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-   -   Weak engines after 1st Sinking (https://www.subsim.com/radioroom/showthread.php?t=251601)

Sammy-rai 01-17-22 08:48 AM

Weak engines after 1st Sinking
 
Would appreciate some help in solving a problem with my u-boat engines.

Background: This is the second skipper career I've started in Silent Hunter III and am anxious to carve out a decent one. My Kaleun's VIIB U-46 came across a lone Granville freighter out in the middle of the Atlantic on a heading of 350 degrees in decent weather about kl 1800.

I then ended up expending 3 torpedoes to no avail. Angry, my skipper ordered U-46 to surface and then personally used the deck gun against the freighter from a distance of about 500 meters. Success !! Explosions rock the ship and it begins to go down.

Meanwhile, while shelling the freighter the soundman reported 3 contacts at long range also on a heading of 350 degrees. My skipper orders Ahead Standard on a heading of 350 so the u-boat can begin pursuit of the 3 contacts.

However, this course at the same time takes U-46 closer to the sinking ship. Still, by my estimate U-46 will skirt the sinking freighter by 2-300 meters. I hit the time compression key and then concentrate on the Pause key at the lower right corner of my screen.

Suddenly I notice that the u-boat is not moving on the screen. I see from the message box that U-46, instead of Ahead Standard, is performing Back Emergency without my skipper's leave.

I begin hitting 'Halbe Fahrt' constantly on the speed dial but it always drops back down to 'Kleine Fahrt'. In fact, the only speeds U-46 is now capable of are low forward and low reverse.

I have checked the various dials my ship's officer have access to and nothing seems amiss. Propulsion is normal. the battery is about 90% charged. On the F7 crew/repair screen no ship compartments have damaged equipment (no red or yellow outlined areas). The Diesel compartment is adequately crewed.

On SH3 Commander I have not activated the option 'Malfunctions: Sabotage' etc.

I have a SH3 build GWX 3.0, Sie's patch, ARB 1920x1080 widescreen, M.E.P v6, Tycho patch, AI sensors for Stiebler patch in conjunction w MEPv6, GWX Enhanced Damage Effects, and several more non-relevant eye- and ear-candy mods.

So why would my u-boat go Full Reverse when I click on Ahead Standard ?

And why is U-46 now suddenly capable of only low speeds - both diesel and electric ?

:hmmm: Help !

Sammy-rai 01-17-22 09:08 AM

1 Attachment(s)
Here is a pic of the sinking - note the message log at the bottom.

blackswan40 01-17-22 11:30 AM

Hi Sammy-rai

1. is your engine room fully manned or engine room crew fatigued

2. Have you rigged for silent running by pressing "Z" Key if so you will be doing only 2 knots at periscope depth like in screen shot below with the red border around your propeller icon Sir


please could post a screenie of your activated mods so I or any other time served Good Egg will be able to give you a heads up so to speak and point out whats causing that issue


https://www.subsim.com/radioroom/pic...ictureid=12264

Sammy-rai 01-17-22 01:01 PM

1 Attachment(s)
@blackswan40 - thanx for the reply. While comparing your F7 picture with my own F7 screen, I pressed 'I' and noticed a tool tip that an external torpedo was being moved. So I time compressed until that torpedo got loaded into Tube 1 and then everything was good to go. Higher speeds were then available.



So the explanation for my u-boat's sudden speed limitation is that higher speeds are not allowed while moving external torpedoes around. Makes sense but I wish that there was a more obvious indicator when torpedoes get moved. Us newbies need all the help we can get.


Anyway, appreciate the quick response and here is a pic of my active mods courtesy of JSGME, just in case:
:Kaleun_Salute:

John Pancoast 01-17-22 06:22 PM

Quote:

Originally Posted by Sammy-rai (Post 2788368)
@blackswan40 - thanx for the reply. While comparing your F7 picture with my own F7 screen, I pressed 'I' and noticed a tool tip that an external torpedo was being moved. So I time compressed until that torpedo got loaded into Tube 1 and then everything was good to go. Higher speeds were then available.



So the explanation for my u-boat's sudden speed limitation is that higher speeds are not allowed while moving external torpedoes around. Makes sense but I wish that there was a more obvious indicator when torpedoes get moved. Us newbies need all the help we can get.


Anyway, appreciate the quick response and here is a pic of my active mods courtesy of JSGME, just in case:
:Kaleun_Salute:


In terms of the torpedo loading since you have H.sie's patch in your mod list best to read that section in his instructions if you have those options applied.
In terms of your engine trouble, very strange especially the reverse. While charging your batteries your speed will be slower fwiw.

kyle9154 01-19-22 04:41 PM

There is also a speed bug that happens in the rare occasion where if you go in reverse and then stop in submerged and then surface it won't react to you changing speeds unless you click a reverse speed first on the surface and then a forward speed right after will fix the glitch. I've only had it happen to me in a few times and worked every time.

Reed1941 01-30-22 11:33 AM

Quote:

Originally Posted by Sammy-rai (Post 2788368)
@blackswan40 - thanx for the reply. While comparing your F7 picture with my own F7 screen, I pressed 'I' and noticed a tool tip that an external torpedo was being moved. So I time compressed until that torpedo got loaded into Tube 1 and then everything was good to go. Higher speeds were then available.



So the explanation for my u-boat's sudden speed limitation is that higher speeds are not allowed while moving external torpedoes around. Makes sense but I wish that there was a more obvious indicator when torpedoes get moved. Us newbies need all the help we can get.


Anyway, appreciate the quick response and here is a pic of my active mods courtesy of JSGME, just in case:
:Kaleun_Salute:


You can disable the auto-reloading of external torpedoes if I recall correctly, should be a check mark on your torpedo & ammo management screen.


Gute Jagd,


Reed

Mad Mardigan 01-30-22 11:41 AM

Quote:

Originally Posted by Reed1941 (Post 2790784)
You can disable the auto-reloading of external torpedoes if I recall correctly, should be a check mark on your torpedo & ammo management screen.


Gute Jagd,


Reed

:nope: :nope: :nope:

And.... that would be incorrect, if I am not mistaken.

It is not with the reloading of external torps into the interior, but rather instead... reloading of tubes, after you've fired off said torps in the tubes.

That, is what that check box controls... the reloading of tubes, automatically.

:Kaleun_Salute:

M. M.

Mad Mardigan 01-30-22 11:49 AM

Quote:

Originally Posted by Reed1941 (Post 2790784)
You can disable the auto-reloading of external torpedoes if I recall correctly, should be a check mark on your torpedo & ammo management screen.


Gute Jagd,


Reed

Reloading the internal stock pile of your torps, from the external stores locations... is done manually... & requires you to select the torps... &... have the necessary man power aka crew in the room, for the transfer to take place, for 1... 2ndly, depending on the exact nature of the beast... aka mod set you have... that may or may not take place, if certain conditions are not met.

Such as having fair weather, meaning no rain, no heavy winds or seas... if not both. & in some, even reloading the torp tubes may have criteria to be met, in order to even be able to reload them... if bad weather, you'd have to submerge to a preset depth, in order to even attempt to reload.

This does not even include... if you begin a torp transfer from external stores to internal... of not being able to... instantly stop the transfer & crash dive... immediately. Some mod sets, will either continue the transfer, necessitating your having to have the crew man the flak gun (in the event an aircraft finds you while that transfer is ongoing... deck gun, if it's a escort surface ship, or bigger warship... then all you can do in that instance is... pray...), & fight it out until either the torp transfer is completed... or it's stuffed back into its locker, on the exterior of the sub.... then... & only then... if you haven't been sunk or seriously damaged... can you even call for a crash dive.

:Kaleun_Salute:

FUBAR295 01-30-22 04:42 PM

After 1943 I stop carrying external eels as it is difficult to even find a safe location to bring them aboard.

Reed1941 01-30-22 05:08 PM

Quote:

Originally Posted by Mad Mardigan (Post 2790785)
:nope: :nope: :nope:

And.... that would be incorrect, if I am not mistaken.

It is not with the reloading of external torps into the interior, but rather instead... reloading of tubes, after you've fired off said torps in the tubes.

That, is what that check box controls... the reloading of tubes, automatically.

:Kaleun_Salute:

M. M.


You are right, of course. I've mixed it up, thanks for pointing it out.



:Kaleun_Salute:

Gute Jagd,


Reed

Mad Mardigan 01-30-22 07:38 PM

Quote:

Originally Posted by Reed1941 (Post 2790867)
You are right, of course. I've mixed it up, thanks for pointing it out.



:Kaleun_Salute:

Gute Jagd,


Reed

No prob... :Kaleun_Thumbs_Up:

just pointed out the error, is all & just know... even I've erred on occasion, Myself. :yep: It happens.

:Kaleun_Salute:

M. M.

Mad Mardigan 01-30-22 07:50 PM

Quote:

Originally Posted by FUBAR295 (Post 2790865)
After 1943 I stop carrying external eels as it is difficult to even find a safe location to bring them aboard.

Yeah, with SH3... is possible through the use of a mod (for SH3Commander) to have them, not loaded in the external bays... though... you can, depending on the orders given... load up a couple... as would be the case in actuality... as was done back then. Even then, keeping in mind to load only the... T-I's... only. Believe those were the ones that were low maintenance... if memory serves Me rightly & were better able to handle being stored externally.

I like you, begin culling loading them as well. Not only with 3, but also in My SH4 U-boat set up, as well. Sadly... is no Commander, for 4, as there is for 3 though... so, have to do all that manually... & can't even properly use the refit option available, so as to avoid having those areas restocked. :cry:

:Kaleun_Salute:

M. M.

John Pancoast 01-30-22 07:55 PM

Quote:

Originally Posted by Mad Mardigan (Post 2790880)
Yeah, with SH3... is possible through the use of a mod (for SH3Commander) to have them, not loaded in the external bays... though... you can, depending on the orders given... load up a couple... as would be the case in actuality... as was done back then. Even then, keeping in mind to load only the... T-I's... only. Believe those were the ones that were low maintenance... if memory serves Me rightly & were better able to handle being stored externally.

I like you, begin culling loading them as well. Not only with 3, but also in My SH4 U-boat set up, as well. Sadly... is no Commander, for 4, as there is for 3 though... so, have to do all that manually... & can't even properly use the refit option available, so as to avoid having those areas restocked. :cry:

:Kaleun_Salute:

M. M.


Actually after 5/43 they were removed from the boats for a variety of reasons, maintenance requirements not being an issue. It is very easy to make a mod to remove them from the boats.
Damage from depth charging/sea pressure when going deep, containers leaking, etc. were the main reasons for getting rid of them.
Speaking of maintenance, u-boats leaving port tended to first have all their tubes loaded with only steam torpedoes vs. the electric ones.........due to their lower in voyage maintenance requirements. :)


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