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Old 04-21-07, 09:15 AM   #241
Mudrik
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Slightly miffed at accusations. We should be trying to provoke a better patch from the developers rather than bitching at each other.

Liked response from Beery though, I thoroughly agree with all you say.

No bad feelings eh guys, we're all adults here.
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Old 04-21-07, 09:53 AM   #242
RC-Div631
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Quote:
Originally Posted by Cap'n Crabs

I think the ship keel depth in the manual is way off. Manual saying the keel of X ship is 24 ft, I set a torp to 18 ft and it goes under the keel clearing by 4 or more feet. This has happend in calm smooth waters.
I know the devs were modding several "realisms", but I have a hard time believing that they modded torpedoes not running proper depth... Unless, there is someone in the "know" who can confirm this.

Could the problem be that the torp depth guage on the TDC is in meters instead of feet????

I've had the same problem...get the draft from the manual (in feet), set the torp depth 3 to 5 feet below the keel, then fire. Each time, the torps run on target, but misses significantly below the keel.

With this in mind, I happened to be looking at the IPN poster that came with my game and noticed all the draft entries for each ship were given in meters. This gave me the idea that the torp depth gauge on the TDC could be in meters instead of feet. Now when I set the torp depth to 1 or 2 meters below the metric eqivalent of the imperical draft entry given in the manual, my torps have begun detonating below the keel as expected (as long as my firing solution is solid).
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Old 04-21-07, 10:39 AM   #243
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Quote:
Originally Posted by RC-Div631
Quote:
Originally Posted by Cap'n Crabs

I think the ship keel depth in the manual is way off. Manual saying the keel of X ship is 24 ft, I set a torp to 18 ft and it goes under the keel clearing by 4 or more feet. This has happend in calm smooth waters.
I know the devs were modding several "realisms", but I have a hard time believing that they modded torpedoes not running proper depth... Unless, there is someone in the "know" who can confirm this.

Could the problem be that the torp depth guage on the TDC is in meters instead of feet????

I've had the same problem...get the draft from the manual (in feet), set the torp depth 3 to 5 feet below the keel, then fire. Each time, the torps run on target, but misses significantly below the keel.

With this in mind, I happened to be looking at the IPN poster that came with my game and noticed all the draft entries for each ship were given in meters. This gave me the idea that the torp depth gauge on the TDC could be in meters instead of feet. Now when I set the torp depth to 1 or 2 meters below the metric eqivalent of the imperical draft entry given in the manual, my torps have begun detonating below the keel as expected (as long as my firing solution is solid).
Test and post this on the bug thread!!
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Old 04-21-07, 01:26 PM   #244
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Quote:
Originally Posted by RC-Div631
Quote:
Originally Posted by Cap'n Crabs

I think the ship keel depth in the manual is way off. Manual saying the keel of X ship is 24 ft, I set a torp to 18 ft and it goes under the keel clearing by 4 or more feet. This has happend in calm smooth waters.
I know the devs were modding several "realisms", but I have a hard time believing that they modded torpedoes not running proper depth... Unless, there is someone in the "know" who can confirm this.

Could the problem be that the torp depth guage on the TDC is in meters instead of feet????

I've had the same problem...get the draft from the manual (in feet), set the torp depth 3 to 5 feet below the keel, then fire. Each time, the torps run on target, but misses significantly below the keel.

With this in mind, I happened to be looking at the IPN poster that came with my game and noticed all the draft entries for each ship were given in meters. This gave me the idea that the torp depth gauge on the TDC could be in meters instead of feet. Now when I set the torp depth to 1 or 2 meters below the metric eqivalent of the imperical draft entry given in the manual, my torps have begun detonating below the keel as expected (as long as my firing solution is solid).
No, but many of the drafts listed in the RM are wrong. A torp set for "30" is certainly not running near a hundred feet deep. What I'm wondering is if the magnetic detonator uses the RM values as well. Take the Mogami, for example. Draft listed as 14.5 ft., but you must set torpedos at 25 feet or more to clear the actual 3D hull. If the detonators think the keel is actually at 14.5 ft., then the torps are running more than 10 ft. below that. 10 ft. should be too much for Mk. VI detonators, especially if the running deeper than set "dud" is also in effect.

Quote:
Originally Posted by Detonator
- the door at the back of the control room highlights with the cursor but does nothing


The door on mine highlights and says "Bridge" when I press it it sends me to the deck gun.


But if you are underwater, it does nothing. Opening that door underwater might be unhealthy.
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Old 04-21-07, 01:30 PM   #245
Spruence M
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What is FSAA?

Need Mini-Chronomitor. Mod crashing game since patch.

I am still having a problem with the AI. Yesterday off Honshu Island, 2 Bettys came out of the clouds at crew rotation, couldn't dive in time, but as they dove on me, they must have forgotten to use their air brakes, the flew stright into the water... 1 sank at impact, but the 2nd skipped across the water for about a mile before going under. This happened on 2 other occasions.

Later on during that patrol, I came across a convoy of 6 merchants and 4 escorts. I procedeed to get into the convoy's path, sank all the merchants without the escorts as much as change course... Sank 2 of those as well. I can count on destroyers doing nothing during my attacks, why even play? I cannot believe that I am that good of a skipper, they aught to at least look for me! Change course, zig zag, somthing...

On the last note, I spent from 10 Dec 41 through 11 Jan 42 on patrol, when I returned to base I got the, "Welcome back, while we still have a base here that is..." I never got credit for arriving at my patrol zone. I'm based at Peal.

I shot down a betty with the 5". Was pretty hyped about that.

Anti-Air still doesn't work while pointing it up. Bathtub Bay still obstructs view.

They keyboard mod the guy made is great, the torpedo doors open/close, you think someone at UBI would have done that in the patch... no dice, great work compensating.

I did notice that my wounded gradually returned to full health after a while, they go hit on the deck by a land mounted gun, the only thing in the game besides aircraft that shoot at me.

Would the escorts MOD fix this?
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Old 04-21-07, 01:31 PM   #246
Condor96
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Quote:
Originally Posted by Discord
Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all.
No it doesnt detect ships anymore, doesnt detect aircraft either.
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Old 04-21-07, 01:34 PM   #247
U-4053
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Default Planes Do Cartwheels and crash when close to teh Sub.

Howdy Im not certain if this is considered a patch bug or not?
I noticed that when the Jap Betty's get close to the sub near their home Island that they do crazy cart wheels and crash into the sea.
Also recently after installing a mod which turns the locking light from red to green I noticed that when I get into tokyo bay that I cannot fire any torpedos.
Also I have found that when I hit the C button to crash dive that the sub engins stop , instead of shifting into flank and diving the boat.

This just started occuring with the 1.2 patch.

Any Ideas on fixing this issue ?

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Old 04-21-07, 03:56 PM   #248
Spruence M
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[quote=Condor96]
Quote:
Originally Posted by Discord
No it doesnt detect ships anymore, doesnt detect aircraft either.
Are you tired all the time? Feel like your voltage is just off a little? Is your screen blank but lives are still depending on you?

What is this desease and how do I treat it?



It's not made in America

It's made in UBI
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Old 04-21-07, 05:49 PM   #249
-Pv-
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"...
Originally Posted by Discord
Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all.

No it doesnt detect ships anymore, doesnt detect aircraft either..."


The radar problems are easily solved. Go to the Mods Forum and grab the corrected "Sensors_sub_US.sim" file. This fixes the problem of the radars only picking up contacts when the sub is facing North.

Also realize aircraft picked up on the radar don't have *aircraft* icons. They have SHIP icons. The way you tell which are ships and which are aircraft is to CLICK on them and look at the speed. Aircraft will be labled as "very fast." All other contacts are ships or lifeboats, parachutes, etc. I often use this feature to completely avoid aircraft and dive LONG before they come in visual range. This also seems to mitigate them seeming to come right at you all the time.

"...Howdy Im not certain if this is considered a patch bug or not?
I noticed that when the Jap Betty's get close to the sub near their home Island that they do crazy cart wheels and crash into the sea.
Also recently after installing a mod which turns the locking light from red to green I noticed that when I get into tokyo bay that I cannot fire any torpedos.
Also I have found that when I hit the C button to crash dive that the sub engins stop , instead of shifting into flank and diving the boat.

This just started occuring with the 1.2 patch.

Any Ideas on fixing this issue ?..."

The risk of using mods during the period when the game is still being actively patched. It's obvious to me you need to remove any or all mods, see what problems remain, then put them back in one at a time. You also cannot expect a mod created early in the patch cycle to remain rock solid through all the patches. Even later mods are not always 100% tested to be stable. Surprised? Everyone thought only UBI puts out untested software? You need to revisit the mods forum to see if the mod creator is keeping up with the patches.
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Old 04-21-07, 07:55 PM   #250
DragonRR1
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Bug list v2. Most bugs listed here have been mentioned by more than one poster.

1) Just crossed the international date line from Pearl to Japan. Attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg. Possible mod fix for this issue.

3) I noticed a minor rendering issue with 1.2: Seems the UZO view doesn´t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) The stuttering is back it seems? May not be a bug.

6) Patch 1.2, After installing the new patch the DD's don’t use their searchlights anymore!

7) Unconfirmed: Just encountered a CTD while surfacing and lowering the attack periscope at the same time.

8) Chronometer still doesn’t work.

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) If volumetric fog is enabled the deck crew still appears transparent after some minutes. See also (31.)

12) AA gun repair bug still there – AA gun doesn’t repair. Dragon – I haven’t had this issue.. anyone else?

13) Numpad del no longer works. Warhawk comments that this does work for him… anyone else?

14) Dive planes don’t even come down anymore after a few dives and surfaces.

15) Still getting CTD errors while in navmap during campaign (not mentioned by everyone)

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.

18) Dive planes are still horribly broken, everytime without fail around halfway through a patrol the Bow planes will look inverted and refuse to even move like they should. Anyone else have this issue?

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all.

20) Hydrophones still do not work at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc.

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers seem somewhat uninterested..

24) Neat mechanical ticking sound when using the TDC is gone Bring it back.

25) being able to open multiple outer doors and having the sound effect play

26) making the TDC speed function bring up a "magic watch" to give the casual player an estimated speed of target

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate.

28) External viewable damage to subs vanishes on a savegame load.

29) The deck gun doesn't repair.

30) There is no obvious visual way to ascertain true damage to the sub.

31) The ghost crew issue - crew are slightly transparent all the time with full settings and like ghosts in fog. The conning tower is transparent or semi transparent when using the periscope.

32) Anonmalies with torpedo damage... may be a "feature". Example 8 torpedos + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer.

33) Buttons still missing like weather, rank, how long distance at this speed, id target.

34) Message log delay problem. There are workaround mod fixes for this.

35) The sub not responding to waves correctly especially in rough seas. The wake behind the sub, especially in rough seas, floats above the waves.

36) Possible problem with torpedo detonation choices. Some users report they are reversed. Also the detonation type chosen resets.


37) Fix open all tube doors. There is a mod which does fix his issue however.

38) Fix the radar and sonar – There may be a mod fix for this.. I haven’t tried it yet.

39) Campaign retirement – feature or bug?

40) Aircraft.. the skies are full of them! There are some mod fixes for this.

41) Aircraft flight model – Collide with mountains rather easily and there is a tendancy for them to swoop rather low during attack runs.
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Old 04-21-07, 09:24 PM   #251
Grunt
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Wow, thats quite a list of bu...er...undocumented features.

One I would add is the lag that exists as you exchange one torpedo type for another in the crew/equipment/torp screen while in base.
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Old 04-21-07, 09:29 PM   #252
Bane
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Okay, I waited until 1.2 before playing for the first time, which I did this afternoon/evening. I'm about halfway through my very first patrol and here's what I've noted to be buggy so far (importance varies):

---

1. Return To Course button: sometimes issues All Stop order the first one or two times you press it, sometimes works correctly.

2. Load/reload of a savegame: the telegraph is set to Stop, the engines are off and the boat is coasting down to zero knots from whatever speed you were running at when you saved.

3. Load/reload of a savegame: the boat doesn't follow your plotted course. Once you start the engines again (see item 2) it will continue on in a straight line and not follow your waypoints unless you issue the Return To Course order (see item 1).

4. Message Log: doesn't retain it's position or transparency settings between sessions.

5. TBT: I saved while looking through the TBT which resulted in the game locking up, except for the HUD. I could switch between the stations (meaning I could see the different station's buttons, the view through the TBT was frozen) but none of the buttons worked.

6. Mouse wheel: it's supposed to zoom in the free camera mode but doesn't. I can't get it to zoom no matter where I try to use it. All I can get it to do is raise and lower the binocs.

7. Flashes: I get the flashes on the ocean surface as well.

8. Chronometer: pops up on the Nav Map when I reach x512 TC for some reason. Most likely working as designed to show the passage of time, just undocumented.

9. Downed pilots: the watch crew calls them merchants.

10. Narcoleptic crew: I loaded a save and went through the motions to get the boat moving again (see items 2 and 3). Only this time when I ordered ahead standard I was told they 'cannot comply'. After trying a few times I checked on the crew and the entire shift was asleep! WTF?! I have not ordered battlestations even once yet, so there's no way I left them there by accident.

11. Mouse look: isn't retained after raising/lowering the binocs. I'm looking around with the mouse, mouse wheel up to raise binocs, mouse wheel down to lower binocs, mouse look is turned off.

12. Radar?: first boat, Porpoise class. No radar installed, yet there's one spinning around in circles on the foredeck. Is that not radar? Looks like radar to me (port side).

13. Radar?: whatever that thing is spinning in circles on my foredeck it doesn't complete a full rotation. It gets about 3/4 of the way around or so and then jumps back to it's starting position. When on the bridge looking forward you can't help but notice it even if you're not looking directly at it.

14. Rudder rudder!

15. Vocal feedback: the crew seems a little mute when acknowledging my orders. Is it all working?

---

I've played a grand total of maybe three to four hours and I've already got this sad bug list growing. Maybe I should've waited for 1.3...

Specs and settings
AMD FX-51 @ 2.2GHz
2GB Kingston HyperX DDR400 RAM
Sapphire Radeon X1950 Pro 512MB on Cat 6.12
XP Home (fully updated)
SH4 1.2 (green lamp mod v1.2 only, activated after patch)
-
1280 x 1024 fullscreen
'high' graphics setting
no AA at the driver level
-
25fps outside above water
35fps outside below water
50+ fps below decks

Last edited by Bane; 04-22-07 at 12:35 AM.
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Old 04-21-07, 09:43 PM   #253
LukeFF
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Another one I've noticed (sorry if it's been mentioned already):

Watch officer calls out visual contacts as soon as you raise the periscope. Err, what? Is someone else looking through the periscope at the same time as me?
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Old 04-21-07, 10:45 PM   #254
akdavis
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Quote:
Originally Posted by Bane
Okay, I waited until 1.2 before playing for the first time, which I did this afternoon/evening. I'm about halfway through my very first patrol and here's what I've noted to be buggy so far (importance varies):
12. Radar?: first boat, Porpoise class. No radar installed, yet there's one spinning around in circles on the foredeck. Is that not radar? Looks like radar to me (port side).

13. Radar?: whatever that thing is spinning in circles on my foredeck it doesn't complete a full rotation. It gets about 3/4 of the way around or so and then jumps back to it's starting position. When on the bridge looking forward you can't help but notice it even if you're not looking directly at it.
I made the same mistake. I assumed it was SD radar, but it's not. It is the hydrophone, but here's the bug: it rotates when you are on the surface and sits still underwater. :hmm: Also, as you have noted, that animation is broken.

And if you have radar installed, well, those don't rotate while they are on continuous search. (Haven't checked to see if they rotate underwater. lol)

Quote:
Originally Posted by LukeFF
Another one I've noticed (sorry if it's been mentioned already):

Watch officer calls out visual contacts as soon as you raise the periscope. Err, what? Is someone else looking through the periscope at the same time as me?
LukeFF, I'll call that one a poorly implemented feature. If the crew didn't spot contacts with the periscope, you'd have to cruise around blind at periscope depth while under time compression. Obviously, it should work as with sonar/radar and call out contacts at a reasonable rate of rotation.
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Old 04-21-07, 11:36 PM   #255
Bane
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Quote:
Originally Posted by akdavis
I made the same mistake. I assumed it was SD radar, but it's not. It is the hydrophone, but here's the bug: it rotates when you are on the surface and sits still underwater. :hmm: Also, as you have noted, that animation is broken.

And if you have radar installed, well, those don't rotate while they are on continuous search. (Haven't checked to see if they rotate underwater. lol)
Ahh, I see. Thanks for the clarification! I'll keep an eye out for any more animation bugs as well.
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