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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jan 2007
Posts: 6
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I've encountered a bug for type XXI submarine. At the start of the mission, no matter how many crewmen I have in the engineering section, I am told that I am unable to move as "Not enough crew in engine compartment." Does anyone have a resolution for this?
Thx |
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#2 | |
GWX Project Director
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This is a known problem with SH3... not caused by GWX. Simply select of your reverse speeds for a moment and then a forward speed again... problem solved. Welcome to Subsim.com, here is your lucky potato peeler... Fritz is looking for you in the galley! ![]() |
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#3 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Are you talking about GW1.1 or GWX ?
If its GW1.1 you will need the 24hr fatigue fix http://files.filefront.com/GW_24_Hou.../fileinfo.html |
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#4 |
Swabbie
![]() Join Date: Jan 2007
Posts: 6
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Hello again gents. I am using GW 1.1a. I followed your advise about going in reverse and then back out. Also I installed the 24 hour fatigue model. Neither of these measures had any effect on this problem. As soon as the mission starts, the crew tells me not enough crew in engine compartment, even though the green bar for the engines are full and a full crew complement are in the compartment. I'm still at a loss and would appreciate any additonal input.
THX |
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#5 | |
GWX Project Director
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Try selecting "return to course" via your navigator after re-plotting. |
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#6 |
Swabbie
![]() Join Date: Jan 2007
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Still no effect. Just to make sure I'm clear. I cant move from my starting posit. I am stuck right at the start of the mission. Thanks for the great suggestions but I am still at a loss. Your continued assistance is welcome and appreciated.
Thx |
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#7 |
Swabbie
![]() Join Date: Jan 2007
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I have now had enough time to check out every sub in the game. The only sub this bug appears to be affecting is the type XXI. All other subs work just as normal. I'm really up against a wall here. Anyone that can help would be appreciated.
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#8 | |
GWX Project Director
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If a problem is discovered we will release a fix on the 31st of this month. ![]() |
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#9 |
Swabbie
![]() Join Date: Jan 2007
Posts: 6
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Patience not a problem!!
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#10 |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
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Falcon,
If you are using SH3Cdr, try selecting another fatigue scheme. Also make sure that the directory tree in your mods filder is as follows: .../MODS/24 Fatigue Fix/data/... and not ../MODS/24 Fatigue Fix/24 Fatigue Fix/data/... And welcome to subsim. Von |
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#11 |
Ace of the Deep
![]() Join Date: Nov 2006
Location: Toulouse France
Posts: 1,140
Downloads: 51
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Type XXI didn't see much action during WW2, you might as well forget it, VIIs and IXs work great and they are a blast...
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__________________
![]() NYGM 3.4A / Living SH3 V5.1 + SH3 Commander |
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#12 |
Loader
![]() Join Date: Sep 2006
Location: Nijmegen
Posts: 83
Downloads: 16
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I had the same problem with the XXI in GW 1.1a. I never got it running, but then again i never really cared because i can't like XXI. I beliefe this problem is also connected to the torpedo reloading problem in the type II boats. After shooting the 3 torpedo's present in the tubes, i couldn't load the other 2. Even the 24th fatigue patch didn't work.
grtz Tijn |
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#13 |
Swabbie
![]() Join Date: Jan 2007
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Thanks everybody. This issue isnt critical as I dont use the XXI much. I just wanted to get it working cause my kids use it. Thanks for the great help guys.
Mike |
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#14 | |
Lucky Jack
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__________________
“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#15 |
Loader
![]() Join Date: Sep 2006
Location: Nijmegen
Posts: 83
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Are these problems actually solved with GWX? haven't tried the XXI and II yet.
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