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Old 10-06-10, 07:09 AM   #1
Sailor Steve
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Also did you add anything in the upgrade screen before you started the patrol? It is an old and well known SH3 (not GWX and not Commander) bug that if you upgrade anything before your first patrol it can shut off tonnage credit.
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Old 10-06-10, 07:37 AM   #2
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Also, regarding the real ship names in your Commander patrol logs - you need to update your personnel file after the patrol before reviewing the logs. Updating your personnel file is what triggers Commander to flesh out the patrol log with real ship info. If you choose to review your patrol log before udating your personnel file, the log is generated without real ship info.

The other two "rules" mentioned are also a good bet for more trouble-free playing: click the Auto Rollback option in Commander, and don't upgrade your boat/equipment before starting your first patrol.
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Old 10-06-10, 03:11 PM   #3
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Quote:
Originally Posted by frau kaleun View Post
Also, regarding the real ship names in your Commander patrol logs - you need to update your personnel file after the patrol before reviewing the logs. Updating your personnel file is what triggers Commander to flesh out the patrol log with real ship info. If you choose to review your patrol log before udating your personnel file, the log is generated without real ship info.

The other two "rules" mentioned are also a good bet for more trouble-free playing: click the Auto Rollback option in Commander, and don't upgrade your boat/equipment before starting your first patrol.
Can you add more crewmen before the first patrol? That does not involve upgrading the boat itself. As well, what about modifying the initial torpedo load? Can you change the mix of torpedoes without being hit by this bug, or does it only involve changes to the boat itself such as guns or other equipment?
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Old 10-06-10, 03:14 PM   #4
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Quote:
Originally Posted by K-61 View Post
Can you add more crewmen before the first patrol? That does not involve upgrading the boat itself. As well, what about modifying the initial torpedo load? Can you change the mix of torpedoes without being hit by this bug, or does it only involve changes to the boat itself such as guns or other equipment?
Best/safest practice is to add crewmen only.

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Old 10-06-10, 03:15 PM   #5
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Good info, Jimbuna. Thanks.
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Old 10-06-10, 03:18 PM   #6
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Quote:
Originally Posted by K-61 View Post
Can you add more crewmen before the first patrol? That does not involve upgrading the boat itself. As well, what about modifying the initial torpedo load? Can you change the mix of torpedoes without being hit by this bug, or does it only involve changes to the boat itself such as guns or other equipment?
That's a good question - I suspect that if you're using Commander it's best not to tinker with anything that Commander would've "tinkered" with as well, like setting up your first crew list, but I don't know for sure.

I've always started my careers with the Aug '39 patrol and since I'm just a lowly n00b Leutnant with no combat experience, I figure I'm just gonna take what I'm given since I don't have the status to demand anything different, lol. I don't change anything until after I've completed that first patrol.
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Old 10-06-10, 03:20 PM   #7
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Sounds like a good idea, but I've added only crew members to a new boat and so far haven't been hit by the bug. I did once make some upgrades to the boat and got hit by the bug. As well, because the initial crew loadout is inadequate to allow for two full shifts I turn off the fatigue model for the first patrol in a new career.
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Old 10-06-10, 03:25 PM   #8
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I guess I'll post my problem here too.


Problem... Commander opens to big on my screen. Can't drag screen far enough to tick Patrol button or any other buttons on bottom of screen.

Computer : Laptop HP Pavilion 17" Widescreen
Cpu 3.2 Intel DuoCore
Ram DDR2 PC6400 4GB x 2 8GB total
GPU Nividia 295 GTX
OS Win7 Pro 64 bit

Resolution set at 1024x768
SH3 Version w\o starforce and patched 1.4
Gwx 3.0

GWX plays fine solo. Anyboby have any ideas whats wrong ?
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Old 10-06-10, 03:26 PM   #9
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Quote:
Originally Posted by K-61 View Post
Sounds like a good idea, but I've added only crew members to a new boat and so far haven't been hit by the bug. I did once make some upgrades to the boat and got hit by the bug. As well, because the initial crew loadout is inadequate to allow for two full shifts I turn off the fatigue model for the first patrol in a new career.
Come to think of it whenever this issue comes up the phrase that seems to be used is "don't upgrade your boat" so maybe it's only the boat and its equipment that need to be left alone on the first patrol.
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Old 10-06-10, 04:38 PM   #10
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Quote:
Originally Posted by frau kaleun
I've always started my careers with the Aug '39 patrol and since I'm just a lowly n00b Leutnant with no combat experience, I figure I'm just gonna take what I'm given since I don't have the status to demand anything different, lol. I don't change anything until after I've completed that first patrol.
Quote:
Originally Posted by K-61
Sounds like a good idea, but I've added only crew members to a new boat and so far haven't been hit by the bug. I did once make some upgrades to the boat and got hit by the bug. As well, because the initial crew loadout is inadequate to allow for two full shifts I turn off the fatigue model for the first patrol in a new career.
My personal bad habit: I always run several concurrent careers, one from each available command.

2nd Flotilla: I start August 1, with Commander set to 'Realistic Crew'. I fill out the crew, except lately I'm using Wreford-Brown's Type VIIA mod, so I only have 44 men aboard. My first 'patrol' is a quick turnaround in the harbor, and I'm done. I don't even need to do that, but I do so love cruising around the harbors. I set Commander's 'Days In Base' to 18, so my first real patrol starts on August 19, when fourteen boats were actually sent out to wait for "something" to happen.

1st & 7th Flotillas: I start September 1, do the same 'false patrol' but set 'Days In Base' to Random, since I hate always starting a career on the first of the month.

Being me, I never upgrade the boat right off the bat; rather I wait until I feel like it's time something should happen, and then very rarely. Of course doing my 'false start' patrols I could upgrade right from the start, since I'm not sinking anything anyway.

Remember, I've never claimed to be either sane or normal.
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Old 10-06-10, 04:57 PM   #11
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"Remember, I've never claimed to be either sane or normal."

If I were sane or normal, I wouldn't be me.
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Old 10-06-10, 06:08 PM   #12
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I go even farther - I add a custom crew via SH3Cmdr. I have historical crew lists that I have added as choices under Commander, so that doesn't seem to break it. Once I have been out on a "shake-down" run for a day or so, then I add in equipment changes - which I roleplay as being ordered/installed as a result of the trial run!

So far this has worked up to mid-'42, so it should be stable for the entire war. (haven't lasted farther than that - was finally about to when my 'puter died - tend to fiddle with files etc more than play!)
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Old 10-06-10, 06:14 PM   #13
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Thanks everybody, I just got home from work so I'm going to fire up a new career. I have "rollback automatically after exiting" checked this time and will not fiddle with my 1st patrol load-out. I had swapped some steam eels for 2 electrics and started my Career in October '39 during the failed cruise. This time I'll putz around for the shake-out patrol then return in time for ze Kampf to start.

I'll let you know if your suggestions have fixed things. This forum rocks btw; long time lurker, I've killed many hours just reading threads here

EDIT: I hear 2 conflicting pieces of advice should I have "rollback automatically after exiting" on or off?
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Old 10-08-10, 06:11 AM   #14
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Quote:
Originally Posted by JScones View Post

It's a very easy bug to avoid, if one spends a few minutes reading the GWX and/or SH3Cmdr manuals, or follows the advice spouted on this forum ad nauseam.
Quote:
Originally Posted by jimbuna View Post
Best/safest practice is to add crewmen only.
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