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Old 12-09-05, 08:42 PM   #1
Ducimus
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Default Is there a fix for the IXD2 reload bug that doesnt....

involve editing the basic.cfg file?

As for editing the basic.cfg file there seems to be two schools of thought:

a.) Remove 2 external stores (cause they didnt historically have them anyway)

b.) Do A, and then add in two internal stores (cause the IDX2 did have that amount of torepedo's! < insert supporting evidience link here>)


Regardless of these two modes of thought, is there any other way to fix the reload bug in the IXD2?
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Old 12-09-05, 09:09 PM   #2
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This is the stock SH3 armament of the IXD2:

Quote:
4 fore tubes
4 fore reserves
2 fore extras
8 fore externals

2 aft tubes
2 aft reserves
4 aft externals

TOTALS
18 fore torpedoes
8 aft torpedoes

26 total torpedoes
Now, I went on uboat.net to check out the real armament of a IXD2, and if my memory serves me correctly, they listed 24 as being the max torpedo load... Then I checked some other sites just to be sure, and they confirmed it. 24 is the real torp load.



So using Wolfie's Tweek Sub mod (btw, it edits the basic.cfg), this is how I armed my IXD2:

Quote:
4 fore tubes
4 fore reserves
2 fore extras
6 fore externals <== I simply removed 2 fore externals

2 aft tubes
2 aft reserves
4 aft externals

TOTALS
16 fore torpedoes
8 aft torpedoes

24 total torpedoes
<== Max torpedo load is now correct

If you would like to keep those 2 torpedoes, you could even add them back in. Give yourself 4 fore extras.

I realize you already know all of this, so I am wondering why won't you just alter the basic.cfg file? Wouldn't that be easier?
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Old 12-09-05, 09:16 PM   #3
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Well i was wondering if there was a SIM or dat file entry somewhere.

Editing the basic.cfg is the easy way out

Regardless i dont think id give myself 4 more fish. 26 is more then plenty.

Historical or not i like the 2 extra because the boat works extreme long ranges, far far from home port. So i like packing enough gear to last for a very long patrol.
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Old 12-09-05, 09:33 PM   #4
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LOL, same here, I lied... I use 26 torps.
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Old 12-09-05, 09:40 PM   #5
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Its an intresting bug really.

I think its hardcoded somwhere how many fish a boat can carry. To put in in psudo programming terms, how many fish a boat can carry is like a data structure. Its declaired somewhere. Its the basic.cfg that DEFINES that structure and assignts it values. Or so has been my thinking.


Heres the intrsting thing.
We know that 6 torpedos can be stored externally without abnormal behavior. 8 causes problems.

Ive read posts where all someone did was remove two external, and then added back the two as internal without problems. Why wouldnt this cause problems?

Well, look at the type XXI. :hmm:

Despite the CFG, I think theres a hard limit on internals and externals thats being defined somwhere. I wish i knew where.
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Old 12-09-05, 09:57 PM   #6
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Ok, you're right.


but hmm, where? Could this be a job for... Super TimeTraveller???
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Old 12-09-05, 10:10 PM   #7
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Quote:
Originally Posted by marhkimov
Ok, you're right.

Am I? :hmm:

At least what i described is what i *think* is going on. Im not gonna jump up and say im absoultly 100% correct. If i were you'd think someone would have discovered by now if it works that way. What makes me think its hardcoded somewhere:

1. Fiddelings with a VIIC and C/42. Yes true they use the same sub files, but they are defined as seperate subs. I coudlnt Swapping one loadout with the other.

2. Most importantly, without the use of SH3 commander, i defy anyone to get a C/42 or XXI to work from 1939 to 1945 in any floatilla AND have said floatilla assign a patrol grid with each patrol (no patrol grid 0 or NULL) for all 7 years. I dont think it can be done. Edit a single basic.cfg, floatlla.cfg or roster file however you like i think you'll hit a brick wall.

The only reason i can think of is maybe somewhere its defined that X sub is used for Y number years and has Z number of torpedo slots.
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Old 12-09-05, 10:15 PM   #8
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You're probably almost right...
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Old 12-09-05, 10:22 PM   #9
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Quote:
Originally Posted by marhkimov
You're probably almost right...
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Old 12-09-05, 10:27 PM   #10
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Navy dude, you're too funny. :rotfl:
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Old 12-09-05, 10:42 PM   #11
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Thats just some forum rank!

Mr Battlestations!
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Old 12-10-05, 11:25 AM   #12
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Just to confirm what you guys are referring to. Is it the issue of greyed out torpedo slots while moving the external torps to internal slots in a IXD2?

I used the IXD2 for an extended period of time in my last career. This was a real annoying bug which meant that, in order to reset the greyed out torpedo slots (after they go grey and sometimes the loading screen starts flickering), you must close/quit the game to desktop and restart SH3, then reload your save during patrol.

Well, i guess if thats the issue you guys are referring to, then i have not come across a fix yet on these forms or the excellent site http://u-boot.realsimulation.com/ and I have dozens of mods/fixes installed via JGSME (none of which has this fix).

Anyhow, please confirm and I will (when the time comes again) make the appropriate changes to my (already modified) basic.cfg file.

Thanks

P.s' I have screen shots, but if all my writing is sufficiently clear i need not find a photo posting site etc.
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Old 12-10-05, 11:44 AM   #13
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Yeah, you're right. We're refering to the flickering issue whenever you move the external torpedoes to the internal compartments.

There is a fix available. If you want to fix the problem, refer to my first post in this thread. I hope that helps. If you have any questions, you know where to ask.
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Old 12-10-05, 12:14 PM   #14
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Thanks.
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Old 12-10-05, 12:19 PM   #15
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The actual problem is that the IXD2 originally has 8 external torpedoes. SH3 has a problem with that, as it is only designed to model up to 6 external torpedoes, meaning things get buggy if you have 7 or more externals.

The simple and obvious solution would be to set your externals to 6 torpedoes, and if you wish to retain 26 total, you can add those 2 torpedoes back into the internal slots.
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