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#1 |
Gunner
![]() Join Date: Oct 2012
Location: Germany
Posts: 98
Downloads: 93
Uploads: 0
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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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#2 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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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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#3 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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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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#4 |
Gunner
![]() Join Date: Oct 2012
Location: Germany
Posts: 98
Downloads: 93
Uploads: 0
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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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#5 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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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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#6 |
Gunner
![]() Join Date: Oct 2012
Location: Germany
Posts: 98
Downloads: 93
Uploads: 0
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I'll try that later thank you a lot in advance
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#7 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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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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