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#1 |
Seaman
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Very early war type IID
Grey wolves install. Torpedos are not getting loaded even with the following. 3 weapons ranking ( 1 being an officer) 6 warrant officers (2 being the mid rank ones) 2 mid rank sailors. Silent running is definitely not running. I tried to search for similar problems with the search engine here to no avail. How do I correct the rather useless type II boat?
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#2 |
Seaman
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Ok, can someone point me to the line in the basic cfg file, that controlls how many personell in the torpedo compartment are needed to get some loading going on? The bar is quite a bit over half, and yet the torps are not loading. Crew fully rested, silent running off.
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#3 |
Ace of the Deep
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This is usually related to an old version of Holywood Damage; not the "damage" part though, but the fatigue system.
Check your fatigue system in SH3Cdr. Enable the stock fatigue and try again. Also check the medals and renown.cfg in a directory under SH3Cdr (the previous version) and remove any related fatigue system. |
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#4 |
Seaman
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problem is, I am not using sh3 commander. Program will not run correctly on my system.
Is there a game file I can fiddle with?
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#5 |
Seaman
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Also, the crews needed to load torps in the types above the type II is normal, and torps load. (with the bar below half way) So this is a type II related problem it seems.
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#6 |
Seaman
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I found the problem.
In the basic config there is a line called [COMPARTMENT] several lines down is NumberOfCrew5=10 Interval1_5=5.1 Interval2_5=6.5 Interval3_5=13.7 ;NumberOfCrew5=10 ;Interval1_5=30 ;Interval2_5=30 ;Interval3_5=30 This is how I got the compartment working. Before the nulled out lines (the lines with the ; in front) were Interval1_5=5.1 Interval2_5=6.5 Interval3_5=13.7 If I am deducing properly these are the working figures necessary for the compartment to run. Compartment 5 always being for bow torpedo. It looks like in order to have a combat ready type II under stock GW, you need an uber crew. Was this intentional concidering the type II is really the begining boat.
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#7 |
GWX Project Director
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I will investigate this after a few hours to sleep and take care of personal matters.
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#8 |
Admiral
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I had a lot of complaints along similar lines for RUb, so I guess that makes me semi-qualified to talk on crew matters. Have you tried placing all your NCOs and your torpedo-qualified officer in the torpedo room? If you get the best (highest-ranked and most qualified) guys in there it should work best. Also, buy NCOs and torpedo-qualified crew before sailing.
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#9 |
Seaman
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I had the room packed with NCOs, two weapons rated ones, along with a weapons rated officer.
I found the problem and corrected it to where the little boat a good ship to play. Thanks to all involved in this mod, and all others
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#10 | |
GWX Project Director
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![]() Quote:
NumberOfCrew4=8 Interval1_4=4.1 Interval2_4=5.3 Interval3_4=11 NumberOfCrew5=10 Interval1_5=5.1 Interval2_5=6.5 Interval3_5=13.7 NumberOfCrew6=7 Interval1_6=3.7 Interval2_6=4.7 Interval3_6=9.7 Therefore, I must ask, are you running any other mods? Have you changed anything? Did you choose an alternate fatigue model available in SH3 Commander (I am not saying SH3 Commander is at fault, but sometimes alternate fatigue models may not be supported by the base-mod arrangement and compartment efficiencies. Maybe you have a bad/ corrupt download? I don't know. All I know is that the master files I have show exactly what would be required to effectively run the Type IID. If you are still having this problem, just download the GW 1.1 Update available later tonight which includes some other small changes to the Basic Cfg. Since the Basic Cfg is the culprit in this case, it can be replaced by the newer version tonight. |
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#11 |
Seaman
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Now that I recall, I did enable the 24hr fatigue that came with the GW install, in the alternate installations. I just looked at the file, and sure enough there is the mod that was not allowing the type II to load. I appologize for thinking it was GW itself.
It is an easy enough fix, and appreciate the follow up. Thanks.
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#12 |
Grey Wolf
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Sry Pythos
That setting was some time ago and the fault was noted and a fix was posted directly on the related thread. At the time it was meant to prolong repairs but on release some torp rooms also used those line settings and hence they did not work efficiently. What I cant understand is why it has made itself into GW?????? Where is the quality controller, shoot him :rotfl: :rotfl: :rotfl: :rotfl: . IUB reccognised this and fixed it as explained above after speaking with me. Those interval settings are no good and needed to be reverted back to stock. I will let KPt know this for next update. Once again I am sorry but it looks like the fix was overlooked as I always thought this was addressed on the thread. Are you sorted now or do you need anymore help i.e. a 24 hr that works.
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#13 |
Seaman
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I got things working so far. The type II has more than three teeth. No other problems noted so far. Thanks for the reply
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#14 |
Swabbie
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I have the same problem with GW 1.1a and SH3 Commander 2.6...I had 24 hour fatigue selected in both. Will try your fix
I had the same thing in the basic.cfg but I am not sure how to fix it.. ;NumberOfCrew5=10 ;Interval1_5=5.1 ;Interval2_5=6.5 ;Interval3_5=13.7 NumberOfCrew5=10 Interval1_5=30 Interval2_5=30 Interval3_5=30 Last edited by RobertLee; 07-30-06 at 07:20 AM. |
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#15 |
Swabbie
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Ok after I fix the cfg file SH3 Commander reverts it back when I launch SH3 from it even though the fatigue game option is unselected.
When I start the game normally it is now fine... |
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