SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-09-13, 12:48 PM | #1996 |
Seasoned Skipper
Join Date: Jun 2009
Location: In your ocean, sinking your ships
Posts: 721
Downloads: 96
Uploads: 0
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I did. I asked the commander and clicked to start the patrol, then ctd. I started the new campaign "coastal waters"
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06-09-13, 01:09 PM | #1997 | |
Count Dracula
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Quote:
edit: i did a mistake
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Last edited by Sjizzle; 06-09-13 at 01:37 PM. |
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06-09-13, 01:19 PM | #1998 |
Seasoned Skipper
Join Date: Jun 2009
Location: In your ocean, sinking your ships
Posts: 721
Downloads: 96
Uploads: 0
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Both are already disabled. Let me try to see if turning it on causing it.
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06-09-13, 01:36 PM | #1999 |
Count Dracula
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ups disable in the rander patch all and try then was my bad i miss read your post
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06-09-13, 04:58 PM | #2000 |
Watch
Join Date: Apr 2013
Location: California
Posts: 23
Downloads: 452
Uploads: 0
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06-09-13, 06:17 PM | #2001 |
Ace of the deep .
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Playing the eastern british coastal mission with not a single ctd . Game loads fine . I have no problems playing .
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06-09-13, 08:02 PM | #2002 |
Bosun
Join Date: Feb 2012
Posts: 64
Downloads: 232
Uploads: 0
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Game running good...
Got two hits on First Polish freighter both duds, a cobbled together "plan B" got me a miss. I monitored the long distance warship contact while I leisurely
surfaced and shelled the freighter until it sank. I can't help but wonder as the campaign goes on "Will they all be duds" At what point do I decide I have a buggy game, or is the Fatherland letting me down. |
06-09-13, 08:11 PM | #2003 | |
Navy Seal
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Impact should be closest to 90° AOB, while magnetic is mainly depending of sea roughness. But sometime even in calm sea magnetics are defecting. Usually i fire one magnetic and one impact setted, both on different speed to increase the chances. So far, not that bad results. Nevertheless, i noticed more impact setting defecting...
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06-09-13, 09:10 PM | #2004 |
Bosun
Join Date: Feb 2012
Posts: 64
Downloads: 232
Uploads: 0
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Thank you
So happy to hear game not working is normal. I just attacked again , 4000 meters rough sea acute bow angle, I swear they were gonna hit..... three preemies all blew up at about 2000 m . The sea was choppy and I had them all set on high speed with magnetic detonators (due to the angle). Is there a tactics thread to go along with the new realistic torpedoes? Is there a way to get one tangled up in their propeller, or can we ram em, Deck gun works. I'm gonna take your advice and get up close on a calm day
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06-09-13, 10:43 PM | #2005 |
Navy Seal
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Anyway, if all patches torpedoes in generic patcher are activated, and you picked up the FX Update torpedoes (modified for torpedoes patches) in MODS folder of generic patcher (and activated last in your list), all should be fine.
Try torpedo slow speed, and see result!
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06-09-13, 10:55 PM | #2006 |
Bosun
Join Date: Feb 2012
Posts: 64
Downloads: 232
Uploads: 0
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Aha!!!!!
Your a fine Person!!! Just fired another eight or nine, none exploded, one bounced off the target as a dud and then exploded, and another bounced off the target then went around and hit it again, no boom. I see now I made an error. the fx update torpedoes download link was dead and read something like update is included in patcher, That means its this one right here.. and is not as I understood it to be included in one of the many patches. Thank you for your help Im off to fix this thing again.
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06-10-13, 12:35 AM | #2007 | |
Count Dracula
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Quote:
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06-10-13, 12:50 AM | #2008 |
Ace of the deep .
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Patroling eastern british coastal waters , heavy fog .
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06-10-13, 12:57 AM | #2009 |
Watch
Join Date: Apr 2013
Location: California
Posts: 23
Downloads: 452
Uploads: 0
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Still the same freezing problem.
OK so I uninstalled everything then put it all back together. Same issue occurs. If I sink a ship and check my captain's log it will freeze. I have read around for a good couple of hours and have not found an answer. I have seen others with a similar problem but it didn't seem like their problems were solved. Any help would be appreciated. And if I need to deactivate any mods to get this thing working could someone give me an idea of which one could be causing the issue so I could deactivate only that one? Thanks again guys.
The last thing the Debug thing says is "SH_ServerOrbitProtocol.cpp (111) :failed to read packet from client". Would it be a good idea to disable those two patches? |
06-10-13, 01:18 AM | #2010 | |
Ace of the deep .
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