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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Apr 2011
Location: Trier, Germany
Posts: 187
Downloads: 429
Uploads: 0
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possible bug.....SOLVED
happened twice now Type IIC sep 39 I dived to make an attack. By the end I had about 5% CO2 level. Surfaced, battry recharge ok, but the CO2 keeps getting worse. I saved and exited at 11%...I tried raising the flag in the hope this would help. either save while surfaced, exit game and reload it. or, click on the "CO2" marker in the upper right corner while submerged and you will surface and the problem is gone. Last edited by lederhosen; 01-27-20 at 01:35 PM. |
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#2 | |
Navy Seal
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I already hear about it long time ago, but never encountered it. Many times bugs can be solved by exiting game and reloading ![]()
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#3 |
Electrician's Mate
![]() Join Date: Jan 2016
Posts: 133
Downloads: 183
Uploads: 0
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I had it multiple times in stock and twice in OM. And the watch crew is not on the bridge. Like if the game forgot they were not under water anymore. Kinda hilarious to think none of these guys would think to open the hatch for a breather.
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#4 |
Electrician's Mate
![]() Join Date: Jan 2016
Posts: 133
Downloads: 183
Uploads: 0
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Also, so far since the last patch, everything is running smooth and make sense. I honeslty think that your mod is NEAR perfect as is on a mechanical standpoint.
Also, had my first 20k+ tons patrol. 2x 10k tons ships and 3x 500 tons ones. All with the deck gun because I felt like it. |
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#5 |
Seaman
![]() Join Date: Jan 2017
Location: Finland
Posts: 33
Downloads: 1049
Uploads: 0
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Type II number of crew: Sh4 at least over 30.
I reduce crew realistic 25 (24+1 alias Player) This means that some slots are very few usable. Is this crew compliment hardcode? |
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#6 | |
Navy Seal
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But it’s your game ![]()
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#7 |
CTD - it's not just a job
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... and you can always micro-manage the crew, moving them about as needed, but watch their "efficiency", since you wont' know they're "tired" until they "Cannot comply"...
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"...and bollocks to the naysayers" - Jimbuna |
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#8 |
Navy Seal
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If you didn’t drag the watch crew in berthing slots (in this case they will not go back themselves on bridge when surfaced) they HAVE to stand back automatically on bridge...if not (I’ve never seen this in SH4) you might have an issue on your side.
Meaning leaving them on bridge when you dive, they disappear underwater like if they were inside, and re-appears automatically when surface. But best when destroyers around, is to drag and drop them in berthing crew slots to be protected by hull! Otherwise they won’t and can be easily hurt by depth charges... That’s an SH4 trouble, that’s why modders made those free inside slots available ![]()
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#9 |
CTD - it's not just a job
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Let's do this for the Baltic:
1st September, 1939 ![]() 1st September, 1940 ![]() 7th December, 1941 ![]() The dates are in the upper-right corner, these are views from the Mission Editor, with 'Baltic.mis' loaded, the name in the upper-left. Each of the yellow squares are an RGG (Random Generated Group) that has the potential to spawn a "Group", which might consist of one ship, or a hundred ships (highly unlikely). In the Baltic, there are mostly "singles" and "doubles" in the groups. Note however, that there are multiple yellow squares in most of those locations, some do represent the "static" harbor vessels you saw. Notice also, that as the war "progresses", the traffic pattern will change. If you are late in the war, there is generally quite a bit less traffic - it has all been sunk! Be aware that there are mines in select locations, as well as airplane traffic and task force traffic not seen on this view. There is also a Russian submarine layer, though that only plays into a small segment of the area, and time frame... Also, when you are reporting issues, if you would, please include what submarine you are in command of, where you have sailed from, and what the date is - thanks! ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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