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Old 03-30-10, 09:56 AM   #46
java`s revenge
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Thank you Neal for the great news
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Old 03-30-10, 10:02 AM   #47
longam
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This is great news, thanks Neal.
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Old 03-30-10, 10:02 AM   #48
SubV
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They should fix the issues with non-working magnetic detonators asap.

And I don't see this in the list of 1.2 fixes...
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Old 03-30-10, 10:11 AM   #49
janh
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Quote:
Originally Posted by Neal Stevens View Post
It appears patch 2 is actually in the pipe and... For those on the fence, this makes buiying SH5 worth a serious second look.
Thanks Neal, good that some information finally reaches the public. Ubisoft should be more open and work on its announcement politics. That would really avoid a lot of speculation and disappointment.

Unfortunately I must say SHV was worth the first look already before patch two, and surely is even more interesting after the next patch. Pretty much like ACII or Settlers 7 may be great games. But there remains one "bug" that doesn't seem to be patched out. So patience remains the virtue of the time.
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Old 03-30-10, 10:18 AM   #50
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Originally Posted by Heretic View Post
Any game that has mods has the same issue with patches. All mod authors need to recheck their mods and update accordingly. Failure to do so can result in mods no longer working or patch fixes getting un-fixed by older files in mods.

This game is no different in that regard.
One note about the mods, you'll need to uninstall ALL mods before applying the patch (you'll have time to do this, it won't auto-patch, just auto-download the patch). And as Heretic said, some might break. Just be patient for them to be fixed.

Quote:
•Now waypoint tools are not accessible in bunker anymore
That's bad, what ever for? This causes two problems, firstly I can't just set waypoints and sail away anymore and second, combined with the lack of search patterns, a "auto Kiel canal" path seems dead in the water?

Quote:
•Fixed torpedo doors
•Crewmen on deck change clothes during bad weather
I'm totally giddy about these two things. YAY!
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Old 03-30-10, 10:28 AM   #51
gutted
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Quote:
Originally Posted by kylania View Post
O
That's bad, what ever for? This causes two problems, firstly I can't just set waypoints and sail away anymore and second, combined with the lack of search patterns, a "auto Kiel canal" path seems dead in the water?
what they mean is that you can no longer plot a course out while talking to the admiral (.ie the briefing map).

That little snafu got me on day 1 of release. I chose my mission and while still at the briefing map plotted my course out through the canal etc. Got in the ship... and the course was gone. This just removes the ability to do that so you dont waste your time.
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Old 03-30-10, 10:30 AM   #52
kylania
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Quote:
Originally Posted by gutted View Post
what they mean is that you can no longer plot a course out while talking to the admiral (.ie the briefing map).

That little snafu got me on day 1 of release. I chose my mission and while still at the briefing map plotted my course out through the canal etc. Got in the ship... and the course was gone. This just removes the ability to do that so you dont waste your time.
Oh crazy!!
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Old 03-30-10, 10:34 AM   #53
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Thanks, I with their server would be up!!!
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Old 03-30-10, 10:38 AM   #54
ddrgn
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My wish list, mods or patches:

1) Remove the ability to see ships wakes through high swells
2) Remove the ships reflections seen on the water for 15 km
3) Fix the hydrophone, we want to add contacts and hear contacts much closer, range is off
4) Bring sub nets and mines back, even land ordnance would be nice
5) The radar works like crap, the range is off as well
6) Enemy ship AI improved, increase depth charge damage radius
7) Fix ships steering into land and running aground
8) Better aircraft AI, more aggressive.
9) To be able to actually sit on the bottom of the ocean, dead stop.
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Old 03-30-10, 10:47 AM   #55
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Quote:
Originally Posted by ddrgn View Post
9) To be able to actually sit on the bottom of the ocean, dead stop.
Sit on the bottom of the sea, hear the fishies and play the gramophone! this is the submariner's life
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Old 03-30-10, 11:06 AM   #56
badaboom
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Wonderful to hear that SHV will receive proper support.I think that this can be a fantastic sim with a little work and some great mods.
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Old 03-30-10, 11:23 AM   #57
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That's quite a fix list But there's something missing:
1 - target damage resetting when loading a game
2 - ships respawning when loading a game
3 - escorts resetting when loading a game
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Old 03-30-10, 11:48 AM   #58
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Quote:
Originally Posted by ERPP8 View Post
Thanks, I with their server would be up!!!
Works for me as I just tried it at 9:47 PST.
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Old 03-30-10, 11:57 AM   #59
ddrgn
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Quote:
Originally Posted by karamazovnew View Post
That's quite a fix list But there's something missing:
1 - target damage resetting when loading a game
2 - ships respawning when loading a game
3 - escorts resetting when loading a game
Sorry should have noted that I never play the campaign, simply active gameplay fixes.
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Old 03-30-10, 12:01 PM   #60
dangrey
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Default The second SH5 patch will be released on April 12th (merged)

From : http://forums.ubi.com/eve/forums/a/t...7/m/8261009648

The second SH5 patch will be released on April 12th.

Below you can find the list of fixes/changes:

•Fix for CO2 not being saved correctly
•Fix for crew morale.
•Fix for weather being reset to clear weather after load.
•Fixes for crewmen showing under water under certain conditions
•Fixes for ships exploding in ports for unapparent reasons or hitting the shore
•Now waypoint tools are not accessible in bunker anymore
•Compass added
•Return to course added
•Several fixes to ship recognition manual
•Depth under keel added
•Morale reaching 0 bug fixed
•Several crew abilities (like man the deck gun and man the flack gun don’t cost morale anymore)
•Several crew animation and interaction fixes
•Fixed performance problems inside submarine
•Shadow optimizations
•Fixed very slow eye light adaptation after a lost device (alt-tab)
•Fixed selection contour being visible when a character was already selected
•Fixed a bug where the moon was closer than it should
•Fixed a bug where the sun disk would be visible underneath thick cloud cover
•Environmental lighting and effects improvements
•Improvements on particle performance on single core processors
•Fixed torpedo doors
•Fixed torpedo propeller (not turning)
•Fixed electric torpedoes trail
•Fixed spawn radius for some convoys (previously spawned on the shore)
•Fixed several dials that were not working inside the submarine
•Ports in the north Africa in the German territory are under enemy occupation
•South Africa supplies: The existence of another ship that looks identically with the targeted one may generate confusion
•No more crewmen on burning ships
•Fixed a bug where the player can get stuck in the sub's outer hatch geometry
•Crewmen on deck change clothes during bad weather
•German language localization fixes

And of course NO hydrophone fix, argh!
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