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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1936 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1937 | |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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![]() However, there's still one major problem that keeps bugging me when I play. Almost 50% of the time, when I reload a game all the crew members go completely silent. The watch officer and the sonar man are mute, and I can never get them to resume speaking. I often have to restart the game to fix that bug. Is anyone else experiencing this? (I usually play with sober's mod list, just shortened a bit, and of course with all the patches, both official and unofficial). |
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#1938 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1939 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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This bug and the fact that destroyers blow themselves up with their own depth charges are the two things currently keeping me away from sh5. I really hope that the sound bug can be fixed.
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#1940 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1941 | ||
Ocean Warrior
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![]() I'm usually use not more than 256 and haven't sound's issue ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1942 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1943 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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#1944 |
Ocean Warrior
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My thought about this issue - at high TC levels game disables unnecessary at this point triggers (like sound triggers) and then 'forgets' to enable them back..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1945 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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#1946 |
Chief
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Why not just provide a link to the patched SH5.exe file???
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#1947 |
Ocean Warrior
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Because of the Copyright laws of any country..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1948 |
Stowaway
Posts: n/a
Downloads:
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I tried to do this mod but like others could not find 0x197A4A even with a search. I have been wondering if there are not slightly different versions of sh5.exe released over the years. In truth I suppose it must be there even if under a differing piece of code. Thanks TDW for the effort on this.
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#1949 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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See this tutorial by Trevally on how to use the patcher. ![]() |
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#1950 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
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A bit back to torpedo duds .I just updated to newest patch.
Fun with depth and gyro ..3 of 4 hit (august 1940) but 100 percent duds until I tested like 15 torps at perfect 90 degrees. Then I got an impact. Took away kiddy factor and no duds. enabled kiddy factor patch and took away topedo dud fixes, then 2 of 3 exploded. (one deep) perfect for me, but what did I do? I would think remove kiddy factor and dud fixes were linked somehow? is there a link to what changes lies in the patches? ![]() And would the rounded lower part of the merch have some effect on impact angle? I hit at 90 degree but since this was a small merch it went 3 metres deep and was round shaped. |
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