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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#466 |
Bosun
![]() Join Date: Jan 2007
Posts: 67
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How about the suprise you get right in the middle of a crash dive when on the way down you turn off all engines and decide to hit key "A".... "Maintain Depth"
The result for me is "Crash to Desktop".Thats a lot of fun. ![]() |
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#467 |
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
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-TDC lags. For the submarine school training mission: in order to consistently hit Mogami at 1000 yards in the bow, center and stern, you must fire torpedoes with an offset of 10 deg. right, 5 deg. right and 0 deg, even if updates are sent the moment before firing. Zero deg. should give you a hit at point of aim for the bearing. AOB, range and speed errors are eliminated, as these factors are known due to set up of the mission.
So at only 1000 yards, the TDC is off by 5 deg. This would introduce some extreme errors at longer ranges. (I have heard suggestions that the TDC bug can be compensated for by upping the target speed, but this simply introduces more errors into the position keeper.) -scale ruler beneath ship profiles in the recognition manual is offset to the right off of the actual page when viewing at higher screen resolutions.
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#468 | |
Dutch Sea Lord
![]() Join Date: Jan 2002
Location: Almost at periscope death !
Posts: 1,665
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#469 | |
Engineer
![]() Join Date: Apr 2005
Location: Southwestern Ohio
Posts: 213
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Below is what I have been able to successfully use for very reliable target speed estimates in SH4. Please note, there are many ways in addition I have not listed here, to compute target speed. In the end it all goes back to trigonometry, but some have made helpful notations and charts. Essential for me is the following chart (more text below the chart image) CLICK HERE FOR FULL SIZE CHART IMAGE ![]() The instructions on the table (above) by LMS_OID are self-explanatory. However, just remember that when you ask the sonar operator for a range to target (for using column #1 in the table) your active sonar "ping" might reveal your location to nearby warships! (The sonar operator will report in units of yards.) Another method which works well is to use the Imperial measurement system, since a rate of travel of 1 nautical mile per hour = 1 knot. You can use the ruler or compass tools thus to measure the actual distance traveled between two sightings (or sonar readings) over real time. I will leave the proportional work to the reader, but just as an example, a ship which in 10 minutes of time, has traveled a straight-line distance of 1.8 nautical miles, thus has a speed of 11 knots. |
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#470 | ||
Sparky
![]() Join Date: Apr 2002
Posts: 150
Downloads: 5
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#471 | ||
Soundman
![]() Join Date: May 2006
Posts: 148
Downloads: 24
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In SH3 you can "physically" stand in the command room in front of the control instruments and click them. This results in instantaneous response from the sub totally bypassing the "chain of command". PERFECT for destroyer evasion because the order relaying delay is gone. In real life, I presume, you would not be waiting for your "laid back" crew to relay orders slowly as they are getting depth charged to death. CLICKABLE controls in the Command Room, is what I am after. Thank you though :-) Do you think the DEVs get the info we are posting here? |
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#472 |
Watch Officer
![]() Join Date: Jun 2006
Posts: 338
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How about adding sh3 style fog if Enviroment setting is OFF.
and Uber fog with the setting ON. It seems those of us with less than stellar machines have to go without fog altogether, sh3 fog would be better than nothing. |
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#473 |
Nub
![]() Join Date: Jan 2002
Location: Sweden
Posts: 3
Downloads: 2
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Another small bug:
when hitting the command for performing the one radar sweep and then powering off - the sweeping green ray on the radar screen does not sweep around. Let's hope for a lot of fixes in patch 1.2...
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-Ping-......Pong? |
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#474 |
Swabbie
![]() Join Date: Dec 2005
Posts: 13
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I found 2 bugs with manual targeting that may influence the 'aft' shot issues.
I put my sub parallel to a stationary target, so both fore and aft tube shots must turn to target about 100 degrees. One issue is that the computed paths to target are not identical. If you switch from fore tube to aft tube, the 'X' target point changes in range. The 'X' target should compute the same from either tube. Another issue is torp speed. On 'low' speed, either torp (bow or stern) exactly follows the green 'computed' path to the 'X' target spot. On 'high' speed, both torps make the turn with a smaller radius, so the actual paths are offset from the green 'computed' paths (but run parallel). I hope this makes sense to someone ..... these symptoms should help locate the bug(s). |
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#475 |
Weps
![]() Join Date: Jan 2007
Posts: 355
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I forget who mentioned it, but the "box" in the distance is a ship, but not modeled yet as you are not close enough to it... I saw this and went to free camera, got close and then it rendered.
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#476 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
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Nice chart vois2. Thank You.
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#477 |
Gunner
![]() Join Date: Apr 2005
Location: Phoenix, AZ
Posts: 99
Downloads: 10
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Several well known subsim posters (Ducimus, NefariousKoel, mookiemookie, etc) have all confirmed there appears to be a definite TDC speed miscalculation when using auto TDC.
http://www.subsim.com/radioroom/show...=108874&page=2 |
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#478 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
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"...I don't know whether it is already reported but on some boats the operator for the front dive planes is missing..."
This is not a bug. Click Battle Stations and all control room positions will be manned. The room will get quite crowded. On the crew translucency: I'm convinced this is not a bug but an intended feature. Here is why I think so: 1) Only happens to bridge crew. What's unique to bridge crew is you have to look around-through them to see the environment from the normal bridge views. 2) The translucency is not dependant on any other graphic features such as fog, weather etc. 3) The translucency CHANGES as you get closer to other visible objects. The crew get MORE translucent. Again, not affected by other environmental effects. 4) In SH3, bridge crew were REMOVED when using binoculars or UZO in order to see objects behind them. I think this technique is intended to be an alternative to what was used in SH3 thus keeping the crew on the deck and helping to remind you they are there and on duty. 5) There is no harm other than it's unexpected by the player, so it's easy to jump to conclusion the feature is unintended by the coders. It doesn't cause crashes, doesn't prevent normal play of the game, and when used as intended, can enhance play (if you keep an open mind.) I have also noticed a lot of people are reporting bugs that have been mentioned only a few messages or one page back. Nearly every page has a full list of "bugs" and people are ignoring and just reporting them over and over again. Some are reporting stuff that have solutions over and again. Please, at least scan the last page and maybe a page or two back and you will get a full picture. Some of these threads started weeks before release so the 1st couple of pages usually are no longer helpful or current. -Pv- |
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#479 |
Medic
![]() Join Date: Nov 2002
Location: Tasmania
Posts: 167
Downloads: 22
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1. After using time compression on the Tambor class, the front dive planes will become stuck folded up on a strange angle, though the arms function still.
2. save games dont remember the position or settings of movable objects like the log window, stopwatch or popout screens in periscope view. 3. Radio transmissions are recieved underwater. 4. Loading save games causes ships nearby to vanish and reset their waypoints from the start. 5. after fixing flooding and damage in the rear compartment, the sub (tambor) will still sink rear first whenever submerging, and result in going straight to davey jones.. (feature?) 6. semi-transparent crew members on deck (tamobr). 7. Sub will stay on steady horizontal plane while in high seas (motionless). Causing it to float above the waves between peaks. 8. Reloading save game will result in false torpedo launch and miss warnings. 9. Rain hitting the bridge sound is far too loud.
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Use of undefined constants causes assumptions! Last edited by Anachronous; 03-26-07 at 08:15 PM. |
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#480 |
Commander
![]() Join Date: Dec 2001
Location: Newport Beach, CA
Posts: 470
Downloads: 41
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I wish this were a bug, then it could be fixed.
"No, this is not what I am after. In SH3 you can "physically" stand in the command room in front of the control instruments and click them. This results in instantaneous response from the sub totally bypassing the "chain of command". PERFECT for destroyer evasion because the order relaying delay is gone. In real life, I presume, you would not be waiting for your "laid back" crew to relay orders slowly as they are getting depth charged to death. CLICKABLE controls in the Command Room, is what I am after. Thank you though :-) Do you think the DEVs get the info we are posting here?"
First, yes the Devs do look at this forum. I fear want you mention is not a bug. If it was, we could expect it to be fixed. The SH4 design omits about 3/4 of the interior model of SH3. In SH3 we had 12 spaces, all of which contained at least one, and some many, interactive link. SH4 only has 5 spaces, and only 2 of those have any interactive links (I count the 2 radars, as being one space). The control room in SH4 has only 2 spaces and no interactive links at all. The SH3 control room had 5 spaces, and all had interactive links--even the aft control room had a link through the boat's blueprint. SH4 relies on the free roam camera to get around, and in that mode you cannot interact. It is very unsatisfying, and I already feel bored in our boats'. It's kind of steril, even with the very pretty large compartments and nicely modeled crew. They just don't do anything, and you can't step into their shoes the way you could in SH3. Are there any interactive links in the forward conning tower? I poked at everything I could find. There's not even a link to the scopes, so far as I can tell. You seem to be right by the main con, but nothing is functional. Oh, if you're in doubt, I think SH4 is a great achievement and has the core to be a much better game than SH3.
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Commander Hiram Cassedy: "Tigrone has saved the Air Force and is now returning to Iwo Jima with 28 rescued zoomies." B-29 SNUFFY & THE SHIF'LESS SKONKS among them. I've a broom at the mast said he, for the broom is a sign for me, that wherever I go, I sweep the mighty sea. |
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