May 8, 201115 yr I recently got the ultimate package (thanx to Tony and Don for that), and I've been going through the tutorials to get up to speed on the H3 game and play it. My problem is that in the sub warfare lesson, I flat out can't get my sub to launch a missile. Plenty of torpedoes available, but no SSM's. I've tried all depth, speed, ane headings with no success. I've also attempted the original Harpoon 2 tutorial running with DOSBox with the same results. I'm obviously doing something wrong here somewhere. Any advice, anyone?
May 8, 201115 yr Hi, Can you tell me what submarine that you are using and what weapon you are trying to launch? Typically most weapons in the ANW DB cannot be launched if you are deeper than 50m. There could also be an error in the weapons engine that prevents a launch from a specific depth. If you let me know the weapon that you're trying to launch I will be able to determine what the problem might be. Also can you tell me if the sub you are using was on a mission and what the mission was? Later D
May 8, 201115 yr Author Hi, Can you tell me what submarine that you are using and what weapon you are trying to launch? Typically most weapons in the ANW DB cannot be launched if you are deeper than 50m. There could also be an error in the weapons engine that prevents a launch from a specific depth. If you let me know the weapon that you're trying to launch I will be able to determine what the problem might be. Also can you tell me if the sub you are using was on a mission and what the mission was? Later D It's the canned tutorial for submarine operations training that comes with the game. All runs as expexted until the tutorail calls for a Harpoon SSM launch on one of the hostile surface units. I go to shallow depth as directed, and use the toolbar to order an attack on the target, and the Harpoon just isn't there listed as an available weapon. From what I can figure out from the various screens, Harpoons, as well as Tomahawks, are aboard. They just don't seem to be loaded in any of the tubes for use. The sub is USS La Jolla, as written in the scenario. I'd guess I need to change the load in at least one of the tubes, but I'm not sure how to do that, and the scenario doesn't call for it. Other than the missile hitch, all runs well. I can close on the targets and use torpedoes and continue from there. I've tried all available depths, as well as different headings, with no luck. Since the rest of the Harpoon world isn't complaining about this one, my guess is I'm doing something wrong. I just need assistance figuring out what. Attached is a zip of the saved game, for what it's worth. Thanx, Buddha CantLaunch.zip
May 9, 201115 yr Ok just had a look at this one.... This is a weapons issue. Your four tubes are loaded with Mk48 torpedoes. You have to remove at least one Mk48 and replace it with a Harpoon missile of which you have 4. To do this: 1. Select the unit 2. Hit the F5 key twice, the logistics window should pop up. On the left is the mounts of your units [torpedo tubes, decoy launchers, etc]. On the upper right is the weapons available for each mount, and on the lower right is your magazine(s) and the total weapons you have in it. 3. Select a mount with a torpedo in it on the left. Then select the torpedo in the upper right box. The number 1/1 should change to 0/1. The mount is now empty. 4. Select the weapon you want to fill the mount with [in this case select the Harpoon missile IC 4/26] clicking once on that should transfer one weapon to the newly empty mount. 5. After a period of time, the weapon will be ready to use. You have to wait a bit because the crew on the sub has to remove the existing weapon and replace it with the missile. Once the weapon is loaded you'll see your surface weapon range circle increase in size. You can then launch the missile whenever your ready. When you launch the missile, keep an eye on it's ETA. The initial time you see is the time to it's seeker activation point. Once the seeker turns on, it will search for 15 seconds in a specific direction. If it doesn't pick up a target then it will change course 45 degrees and search for another 15 seconds. It will keep doing that until it runs out of fuel or picks up a target. Watching the ETA is a good way to tell what a weapon is doing in the time you have it on your screen. Unless you have a datalink to the weapon, eventually you'll lose contact with it and have to hope for the best. You can watch datalinked weapons all the way to the target, and in some cases control it. If you have any problems, then let me know. We can probably tweak this scenario to have the missile ready in the tube at the start of the scenario. Later D PS. and remember, there's no such thing as a stupid question.
May 10, 201115 yr Author That seems to have done it thanx much. I figured it might be some sort of loadout thing, but I'm doing the Tutorials in order, and haven't really investigated the Logistics Window in detail yet. I'd definitely suggest either having the weapon in the tube at scenario start, or even better, adding steps to explain the procedure for changing what's in the tube. Thanx again, Buddha
May 10, 201115 yr No problem, if you have any more questions, please don't hesitate to ask and I'll try and answer as best I can [as long as I'm in town!] Later D
May 10, 201115 yr Author Based on my experience teaching NTDS in San Diego for 3 years, and Combat Systems in the KSA for 6, I'd recommend a quick fix on this one. Believe me, there's nothing more infuriating than telling a room full of students that when they push a buttton that something will happen, and then they get into the trainer, push the button, and it doesn't freaking happen. Thanx again, Buddha
May 11, 201115 yr I'm already working on a possible solution. Hopefully I'll have something for the weekend. I'll post them here to try out. Later D
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