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Old 05-15-07, 09:02 PM   #1
Onkel Neal
Born to Run Silent
 
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Join Date: Jan 1997
Location: Cougar Trap, Texas
Posts: 21,276
Downloads: 534
Uploads: 224


Silent Hunter 4 patch v1.3: Where? When? What?

It's coming up on two months since Silent Hunter 4 was released. Two patches have brought the game up to where it is stable and most of the basic features are functional, but there are still several key aspects that need attention and it's too quiet in the Ubisoft camp. I have not heard anything about the status of a third patch, which the game needs to be considered complete. Before the dev team gets too far from the construction site, Subsim is going to mount a campaign for patch v1.3. Silent Hunter 4 is an enjoyable game but has yet to reach the point where we consider it complete. The future of the Silent Hunter franchise depends on maintaining a reputation for quality.

We call on Ubisoft to complete Silent Hunter 4. We don't expect every wish to be fulfilled, but there are several key gameplay issues that loyal players and Ubisoft customers, who bought an incomplete game, deserve to have addressed. These include:
  • All AI needs tweaking, too often merchant ships all come to a stop and muddle around when under attack. Destroyers guarding merchants and especially in task forces occasionally seem somewhat uninterested in firing back. The Subchaser is unable to fire its main gun at all. If you mod the Subchaser to have a second gun in a raised position where the AA gun is it will fire this gun. The Akizuki DD has a similar issue, of the four guns it has only the two guns on the raised platforms actually fire. When the boat is rammed by a destroyer (for example) the destroyer generally comes of worse and often explodes.
  • Units of measurement: Imperial units for ship dimensions, torpedo depth gauge, range figure in the TDC and Position Keeper, all UOM issues need to be resolved.
  • Campaign retirement – feature or bug? Bug. Suggestion that it should be optional.
  • Repetitive patrols still get assigned.
  • Chronometer still doesn’t work as described in the manual. “The Chronometer bug”, this needs a quick and dirty fix, just a simple speed response in the text box when the Speed button is selected in the TDC, as occurs when the player clicks the Depth Beneath Keel button. But, importantly, the player should still have the choice of manually entering his own speed estimate in the TDC.
  • Radar needs finishing touches. It doesn't work when heading South 90deg to 270deg. Is SD radar fixed? Does is not detect ships but will detect aircraft? Also, when SD radar fitted there is no A scope display.
We need your help to demonstrate the need for patch 1.3. Join the campaign here and make yourself heard. Post here. Don't hesitate or put it off. This thread will need hundreds of names to merit any attention.

To vote, simply make a reply in this thread and add your thoughts.


Neal Stevens
Subsim

Other issues and discussion can be found in this topic.



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UPDATE: May 19: We've nearly reached 1000 submissions since this thread started May 16 (Weds). Already, Google has this thread listed as the #5 result when you query silent hunter 4 patch

Post this in any other forums you belong too. Are we serious? Yes, so let's make it happen.




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UPDATE: May 23: Join the Subsim Flank Speed 1.3 patch contest




thanks
Neal

Last edited by Onkel Neal; 05-23-07 at 11:10 PM.
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