know if it was mentioned before, i dont take alook over all 6 pages.
When you enter in the control room of the Type XXI, on the firewall at left, there is a battery instrument. This instrument is a bettery level instrument and works as it, but the background of this instrument is the background of a CO2 instrument. |
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#52 | |
Mate
![]() Join Date: Sep 2002
Posts: 57
Downloads: 0
Uploads: 0
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[quote="Shin"]
Quote:
Just encountered two Neutral Tankers, a T3 and a small, damn US... I hadn't noticed any screws overhead sounds before so I was testing the sound settings to see if I could hear the tankers. I was never surfaced, and I had the scope down prior to coming within 5000m of the pair. I do not have the 'stealth meter' enabled so I cannot confirm if I was detected though prior to my crossing their path the ships had not made any motions indicating that I had been detected. I crossed their path at 25m within 2-300m of the lead tanker (I could see the hull underwater) The T3 managed to come to a complete stop in that space (even though I had already completely crossed its path by this time. By eyeball it looked like there would have been some space between the tanker and my boat had the tanker passed overhead. In convoys I have passed under merchants no problem with them taking no notice of me even after hitting my conning tower. So yeah collision model is off abit... but I did hear the screws this time, (music turned completely off) SKurj |
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#53 |
Gunner
![]() Join Date: Nov 2005
Location: Sweden
Posts: 93
Downloads: 0
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The background sound loop (using the real uboat mod compilation at the moment but I think I experienced the same before) will, with time, alt tabs etc start to play several loops at the same time, not just one.
In other words, I can hear like three sneezes in sequence, and everything is so amplified. It sounds like an absurdly busy boat with tons of people running around talking, sneezing and doing tings all the time. The sound eventually overwhelms the sonar listening station and is very irritating, doesn't dissappear no matter what you do. I will try to play without alt-tabbing a single time and see if such things help. |
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#54 |
Dutch Sea Lord
![]() Join Date: Jan 2002
Location: Almost at periscope death !
Posts: 1,665
Downloads: 1
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Unstickied after being blackmailed by Gizzmoe !
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#55 |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
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:rotfl: :rotfl: :rotfl:
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#56 |
Mate
![]() Join Date: May 2005
Posts: 57
Downloads: 3
Uploads: 0
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I am not a happy man.
November 4, 1939. U-25 has managed to down 2 Black Swans of a convoy. With them out of the way, U-25 manages to sink a Southampton Class cruiser. And an ore carrier, and a medium cargo (though that was, errr, 'collateral damage'). So the tubes & stores are empty, die Jungs are drinking their promised half bottle of beer - but they are tired, so I decide to rotate 'em and click... the 'Submerged cruise button'. ...don't think I have to explain what happened... Not just annoying but also VERY odd. I had downloaded patch 1.4b, was playing older version of GWX, and never had the bug problem again. But tonight uninstalled it all, reinstalled, patched to 1.4b, installed GWX 2.0 and 2.1 -- and suddenly the bug is back! So I guess it's back to moving the Jungs around individually - I know they love the attention - but still... Why hasn't anyone isolated and exterminated this bug yet? |
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#57 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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Since no one has been to this thread since 2005 I got curious.
Did you have a ctd ? |
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#58 |
Grey Wolf
![]() Join Date: Mar 2008
Posts: 913
Downloads: 16
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It's my understanding that the GWX team tried to get rid the bug but were unable to. There's a section in the 2.1 manual warning players not to use the crew configuration screen as it most like will cause a CTD. I never experienced one using stock (with the 1.4b patch) but I don't want to tempt fate so I move my people around manually.
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#59 |
Mate
![]() Join Date: May 2005
Posts: 57
Downloads: 3
Uploads: 0
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Welp, I don't know what the GWX-guys did, or which SH3-version they used as a basis to build their mod upon, but whatever version it is: the bug's back...!
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#60 |
Stowaway
Posts: n/a
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![]() ![]() The Bug never left. ![]() Some get it, some never do. I have NEVER suffered from it. Don't ask me why, I just don't. |
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