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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11461 | |
Machinist's Mate
![]() Join Date: Jun 2012
Location: Lithuania
Posts: 126
Downloads: 154
Uploads: 0
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![]() ![]() As for diesel room engine animations (I have freshly reinstalled SH5 with newest WOS) after couple of saves in patrol or some time compression animations stop working at low speeds , only working on higher speeds. Reloading save or starting new patrol fixes that but not for long , after some time compression animations get stuck again. Last edited by CaptJulius; 12-14-18 at 09:55 PM. |
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#11462 | |
Navy Seal
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What max time compression are you using?
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#11463 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
Uploads: 0
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I have had that problem in the past and I seem to remember it was a graphics card\memory issue
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#11464 |
Growing Old Disgracefully
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A Warm Welcome To The Subsim Community > DieSaurgurke
Subsim <> Make A Donation <> See The Benefits <> Support The Community SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below
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LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#11465 |
Machinist's Mate
![]() Join Date: Jun 2012
Location: Lithuania
Posts: 126
Downloads: 154
Uploads: 0
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#11466 | |
Argentinian Skipper
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Fitzcarraldo :Kaleun_Salute: Last edited by fitzcarraldo; 12-15-18 at 10:07 AM. |
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#11467 |
Navy Seal
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I go up to 1024 when clear of any action. But most of time it’s 512.
Anyway we can’t pass 64 when ships around. Maybe the lost of diesel animation is due to GPU limitation at certain point...
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#11468 |
Navy Seal
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Ah, other thing: when i choose to have a TII in stern tube at bunker, when i launch patrol i get a TI...
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#11469 | |
Navy Seal
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That's an old and know problem...
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#11470 |
Navy Seal
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I never alt tab my game because it can give unexpected issues
![]() Diesel animation isn’t a big deal anyway for me as most of time we are in the command room. But the rear torpedo issue is a lot more annoying...i remember using stern tube for the T5 one against destroyers in SH3. If i can survive enough, i won’t be able to do the same?
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#11471 | |
Loader
![]() Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
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A workaround I use is I fire the T1 aft torp while still in range of my bunker/base, and then use the Refit button and it replaces the aft torpedo with the one I had selected before leaving the bunker. |
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#11472 | |
Navy Seal
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#11473 |
Torpedoman
![]() Join Date: Apr 2006
Location: Fuengirola, Spain
Posts: 117
Downloads: 592
Uploads: 0
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hi there and surry my english cause its not my native language..
im back from some years ago and im so excited seeing how this mod has evolved. I did a couple of patrols of the first campaign, and some historical missiones.. i just can say this mod is amazing, i did it well reinstalling sh5 again )) all for me its working perfect, no lies. but, i have a little issue i dont know if it could be somethin im doing wrong.. sometimes supermarks and destroyedmarks are not showing on nav map (neither tai map).. doing some testings, i see that those marks use to fail showing on the map when i use the icon (top right) to enter the nav map. when i use the key 'M' to go to the map, and i destroyed a ship, i use to see the destroyed mark. am i a little crazy or there is something of true on this situation? thanks for support, thanks for this mod! |
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#11474 |
Torpedoman
![]() Join Date: Apr 2006
Location: Fuengirola, Spain
Posts: 117
Downloads: 592
Uploads: 0
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#11475 |
Navy Seal
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![]() ![]() Yes there is a bug with destroyed marks from very long time now. You will see that they are all in south Atlantic near west African coast. My turn over is to copy paste every destroyed mark coordinates (in document/SH5/data/Cfg/savegame/destroyedunits) in a bloc note page, and then before launching game copy paste them in last SH5 save. Just because game save corrupt each kill coordinate (1.000000 instead of real coordinates) I have to take care of the capt log bug too (also in save game) and restore the date of the sinking so it could work (otherwise it say 0000.00.00) A bit tricky but it works ![]()
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