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Old 05-24-07, 10:11 AM   #1
elanaiba
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Default *** Official SH4 patch 1.3 Update straight from the horse's mouth ***

The Silent Hunter doesn’t let the prey escape easily. While part of the team has been assigned to other projects – as it is normal in any busy development studio – key members are still on track and working to improve Wolves of the Pacific or correct existing bugs.

So yes, we are working on 1.3 To cut a long story short, here is a partial list of improvements that we intend to bring with this patch:
  • Eliminate the instances where the player gets assigned the same mission multiple times, even though the game is meant to give you variety and different missions, of course depending on historical context
  • Solve a small conversion error with the stadimeter when using “imperial system” for in-game data display.
  • Add an “assisted method” to determine the target’s speed when playing with the manual targeting option set to “ON”, to simulate the firing party putting together subsequent range checks from the captain.
  • Recheck all ship dimensions in the game config files to solve errors in target range calculations
  • The submarine radars (SD, SJ) should work consistently and detect targets in all appropriate circumstances
  • The players career is ended sometimes by high command, for inaccurate reasons such as perfectly good and new submarines being retired from frontline duty. This will be sorted out to work as intended.
  • Multiple AI improvements
  • The Group AI should always choose a new commander when the current one gets killed, instead of waiting for the currently assigned one and having all ships circle around
  • Destroyers should take into account the estimated depth of their targets and sinking time of depth charges when deciding the dropping point, while remaining human-like and prone to error
  • AI and submarine sensors will be tuned for more realistic performance
  • AI units will now take notice of nearby ships being destroyed even when there is not a trace of the attacker
  • Several ships classes (for example Japanese Sub-chaser and the Akizuki class) will have improved firing arc definitions that make them a more realistic and deadly opponent in gun duels
  • Improve the “Realistic sound speed simulation” to eliminate sound effects cutting when the player is moving around with the external camera
  • Improvements will be made to the Sonar and Radar stations to make them more user friendly
  • The Submarine upgrade screen will be improved to present the relative merits of various torpedoes and systems that are available to the player.
  • Sampans and other such vessels will no longer be detected by Hydrophone
  • Players crossing the International Date Line should not lose their map torpedoes silhouettes
  • The Torpedo Bearing Transmitter screen and all interfaces should display correctly on all resolutions
  • Colorado class battleships will be added to the game
Keep in mind this list is WIP, and although we’re doing our best, in the end we might just be unable to fix some of them for 1.3. Or some other items will make it on the list.

And if there’s something glaring wrong with the game that’s not on the list, post it here. Maybe we were not aware of it ... yet.

When will the patch be out? There is no release date set yet, we’re taking our time in order to have the maximum of fixes with a stable code. The future of this game and this series depends on US and YOU.

Your Silent Hunter Dev Team, present here on Subsim and on other boards too.



Guys, do not post in this thread, unless you want to bring a critical bug to our attention Keep it as clean as possible.
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Old 05-24-07, 10:17 AM   #2
DanCanovas
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is the lack of a watchman to help us track targets a bug or intentional.
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Old 05-24-07, 10:17 AM   #3
Hitman
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Quote:
Guys, do not post in this thread, unless you want to bring a critical bug to our attention Keep it as clean as possible.
EDITED because I saw the above.

Critical bugs for me are only:

-Radar
-AI behaviour when attacked, specially merchants

Which seem already covered.

Thanks
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Last edited by Hitman; 05-24-07 at 02:51 PM.
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Old 05-24-07, 10:26 AM   #4
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Quote:
Guys, do not post in this thread, unless you want to bring a critical bug to our attention Keep it as clean as possible.
Pay heed men. Post bugs please. Keep it clean and keep it neat. We got what we asked for so lets do this right!
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Old 05-24-07, 10:29 AM   #5
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WHOA!!!

I'm off my rocker now :-) Very kewl to see this all get fixed!

Only two items I still have are:
- the behaviour of the sub and other ships in heavy seas.

See this post: http://www.subsim.com/radioroom/show...&postcount=483

- the switch that sets the torpedo to Directional Contact or Contact seems to be reversed and it flips back to its default position all the time. Rather annoying feature.

Not having any opinion on whether it should be included as a fix or not, merely having it out there for Elanaiba to see.

EDIT:

Added Prof's comment a few posts down. There is indeed no way of knowing when your max. dive depth has been affected. The damage screen shows no damage, but there have been a number of posts about subs getting lost without obvious damage
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Old 05-24-07, 11:00 AM   #6
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First of all, thanks for the good news!

One bug which you didn't list is the submarine damage model...if the pressure hull is damaged the player has no way of knowing until the submarine sinks!

At the moment you get a message saying 'pressure hull repaired' but it seems to break again next time you dive!
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Old 05-24-07, 11:27 AM   #7
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One critical bug (is it a bug?) IMO, is the collision damage between a sub and a DD or other ship.

The sub usually wins with no damage whatsovever while the DD (or whatever) blows up.

Oddly, in the Ducimus "Bungo Pete" mod, changing the DD to a "DE" made him not take damage (visibly, anyway), but the sub DID.

A simple fix IMO would be to ALWAYS have the sub lose in a collision (for any ship bigger than some size or class—don't want a liferaft to sink a sub).
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Old 05-24-07, 11:29 AM   #8
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One item I notice that is a constant problem is the bow planes. They seem to remain in the surfaced position when submerged. Small thing, but can be distracting from the realism of the game.
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Old 05-24-07, 11:31 AM   #9
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Wonderful news, thank you for your efforts !

Here is a bug that will be easy to fix and give good return.

Overly fast sub sinking, from even light to moderate flooding. A leak should not be an automatic ticket to the bottom.

Wait for the flooding to get out of control -before- making depth control a lost cause. IMO this is a LARGE part of the frustration with damage control.
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Old 05-24-07, 11:36 AM   #10
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On the Bow-plane note. They do sometimes get jammed/collide with the hydraulic arms...graphic bug!
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Old 05-24-07, 11:46 AM   #11
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Realy Cool


That calculation error in the Possion Keeper is repeted in Sonar range reports as well. JFYI.

If you want to you might want to have a look into the periscope markings, zoomlevels of the periscopes and bino's. Search for Better Scopes or Mav's Camera Mod to read more about it.
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Old 05-24-07, 11:53 AM   #12
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I get flashes when topside. That's not a very good description, but I've never had this before, its as if all the graphics blank out for a second. And only while on the bridge. If this post is redundant, my apologies.
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Old 05-24-07, 12:14 PM   #13
Lt. Cobra
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One thing that was not mentioned in the list that may be a minor point for some but for true blue simmer of this game it is not.

Quote:
the camera in the conning tower tilts the opposite of the motion of the boat. When diving, the camera tilts down aftward, when surfacing the camera tilts up Aftward. If you stand facing the ladder to the bridge – you are facing starboard. When diving the conning tower SHOULD appear to tilt downward on your left (which is the bow of the boat) instead the effect is reversed. Noted on the porpoise and salmon classes.
But WHATEVER you choose to do, Ubi, please fix the CTDs!
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Old 05-24-07, 12:42 PM   #14
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Quote:
Originally Posted by elanaiba
  • Multiple AI improvements
  • The Group AI should always choose a new commander when the current one gets killed, instead of waiting for the currently assigned one and having all ships circle around
  • Destroyers should take into account the estimated depth of their targets and sinking time of depth charges when deciding the dropping point, while remaining human-like and prone to error
  • AI and submarine sensors will be tuned for more realistic performance
  • AI units will now take notice of nearby ships being destroyed even when there is not a trace of the attacker
Will the AI improvements include having the convoys no longer coming to a stop (or about 1 kts speed) once a ship has been torpedoed? This is a serious showstopper and makes the game like a shooting gallery in subsequent attacks. It should be like in SHI, with the ships speeding up and running away, sometimes even zigzaging into the opposite direction of where they figure - by the torpedo explosion - where the sub lays.
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Old 05-24-07, 12:44 PM   #15
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Thanks for the declared good intentions Ubi but, in addition to fixing the CTDs whenever you unintentionally hit a wrong key, CAN WE PLEASE HAVE OUR HYDROPHONE BACK? Half the fun of SH2 and 3 was searching for faint sound traces against the ocean background, especially when I'm consistently better at it than the AI crewman assigned. On the same subject, could we have the ability to rotate the hydrophone using the cursor keys back (as in SH2 but removed from SH3) as this was so useful.

Also on the sound front, is there any chance of adding some 'biologics' to the sound files, (lets not get carried away and ask for visible ocean life) or is this one for the modding community?

With regard to the otherwise glorious graphics, I second the comment about the jammed bow planes, but what I absolutely hate the most is seeing huge visible holes in the pressure hull of a nominally functioning sub that. to look at it, shouldn't even stay afloat let alone be able to dive, whilst direct torpedo (and shell) hits on some targets still manage to leave them looking untouched.

This is so very nearly a great sim on the whole, (even if SH3 was more immersive by several orders of magnitude simply for being able to interact with the crew) please don't spoil the ship for a ha'porth of tar..
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