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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Swabbie
![]() Join Date: Mar 2007
Posts: 12
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And what EXACTLY do I have to change.Bless you if its true that it works!
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#17 |
Helmsman
![]() Join Date: May 2005
Posts: 107
Downloads: 31
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This first one is to find ALL the regular compartments.
\Data\Submarine\NSS_GAR.upc (works the same with each different sub file) [UserPlayerUnit 1.Compartment 1] CompartmentType= 1 StatusActive= Yes ID= GarSternTorpedo NameDisplayable= After Torpedo Room Type=NULL FunctionalType= SternTorpedoRoom MechanicalCoef= 0.5 ;0..1 ElectricsCoef= 0 ;0..1 GunsCoef= 0.5 WatchmanCoef= 0 ;0..1 WatchStandingCoef= 0.048 MaintenanceCoef= 0.0144 RepairsCoef= 0.072 ReloadingweaponCoef= 0.072 SleepCoef= -0.12 LeadersSlots=3 CrewMembersSlots= 15 EffciencyDenominator=1 EffciencyDenominatorBS=2 Hitpoints=999999 CrewExposure=0 EquipmentsExposure=0 WeaponsExposure=0 THIS file and location is for the CONN TOWERS... \Data\UPCData\UPCUnitsData\UnitParts1Gato.upc Just go and change the three Exposure values at the bottom to 0 for the Watch tower and the one or two Flak positions. Some sub files have FOUR sections to cover, others only have THREE. This is because each sub has multiple evolutions of different Conn Towers at different points in the war. So be sure to go through and apply the fix to all year levels. While you're there, you can reset the date structures so you can have a later conn tower at the start of the war. I know it's not perfect, but it has kept my deck crew alive so far. |
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#18 |
Swabbie
![]() Join Date: Mar 2007
Posts: 12
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Thanks!Did it now i'll check tomorrow and i'll post the results.
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#19 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
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I'll have to check tonight to be sure, but I remeber coming across what seemed to be Global exposure settings in one of the configs, Main or Basic perhaps.
This might be an easier fix than indiviudal sub files. |
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#20 |
Medic
![]() Join Date: Mar 2005
Location: North Atlantic
Posts: 162
Downloads: 73
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There was a post on the Ubi forums where a gentleman said the "bridge death" bug was related to going flank speed on the surface. Have not had a chance to test it myself but he was convinced that was the problem.
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Theres nothing wrong with a little shooting as long as the right people get shot |
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#21 |
Helmsman
![]() Join Date: Apr 2006
Posts: 106
Downloads: 18
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In my experience the speed makes no difference.
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#22 | |
Mate
![]() Join Date: Apr 2005
Posts: 57
Downloads: 103
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Glad to see that Schlageter found those lines... i'm gonna try in a few minutes then i'll tell you what i see... Anyway i found these lines in the "basic.cfg" [DAMAGE] OpenComp=1 PartiallyOpenComp=0.5 EnclosedComp=0.1 Maybe just changing those we will patch everything up... let's try all of us and share experience. I really want to solve AT LEAST that damned thing. For now it's the one killing my experience the most. |
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#23 | |
Swabbie
![]() Join Date: Aug 2005
Posts: 12
Downloads: 17
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#24 |
Mate
![]() Join Date: Apr 2005
Posts: 57
Downloads: 103
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Ok guys: after 3 hours of trying different things here is my experience to you all.
I used the [DAMAGE] OpenComp=1 (i put 0,1) PartiallyOpenComp=0.5 (0,1 here too) EnclosedComp=0.1 And it was useless. Found a good spot to get attacked and got airstrikes all the way. Long time spent though to get the bombs into the right quarters (watching crew and AA/deck gun), without too much damage... anyway: AA/Deck gun - People at AA/Deck gun never heal. They lose health at a VERY slow rate. - If they go to another quarter they start healing. - If one from another quarter goes with a wounded one in Deck gun he starts to lose health (very slow rate too). - if i move all of them (AA/deck gun) to another quarter they heal and those who take their places dont lose health. -Conclusion: seems like a wounded guy at the AA/Deck gun places has a strange virus which kills everyone near him. Put wounded men in other quarters (even watch crew quarter if none there is already wounded) and they will heal themselves. Watch Crew station - People who get wounded in the watch crew station start losing health more quickly but at DIFFERENT PACES. Some like 20 every 2 hours.. other nothing for many hours. - If you change an entire row of wounded people with 4 unwounded, the new guys start to lose health. The former wounded ones gain health. Hope that this is of some help. Found no solution for it but at least we know well what's happening now. and it's really weird... most of all the fact that they lose health at different paces, as if there's something random on it or there's something that is linked to some skill they have. It's all for tonight, mates! |
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#25 |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
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Has anyone thought to contact the devs with this info? :hmm:
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#26 | |
Swabbie
![]() Join Date: Aug 2005
Posts: 12
Downloads: 17
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Has anyone found a file which describes the effects of heavy weather? Maybe more clues lie there. |
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#27 |
A-ganger
![]() Join Date: Mar 2007
Posts: 79
Downloads: 180
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Hi
I'm experiencing the same thing, and this is realy the only critical bug for me too to have fun... I did not know about this thread so I started a new in the MOD section here: http://www.subsim.com/radioroom/showthread.php?t=109205 In a Nutshel what I found that the problem is with the Conning Tower only... For me the Deck gun is not effected. But I only got it damaged once... More test was done on the watch tower and the AA Gun. What I found that not only the crew take damage.. to be honest I think this bug have nothing to do with actual healt with the crew.. I found that the EQUIPMENTS themselfs are suffering damage, and that couse the crew health loss. My AA gun was the best test subject it can have only 1 guy... so after damage, if it have someone in it's slot, after repaired the gun god damaged over and over again, geting 15 points of damage cousing 1 health loss for the guy in its slott... This is the same with the watch tower and radar... I'm sure most of you heared the anyoing radar damaged / radar repaired / radar damaged bug.. whis is the couse.. For some reason the actual damage that was inflictid to the equipment in the Conning Tower and only the Conning Tower gets applyed over and over again... but only to the structure and equipment (maybe not even to structure , just the equipment..) and this damage is spreading to the crew... Any toughts what can couse this... I'm 80% sure we will find the bug in the Conning Tower's data files... \Data\Objects Edit: If it would be an EXE related calculation problem, it would apply for the whole ship IMHO not just the conning tower Last edited by Balu0; 03-26-07 at 05:35 PM. |
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#28 |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
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As usual I'm the odd man out. I've finished 5 patrols using TC of 2048 regularly. I haven't encountered this even once.
![]() ...But this time around I'm not complaining about it not happening to me. |
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#29 |
Helmsman
![]() Join Date: May 2005
Posts: 107
Downloads: 31
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JP - yes, the game is desienged with what appears to be a chance-to-hit ratio for the crew in each compartment. Hence the values I posted way earlier. If you set those values for the Conn to all be 0, then your crew will not suffer damage from attacks to the Conn or the AA positions.
But that is based on the presumption that the health damage comes from damage inflicted somehow to those spots on the sub itself. That may or may not be the case. My game in as-delivered condition would end up with the crew ALL exhausting themselves by the return from patrol. It would start with the Conn/AA crews and the rest would also slowly perish from exhaustion. I had not taken hits or damage in any way and presumed there to be a problem with the sleep schedule. Almost none of them EVER slept. I tried rotating positions and the guys in the worst shape to the shift that would be sleeping but it didn't work. The fact that the ENTIRE crew was passing out and dying like that DOES make me wonder about the sub taking damage. I've been fiddling with the Hitpoints and other variables in all the files for a few days now and no longer have problems with the crew. Their team efficiencies are always maxed, they sleep seemingly ok and regenerate their fatigue quickly. Likewise, I set all my compartments so the crew themselves don't take damage. That setup is over-the-top for any sim die-hards, but it HAS eliminated the "death by fatigue" issues. Sailors are hard workers, but no Captain runs his ship that hard for longer than is necessary. I am wondering more and more if the sub WAS taking damage slowly somehow and if the crews were exhausting themselves doing Maintenance service. Can't say I ever saw anything pop up in the damage report though. This one remains a mystery to me, but if any of you are having problems try the 0 Chance mod first (\Data\UPCData\UPCUnitsData\UnitParts#Shipname.upc ) Within each of those files should be Three or Four separate sets of values for each available Conn Tower throughout the war, so set the 0s for the Watch and any AA positions and report back. I've got LOADS more mods on my rig, so much that I can't say with any certainty what is or is not keeping my crew alive. So give this a shot and if it doesn't work, let me know and I'll try looking deeper into what I've already modded with my crew values. I can't help but keep wondering if this is some sort of SecuRom issue. ![]() ![]() ![]() ![]() |
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#30 |
A-ganger
![]() Join Date: Mar 2007
Posts: 79
Downloads: 180
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It is the Sub! (teh Sub's Conning Tower to be precise) that takeing damage! over and over again... I'm 100% , best to test with the AA gun...
read my post 2 above.... |
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