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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jun 2006
Location: Lompoc CA
Posts: 24
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Weirdest bug I have seen
I want to begin this thread by saying that this is the one of the most fun games I have every played on a cumputer and it is also the most!!!! frustrating.
Well to begin my story I was traveling into Curacao to hopefully bust up some tankers and it all started about 85km from the harbor i get the message from the watch that a warship is spotted, and thought to myself, I have reached the outer picket destroyers, I ran up thet UZO to take a quick look before deciding to submerge or run. The speed reading on the destroyer is 0 knots, very odd :hmm: . I make an X on my nave map and begin a submerged approach just to see what he does. He does nothing just sits there at 0 knots ![]() I surface to recharge batterys and get a topedo down out of external stores (As a side note I have traveled all the way from Lorent without firing a shot, seeing a single ship, or geting a radar, or signal contact all at TC256). I approach the port and find a clemson destroyer and an armed merchant as inner guards, they are acting normally. I torpedo the Clemson (magnetic shot under the stack) and he carries on like nothing happened ![]() ![]() I'm thinking great I have the harbor to myself at this point. I get a line on a large tanker and fire two impact shots at it with a 4m depth setting. The torpedos travel to within 300m of the tanker and blow up (WTF) ![]() ![]() ![]() I decided to try to go back to the large tanker and try to get a differnt angle on her and I got to within 400m and I get the mesage that I am taking damage. Hull integrety down to 99% and the forward crew quarters are yellow. NO screeching metal sound from a sub net and the bottom reads 410m below me. So I backed up and now am taking damage in the rear of the boat, got that fixed, and got off what ever I was hung up on and traved to the other end of the harbor where two small tankers where sitting, singled torpedos ran straight an true to each target hiting them under the stack. At this point it truely gets wierd, I get a sonar contact, a merchant medium speed closing, get the scope up just in time to see a medium and a small tanker come into view and then just disappear compleatly, litterally vanished before my eyes:hmm: . Sorry to be so long winded but this was the crazyest thing that I have had happen so far, mystery forcefields and ghost ships that vanish before my eyes. As a side note I was in this harbor before in a NYGM career and none of this happened. Current career is GW. O'well I am off to reload and begin this patrol from scratch again. I welcome all your comments. |
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#2 |
Grey Wolf
![]() Join Date: Jun 2006
Location: Keighley UK
Posts: 938
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yes i have had this on a couple of occasions only happens in ports too, and its NOT sub nets, i think i read a message i got once from BDU saying that the magnetic torps are malfuctioning and i was to use impact torps instead although i cant remember what date it was, so i put it down to this tbh
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#3 |
XO
![]() Join Date: Jul 2006
Posts: 401
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Had the same thing happen to me with the ships vannishing.I once was close to a task-force and detected a DD with my scope.I then used the hydrophones to see where the other ships were,if they were there,but I couldn't find any.When i looked to find the DD again,it was gone.And previously it was really close,something like 4k meters.Never experienced the problem with torpedoes though.
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Came back after a long time ...ahoy mates! |
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#4 |
Lucky Jack
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The vanishing ships happens because they reach their last waypoint and they get deleted. You can find this in stock, RuB, TGW, NYGM, "place any other mods here".
Cant really say anything about the Curacaoa, havent been there. I need to take a look on it. |
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#5 |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
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I´ve experienced also this torpedo problem and used the free cam to check out what was happening: The depth inside harbor varied between 4m and 12m, and the torpedos were hitting the seabed in a spot between me and my target
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#6 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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Well there were torpedo malfunctions both in real life and in the game.
It was discussed at length at the games release and the concensus was that in most cases the malfunctions were in rough weather and a shallow shot and had to do with the torpedo "slamming" into waves (shrug). Early in the war the magnetic pistols were notoriusly suspect (due to premature detonation) and in fact a missive was issued for the captians to use impact only. I belive that torpedo malfunctions are modeled in the game and prehaps in any mods your using. It may also vary on the realisim setting. Personally my number of "doink" shots (bounce off hull) increased once I installed GW. |
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#7 |
Watch
![]() Join Date: Jun 2006
Location: Lompoc CA
Posts: 24
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I figured out my disappearing ship problem, I figured it was a last waypoint thing or somthing like it.
As far as the torpedoes go, all shots in the harbor where impact settings, the harbor is a deep water harbor when I ran up to the point that the torpedoes exploded and my sub hung up I was getting a depth reading of 410m. I just don't get it. Not trying to blame any mod on this. it is just that I took shots from the same place while in a NYGM career and the torpedoes hit the mark no problem. It was just weird, the whole patrol was weird. I had no contacts of any kind untill I saw ships in the harbor. That was first. Mark |
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#8 |
Loader
![]() Join Date: Jan 2006
Posts: 81
Downloads: 70
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ventured in to scapa flow during poor weather. Reconned the area found a troop carrier but no capital ships
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