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Buggins
03-23-07, 09:19 PM
I'm having a real issue in campaign mode. Whenever I attempt to check my radio messages I get a really long (like 5 minute) hang time where the CPU use shoots up to 100% and the game stops. SOMETIMES it comes back to life. I don't know if this issue existed under 1.0 as I have only been using a campaign since 1.1.

Also I can't seem to be credited with getting to my patrol area, even though I've been in or near it for an age.

gnirtS
03-23-07, 09:24 PM
Are you using time acceleration at all when you get this? Appears to be an issue with some people with a backlog of unread radio messages causing the CPU locking up for ages when you press M to read it.

It could be that. Try stopping time acceleration and reading the messages more often to see if that cures it.

Skorn
03-23-07, 09:34 PM
I'm having a real issue in campaign mode. Whenever I attempt to check my radio messages I get a really long (like 5 minute) hang time where the CPU use shoots up to 100% and the game stops. SOMETIMES it comes back to life. I don't know if this issue existed under 1.0 as I have only been using a campaign since 1.1.

Also I can't seem to be credited with getting to my patrol area, even though I've been in or near it for an age.

Ditto, keep hoping the Japs will destroy my radio antenna.

sea enemy
03-23-07, 09:40 PM
I was running through the convoy tutorial and I got depth charged, and it damaged my deck gun-however damaging the deck gun killed my gun crew..I was 90 feet down at the time!

Looks like the AI crew is tied a little too closely to it's position, no?

Gildor
03-23-07, 09:44 PM
I dont know what causes it but the Petty Officer that stands beside me on the bridge sometimes disapears. Probably going below for a grog. I check the crew management and he is still listed.

If I do something to change crew status, i.e. General Quarters, Damage control, he appears but in the classic default pose(arms outstreached, no animation.) However he is rotating, just not doing animations.

I dont know if this affects he ability to do look-out tasks.

nvdrifter
03-23-07, 09:59 PM
Romanian SH4 Dev Team.. I have an important request!!! Please fix the game-killing bug where once the sub starts flooding and it sinks to the sea floor and is stationary, the sub will start colliding with the sea floor and take damage. Eventually this will destroy the Sub. This bug has something to do with the increased weight of the water inside the sub, causing it to start bouncing around, colliding with the sea floor and taking hull and equipment damage. This bug was also in SH3, and you carried it over into SH4. The problem seems to be hard-coded and we modders cannot fix it. PLEASE fix this problem to allow a flooded sub to rest gently on the sea floor (not moving) and do repairs without taking collision damage, because it is a huge gameplay problem. Thank you. :rock:

Psycluded
03-23-07, 10:17 PM
Class - Gato
Station - Anti-Air Gun

When you rotate the gun to port (this is an aft-mounted gun), something obscures your view if you raise the gun more than about 15 degrees off the horizon. It looks as if the camera is inside an object behind the gun, be it the railing or what have you. In any case, it makes manually using the AA gun on the 1942 Gato class almost impossible, since you pretty much need all the arc you can get. Will attach screenshots next time I see it.

bclaw2004
03-23-07, 10:26 PM
This is on a fully legal version, no cracks etc.
I have read that this has happened on one others system, where panels apear to the side of the sub and frame rates drop to one a second if your lucky
I have updated video drivers Nvidia 93.71, and Sound drivers for Audigy 2 to the latest.
At an angle on the port bow looking to the stern slightly away from the sub I have seen a clear box edge when the camera passes near the box frame rates drop to 1 a second maybe.
That was starting a new career at sea off Pearl, after dying in a previous career.
Outside of the box I can scroll the camera anywhere at any speed.

This was after playing for a while ie starting my second mission, could this be related to cache not emptying in game.

:damn::damn::damn::damn::damn:

http://i50.photobucket.com/albums/f331/Voodoo65/SH4Img24-3-2007_0.jpg

My Specs
XP Pro SP2
Intel E6600 Dual Core
Gigabyte GA-965P-S3 MB
2 GB ram
XFX 7800GTX 256Mb
Audigy 2 Sound Card
At least 80Gb free space on HDD game installed on.

Chrall
03-23-07, 11:41 PM
This is on a fully legal version, no cracks etc.
I have read that this has happened on one others system, where panels apear to the side of the sub and frame rates drop to one a second if your lucky
I have updated video drivers Nvidia 93.71, and Sound drivers for Audigy 2 to the latest.
At an angle on the port bow looking to the stern slightly away from the sub I have seen a clear box edge when the camera passes near the box frame rates drop to 1 a second maybe.
That was starting a new career at sea off Pearl, after dying in a previous career.
Outside of the box I can scroll the camera anywhere at any speed.

This was after playing for a while ie starting my second mission, could this be related to cache not emptying in game.

:damn::damn::damn::damn::damn:
I'm on my 2nd patrol and I've seen this too, I'll have to check if it's still there.

fullmetaledges
03-23-07, 11:46 PM
anyone else had this bug, if you are damaged and you submerge you shoot straight down and u keeep sinking really really fast, even though everthing was fixed, and for some reason i tried blow ballast but it wud not work

i went down to 1600+ feet before dying

http://img249.imageshack.us/img249/8206/bugwn4.jpg

yes numerous times it definatly sucks

Skorn
03-24-07, 12:09 AM
Class - Gato
Station - Anti-Air Gun

When you rotate the gun to port (this is an aft-mounted gun), something obscures your view if you raise the gun more than about 15 degrees off the horizon. It looks as if the camera is inside an object behind the gun, be it the railing or what have you. In any case, it makes manually using the AA gun on the 1942 Gato class almost impossible, since you pretty much need all the arc you can get. Will attach screenshots next time I see it.

I also had this on the Gar class early on. I believe it was due to the fact that it was set so low and behind some of the tower. However, that part got removed on my last time in port so now it's completely open. Have yet to tangle with any planes since the modification, though. It was pretty annoying to not actually be able to use the AA gun unless the plane was in a very specific part of the sky.

Observer
03-24-07, 12:23 AM
CTD:

Submarine School Torpedo Attack mission.

After sinking the cruiser, if you stay in mission and go to the crew management screen, you will eventually get a pop-up box saying troops are ready to be deployed. If you choose to delay deploying the troops, instant CTD. I also opted to deploy the troops and nothing happened that I could see.


Imperial system issues:

1. When asking the watch officer for nearest contact (command must be mapped to be used), he gives the range report in feet. The Officer of the Deck should report the contact bearing and range in yards. This also applies to radar and sonar ranges. Deck gun high power view finder should display yards instead of meters.
2. On the Nav plot and attack plot, the map scale switches from nautical miles to yards, but the plotting tools (nav plot only) stays in nautical miles. It should switch to yards like the map scale.

Crew/Meter/Gage issues:

1. When issuing crew commands (such as speed changes), the crew will repeat the command back twice.
2. As previously noted the christmas tree stays red after the boat has submerged.
3. When issuing speed/depth changes the helmsman animation reaches to manipulate the engine order telegraph after it has already been moved to the new speed.
4. Bridge gyro compass does not work.

Ship issues:

Damage textures appear inconsistently on merchants. I don't have a screen shot to show this, but I put seven torpedoes in various locations on a Large Modern Tanker (Nippon Maru...which eventually sank) without a single damage texture appearing. I will attempt to test further and post screen shots. I also had a similar issue with damage textures on the Medium Old Split Superstructure Freighter (Biyo Maru) which had one texture appear and at least three others which did not (non hit in exactly the same location).

I also find it odd that it takes fewer torpedoes to sink a heavy cruiser than a medium merchant. This does however require additional testing to confirm.

Renown Issue:

Completion of the four Submarine School missions does not grant additional renown in the campaign. The manual states the player should get an additional 100 points of renown, nor is there any place in the file structure to store the results of each completed Submarine School mission.

Graphical Issues:

1. As others have reported I also have the odd square blocks appearing on/near the horizon.
2. Ships lighting is...odd. It doesn't look like lights, and the light source does not appear to come from the light bulbs (sometimes it appears behind the light fixture or bulb).
3. While I wholeheartedly support not being able to see through the sail with the binoculars, additional camera positions need to be available to the player while surfaced in the sail so it is possible to get a complete view of ships and aircraft. As it is implemented now, it is impossible to view/target ships or aircraft obscured by the bridge superstructure without switching to the TBT or a periscope.

Chiller1064
03-24-07, 12:55 AM
Noticed a couple of things- I own both the DVD and Direct2Drive versions of SH4 (I need a copy I can legally play without a disk since I run the game on my XPS laptop). Changing disk out while sitting in the coach section during a flight stinks.

a) 3D wake does intermitent texture/lighting "flickering". I've been trying to get a screenshot but it is hard to know when the flickering will occur- even though it happens several times when viewing from the tower or external (F11) view. I've seen this in both versions.

b) Semi-transparent crew heads (not the bodies, just the noggin) when viewing from the tower. The character model to your right- you will be able to see the horizon through his head. This has only happened in the download/Direct2Drive version.

c) AA gun barrel clips through railing/plating when fully depressed and moved into said railing/plating.

d) AA gun can be pointed at crewmen standing nearby without the crewmen moving out of the way or allowing clear field of fire. For example, I depressed the AA gun to use it against a sampan and while tracking the target my line of fire was blocked by a crewman just standing on the deck. Made it difficult to continue to pump rounds into the sampan. :damn:

e) No way to open tube doors- but I believe this might have been mentioned before.

f) Crew with high-pitched, squeaky voices. Have noticed this on the download/Direct2Drive version and not on the DVD version. Sounds like they are playing around with helium balloons.

All versions have been updated to 1.1 BTW.


My System Specs:
Dell XPS MXG051 Laptop
Intel Pentium M 2.26GHz
Windows XP Media Center Edition
2 GB RAM
GeForce Go 7800 GTX (ForceWare version 84.69)
DX 9.0c
20 GB free hard drive space

Running the game at 1600x1200 with everything turned on and detail settings maxed. Runs very smooth after making the adjustment in the Main.cfg file (changing the value for Syncronized from NO to YES). I still see the graphical issues when running in different resolutions.

Reece
03-24-07, 01:39 AM
Hi, I'm getting rather P_ssed off, I'm going to have to let SH4 slip as my machine is too old, but when the following error keeps coming up every couple of starts to the game (restarting after changing settings), well it's a total pain:
http://i66.photobucket.com/albums/h244/Reecehk/Securomcrap.jpg
Especially since it is the original disk in the drive!!:nope:

enemyminds81
03-24-07, 01:55 AM
new bug i found after work tonite.

no matter what i set in realism, even at 100%

im not using fuel at all, i traveled 3300nm, and still have a full tank?

i must be over looking something. i guess its not a bad thing! but i like some realism

also another bug, it was about 9 pm , i had made it from pearl to wake harbor to port for fun. i surfaced the sub.

it was pitch black, as i surfaced lol, a heavy cruiser with bow lights blazing in my eyes collided into my miniture sub, funny thing was i took no damage at all, and he sank lol!!

is the damage model broken? i mean i had it set to 60%+ realism at that time, i should have been a dead man

gronbek
03-24-07, 02:42 AM
How come the sea is calm a few hundred meters away from sub.
A bit unrealistic that the further away surface vessels dont experience the physics of waves?!
http://i159.photobucket.com/albums/t127/gronbek/w2.jpg

http://i159.photobucket.com/albums/t127/gronbek/w1.jpg

Seaweed
03-24-07, 03:45 AM
This keeps happening when I'm under for an extended amount of time. When they discharge, I sink like a rock, game over. Anyone know what causes this? I've been trying to keep an eye on the battery guage but it seems to happen instantly. SHoudn't there be some type of warning?

Spectre-63
03-24-07, 04:30 AM
Aircraft are able to identify and attack the sub at night if running on the surface. WW2 aircraft, AFAIK, did not fly at night due to lack of navigational references.

Count me as another with the translucent bridge crewmen. :(

joea
03-24-07, 04:32 AM
How come the sea is calm a few hundred meters away from sub.
A bit unrealistic that the further away surface vessels dont experience the physics of waves?!



Same thing as in SH3, the sea appears calm through binocular (and UZO) view but if you look at ships far away in external view they are affected by the weather. I suspect it was done for FPS issues.

Jimbuna
03-24-07, 05:13 AM
Hi, I'm getting rather P_ssed off, I'm going to have to let SH4 slip as my machine is too old, but when the following error keeps coming up every couple of starts to the game (restarting after changing settings), well it's a total pain:
http://i66.photobucket.com/albums/h244/Reecehk/Securomcrap.jpg
Especially since it is the original disk in the drive!!:nope:

I'm having the same experience mate :yep:

TopCat
03-24-07, 06:21 AM
a very gamestopping one, at least for me:

TDC shows incorrect values, at least, when computing. When you push the red button to auto-calculate, the upper outer ring (the one of the target) as far as I could observe also the lower outer ring, show incorrect bearing.

The interesting thing is, that sometimes the values are correct, but in most cases they aren't. Could not find out yet the constellation where it is correct.

Moreover there are is no bearing readout, so you cannot check, wheter your firing solution is correct or not. I dunno if this is intended or not and how it was on the real US subs.

raymond6751
03-24-07, 06:22 AM
The manual says you send data to the TDC with a button on the upper left of the attack data tool. No such button exists, at least in the S and Gato class boats.

raymond6751
03-24-07, 06:26 AM
The oxygen bug has been reported, but it also never shows it as replenished even after an hour on the surface. On diving, even showing empty, it doesn't report you are out of cO2 again.

raymond6751
03-24-07, 06:29 AM
I started a quick mission with a report of radar contact at long range. Hitting the external view, I saw the sub was almost colliding with them.

raymond6751
03-24-07, 06:42 AM
I started a campaign in Pearl and was shocked to see zero damage, zero ships wrecked, and zero evidence of the air attacks just two days prior.

Is it not a kind of disrespect to the 2500+ men and women who died in this historic location?

In addition, did they not speak of moving cranes in the promo vids?

Godalmighty83
03-24-07, 06:49 AM
it makes no difference in having co2 switched on or off.

at the moment i also seem to have unlimited fuel regardless of realism settings.

i find it impossible to hold a sub deep, as soon as i go under 140 thats it its all over as the sub refuses to rise regardless of blowing ballast/emergancy surfacing.

Krupp
03-24-07, 07:07 AM
During the first career mission from Hawaii, I was surprised about the battery limitations in the game. With the P-Class I got only about 12 hours of submerged travel with the speed around 2.5 - 3 knots. And thought, this got to be wrong.

Well, I found a diagram from one of the Navy Fleet sub manuals, that shows the submerged range and time with certain speeds.

It looks like the (recommended) maximum ranges and times(submerged) are (were):

Maximum Time Submerged and Cruising Range vs. Submerged Speed Knots

knots--miles(peace-time)-- miles (war-time) --hours(peace-time) -hours(war-time)
2 ------73 --------------100-110 ------------36 ----------------55
3 ------69 --------------100-105 ------------24 ----------------38
4 ------55 --------------83 -----------------14 -----------------24
5 ------40 --------------64 ------------------8.5 ---------------14.5
6 ------30 --------------48 ------------------5 -----------------9
7 ------20 --------------31 -----------------2.6 ----------------4.8
8 ------14 --------------23 -----------------1.6 ----------------2.6
9 ------9 ---------------15 ------------------1 -----------------1.5
10 -----10 --------------X--------------------X-----------------X


With the current battery capacity, I found it impossible to maintain long day time submerged periscope patrols + make any submerged attacks with high speed approaching/maneuvering. Not to mention if one has to dodge some escort screens and depth charges. Also, the battery recharging times are equally odds.

I don't know what are the exact figures for each type, but obviously something else than currently in the game.

I recall that it wasn't too hard to change these ranges in the sh3, if you knew what you were doing. Well, I don't. Anyone?

DaMaGe007
03-24-07, 07:33 AM
When pressing the "." key to view your sub, the mousewheel doesnt zoom in and out like it used to in Sh3...

Kapitan_Phillips
03-24-07, 08:18 AM
Anyone else noticed "Windowed Mode" in graphics options doesnt do anything? I even changed Fullscreen in the .cfg to "No" and still no luck

Psyon
03-24-07, 08:30 AM
This keeps happening when I'm under for an extended amount of time. When they discharge, I sink like a rock, game over. Anyone know what causes this? I've been trying to keep an eye on the battery guage but it seems to happen instantly. SHoudn't there be some type of warning?

hmmm, this might be a bug!!

i was near yokahama harbor, battery below 5%, i figured i would move a tiny bit to reach this hole, drop to 80ft and wait out the daylight. had 16ft under keel when the batteries died, suddenly, im hearing diesels damage, hull damage, etc etc, then death. no air or sea targets close to me :cry:

or does this happen because you have no power to keep the boat afloat???

Fat Bhoy Tim
03-24-07, 08:38 AM
Neither of you mentioning blowing ballast, but I assume you did and it failed to achieve anything?

Clouseau
03-24-07, 09:03 AM
I'm missing the firing solution on the attack map (the green line) and the topedoes

Picture of a quick mission with attack map :
http://www.clouseau.org/pic/sh4.2.jpg

Screen with the attack map, topedoes are on the way (career mode)
http://www.clouseau.org/pic/sh4.3.jpg

Psyon
03-24-07, 09:08 AM
Neither of you mentioning blowing ballast, but I assume you did and it failed to achieve anything?

yes, first thing i did:yep: damage was coming too fast i guess, time compression was at 1

if blowing the tanks worked, i would have been spoted and died anyway is how i looked at it:rotfl:

tonight, i am going to make sure i stop battery use when it reaches 25 % and see it that solves this problem or bug. maybe it is a electrical thing as one has no power left to use except whatever uses compressed air????

EDIT: i know blowing the tanks work because i have tried that before on my intial shake-down cruise

sea enemy
03-24-07, 09:14 AM
Not sure if this has been mentioned yet but,
The user can use the deck and AA guns without them being 'manned' by AI crew.
This included situations where the AI crew is barred from use by weather.

version 1.1

Jimbuna
03-24-07, 09:25 AM
Not sure if this has been mentioned yet but,
The user can use the deck and AA guns without them being 'manned' by AI crew.
This included situations where the AI crew is barred from use by weather.

version 1.1

The old invisible man trick :D

gnirtS
03-24-07, 09:39 AM
Anyone else noticed "Windowed Mode" in graphics options doesnt do anything? I even changed Fullscreen in the .cfg to "No" and still no luck

Works for me, remember though to set the resolution LOWER than that of the windows desktop or it'll be a window but full screen - in other words it'll appear full screen.

stabiz
03-24-07, 09:47 AM
Got tin-canned down to 520 meters.:huh: Then a wierd scene appeared, probably the death cam filming somewhere else, and I got a message I had made it back to port, and could get a new boat.:rotfl:

jeff lackey
03-24-07, 09:52 AM
The oxygen bug has been reported, but it also never shows it as replenished even after an hour on the surface. On diving, even showing empty, it doesn't report you are out of cO2 again.

Well, remember that the CO2 is Carbon Dioxide, not Oxygen, so that should be building up as you run out of fresh air - i.e. less good air = more CO2. I think it's the other way around - the CO2 never goes up as you are running out of air.

gnirtS
03-24-07, 09:54 AM
I've never managed to stay down long enough to have an issue with CO2 concentrations rising. Always battery and/or O2 wind down way sooner.

jeff lackey
03-24-07, 09:56 AM
I've never managed to stay down long enough to have an issue with CO2 concentrations rising. Always battery and/or O2 wind down way sooner.

Yeah, the battery life (based on the books I've got) seems WAY too short. But as the O2 goes down, the CO2 concentration should be going up. The CO2 meter should be basically an inverse measure of your O2.

gnirtS
03-24-07, 10:00 AM
Not sure how efficient the scrubbers are or how the scale for CO2 works in the game.

Remebering CO2 is fatal is even very low concentrations.

Either way i think battery is running too quickly in the modelling.

Ark
03-24-07, 10:02 AM
My fuel gauge, CO2, O2, and Battery levels are report 100% all the time no matter what realism setting I choose.

jeff lackey
03-24-07, 10:06 AM
Not sure how efficient the scrubbers are or how the scale for CO2 works in the game.

Remebering CO2 is fatal is even very low concentrations.

Either way i think battery is running too quickly in the modelling.

Remember this is Carbon Dioxide, not Carbon Monoxide (which kills at a few hundred PPM - sorry, I'm a science dweeb. ;) )

jeff lackey
03-24-07, 10:07 AM
My fuel gauge, CO2, O2, and Battery levels are report 100% all the time no matter what realism setting I choose.

You've got something borked up then - the fuel and battery should go down pretty fast in normal realism.

Sulikate
03-24-07, 10:22 AM
The same has just happened to me :cry: Blowing ballast doensn't make a difference. I sunk to the bottom like a brick:shifty:

gnirtS
03-24-07, 10:32 AM
Remember this is Carbon Dioxide, not Carbon Monoxide (which kills at a few hundred PPM - sorry, I'm a science dweeb. ;) )
CO2 isnt as toxic as CO but unless something catches fire CO isnt an issue on a sub.

CO2 however is still a nasty toxic gas. Low concentrations/short exposure can cause nauesea and nasty headaches (and as someone whos suffered from them a few times, its evil).

5000 PPM (0.5%) is maximum daily limit for a shift. > 5% is very dangerous. > 9% fatal in minutes. Exhailed breath contains about 4.5%.

In a confined space it can get lethal quickly - you'll die from CO2 poisoning long before you can deplete the oxygen.

As for the science thing...Im well aware of it having done university level biochemistry :)

gnirtS
03-24-07, 10:37 AM
The same has just happened to me :cry: Blowing ballast doensn't make a difference. I sunk to the bottom like a brick:shifty:

Its never going to get a crippled sub up from a death dive.

Blowing does make me rise when i click the icon by accident during a convoy attack but when i get damaged and use it, its not once rescued me :)

Suspect thats realism though.

Greyghost
03-24-07, 10:38 AM
I got attacked by aircraft and was basically sunk. Hit bottom at about 1100ft and had damage reports of one thing after another being destroyed only the sub never crushed and my crew never died. I'll try it again sometime today to see if i can reproduce this.

sea enemy
03-24-07, 11:52 AM
This might not be a bug-I don't know the exact figures for this but:
ON the P-class, the hydrophone really dosen't work at periscope depth ("P" key). Occasionally the AI crew can get a contact out of it, even when the user can't, and vice versa.


However, dropping down another 20 feet fixes it..You'll get good contacts out over distance..Just not at peri depth.

Also, on the P-class, peri depth (by the"P" key) dosen't clear the obs. scope...It's still submerged.

fullmetaledges
03-24-07, 11:53 AM
probobly the worst bug is other than the short battery life, (in the s class however the battery last forever) is that if you sink to the bottom your boat seems to crush itself to pieces. I was flooding in the aft torpedo room, the only damage i had and as soon as my sub sank to the sea floor (100 ft) everything broke and everyone died. this has happened a few times the same type of situation, talk about a game killer

bclaw2004
03-24-07, 12:02 PM
My control room officer missing eyes.... (Running from original DVD, and no cracks) After long patrol
Also noticed that the indicator for the forward dive planes is reversed.
Props turning wrong direction for pitch

Plus's I have had one (my last patrol this pic was taken on) death dive reversed out of three, an emergency blow and a ahead flank drove it back to the surface. (Flooding in the Control Room and Aft Torpedo)
My previous one, going back emergency and an emergency blow helped with flooding fwd (Fwd Torpedo)till I tried to hold it at periscope depth..... instead of going to the surface.

http://i50.photobucket.com/albums/f331/Voodoo65/SH4/SH4Img24-3-2007_17-6.jpg

Jimbuna
03-24-07, 12:03 PM
The same has just happened to me :cry: Blowing ballast doensn't make a difference. I sunk to the bottom like a brick:shifty:

Its never going to get a crippled sub up from a death dive.

Blowing does make me rise when i click the icon by accident during a convoy attack but when i get damaged and use it, its not once rescued me :)

Suspect thats realism though.


As for the science thing...Im well aware of it having done university level biochemistry


Well you certainly aint studied sub warfare because blowing emergency ballast when mortally wounded with flooding was the only way a sub had a chance of getting to the surface :arrgh!:

gnirtS
03-24-07, 12:09 PM
Depends how wounded.

So far its failed 100% of the time for me. Presumably due to being too heavily damaged for it to have an affect.

macky
03-24-07, 12:20 PM
havent looked at the 15 pages of this thread:o but has anyone had a problem with the game not loading because it cannot verify the disc?

Usually works the 2nd time but is that the cp or is it my dvd drive slowing:-?

gronbek
03-24-07, 12:32 PM
Big problem with damage physics on surface vessels.
When I shoot with the deck gun at a vessels external structure, non of it is visually damaged. In SH3 masts, life boats, cargo etc. all got destroyed by shell fire.
But not in SH4. Its so stupdily lame shooting at a ship and there is no visible damage.

BR Anders

Flanker15
03-24-07, 12:41 PM
Here's some bugs from my experience:
The clouds and the smoke from the large fires moves waaaaaaay to fast (the clouds apear to be moving far faster than the speed of sound!)
Sometimes my torps explode and cause no damage to a merchant ship except for small fires and such but no hole or flooding.
Ships sink too fast after they reach the "Enemy unit destroyed" phase.
Sometimes the framerate in the map screen drops so much under high time compression it becomes unusable.
Sometimes there is a huge framerate drop while looking a certiain direction for no apparent reason.

Lannes
03-24-07, 12:43 PM
Dec. 10th, 1941, Asiatic Fleet. Picked up a heavily escorted enemy TF moving NNE off the west coast of Luzon....moving at 1 knot.

After attacking and bagging a Agano Lt. Cruiser and a Small Passenger, the TF took off like a bat out of H**L....then dropped back down to 1 knot.

I tracked it via periscope and radar for the better part of a day and the TF maintained 1 knot when not under attack.

A small bug in the grand scheme of things, but thought I should report anyway.

Avatar
03-24-07, 12:43 PM
Here are some bugs. (I think):
- Time Compression doesn't set to 1x when the "Ship sighted!" is reported.

- Sound head moves while running on the surface. I doubt the dude would be listening to ari.

... how the heck to you use sonar to listen to contacts and get bearing info?
I'll report more as I play longer. The time compression thing is a real bummer. It reverts to 1x when radio messages are received, but not when ship sighted is issued.
- I just remembered. The whistle and command for the watch changes works once per patrol, right after leaving harbor. And if you use time compression, it works only after you revert to 1x.

- Some ships will not be included on the map, or even when you move the target recticle over them. This has happened when leaving port.

Sonarman
03-24-07, 01:02 PM
havent looked at the 15 pages of this thread:o but has anyone had a problem with the game not loading because it cannot verify the disc?

Usually works the 2nd time but is that the cp or is it my dvd drive slowing:-?


I was having that problem too I think it's to do with Starforce from other games which haas caused the secondary IDE channel to drop into PIO mode which causes problems with drive access. I followed the procedure on this page: http://winhlp.com/WxDMA.htm and managed to reset the channel and have had no problems since.

-Pv-
03-24-07, 01:08 PM
Minor bug:
When surcafing and air is replenished, get report- Out of air, we need to surface..." Prob just a trigger text reversal.

AS far as blow ballast- I either get minor damage that I let the repair crew handle, or I get so much damage it's too late for the emergency blow.

For those experienced in SH3, yes, your air supply lasts a long time compared to battery. This is historically accurate and from what I've seen, not a measurable change from the behavior in SH3 compared to SH4. Anyone who has watched Das Boot or read real WWII sub stories, there are many instances where the crew would be under for very long periods of time (even a full day+ at min battery usage) and although the air gets increasingly stale and eventually unbreathable, with CO2 removal systems and in US subs even air conditioning, it will be very rare in the sim when you run out of air unless you try to do that. This is expected and normal.

For those worried SH4 would be a cake walk and no challange, I have found the sim to be MUCH harder than SH3. The enemy destroyers are very tallented (as long as they don't need to do terraign avoidence.

Has anyone played the photo recon single mission? I get the impression the enemy destroyers have radar while I do not. With only the sail exposed, all three detroyers protecting the harbor will begin a fast attack from beyond visual range where I cannot even see them or detect them on sonar. It makes trying to surface to replenish battery impossible since I cannot outrun them even when they start their attack from 15 miles away.
-Pv-

R3D
03-24-07, 01:23 PM
i get a massive Fps drop when looking towards the rear of my tambor sub at random times, its so bad it actually locks my gfx card up completely and causes it to hit critical temps within minutes if i cant force myself into another sub compartment or view.

its to do with the rotor wake im sure, and my gfx card is not broken or poorly cooled either :)

- Damage sounds (gushing water/flooding effects) are all missing when damaged
- subs are sumberging alot slower than i thought they were supposed to be, dive planes seem not to be working as intended
- No radar control or Sonar control
- Radar in Non radar equiped subs and crew giving radar bearing calls when its not present.
- Aircraft nose diving into the sea after bombing runs (suicide)



x1900xtx 7.1's

9th_cow
03-24-07, 01:23 PM
difficulty bug ?
more of a question than a report.

set out on my third patrol, sank 2 ships and completed my merchant sinking mission.
ok found a task force submerged and attacked. realised that my crew had reloaded within a few minutes.
so, what the heck happened there ? do i have super crew or is that a really werid feature/bug
i checked after i returned to dock (wich was immediatly its hardly fun when you have some super loading mechanism on board)
and checked the difficulty settings, yet oddly enough they were still the way i had set them.
so what caused my torps to reload in moments when the settings ticked for realistic reload ?

Sonoboy
03-24-07, 01:37 PM
For one of the dive planes, the needle on the guage is pointed the wrong way.

catar M
03-24-07, 01:58 PM
Deck gun crew missing (no room in interface for them)
deck gun crew won't fire because of rough weather but i can fire myself
Every time I pop up periscope I get message from watch "ship spotted bla bla but we are in periscope depth how can they see outside :hmm:
This is not a bug.....no technical info on Sub , torpedoes, upgrades like in SH3 and the whole crew , weapons interface is just shocking...:down: Stil haven't figured out how to repair , no indication on repair time nothing.............I wish this game had similar interface as SH3 and + all the usual stuff posted above

DaMaGe007
03-24-07, 02:08 PM
Not really a bug but a gameplay issue.

how about a hotkey to get max time compression. Above 4096 I get low fps at the map screen an I end up having to press the + key a million times to get to 8192. And it takes a while to get there.

ctrl + for max time compression
ctrl - for 1x time compression

would be sweet

also please allow the stopwatch to be resized, its just too big...small medium and large option would be good.

ryuzu
03-24-07, 02:29 PM
1) Trying to stop the Radar man calling contacts all the time.

As has already been said, the presenece of air radar and surface radar is not handled well and in (early war?) subs you can't see ther radar working or force it to be turned off.

In order to get around this, I took the radar man off the station - still got radar reports. I didn't try it but I guess the same might happen with the sonar man too.

2) Aircraft and time compression

Compared to v1.0 it seems with V1.1 under time compression that the Aircarft spotted message appears, the attack has happened and the aircraft is flying away before you drop out of compression. Normally leaving you damaged and one or more deck crew hurt.

Related to 1) the air search radar should probably give you a bit more notice if it is being manned...

r.

DaMaGe007
03-24-07, 03:05 PM
The ingame music and radio need to be on different volume sliders.

I want ingame music off, and be able to listen to the radio

Im also a bit worried, if the devs fix the rez problem, it might make it so older machines like mine cant run the higher rez without slowdowns

If they could make it optional would be cool.

when running tc above 1x centering the rudder always leaves it at 1-2 instead of 0
this was a problem in sh3 also

tommyk
03-24-07, 03:17 PM
ctrl - for 1x time compression would be sweet


make backup of your cfg/commands.cfg and change it like this

[Cmd6]
Name=Time_compr_normal
Ctxt=1,2,6,9
Key0=0x60,,"Npad 0"

gives you time compression 1 when hitting '0' on numpad...

DaMaGe007
03-24-07, 03:35 PM
Time compression 1x isnt actually a big deal for me as I can use periscope or bridge view key to drop it back, I only mentioned it for completeness/consistancy, the kicker is the max 8192 tc key.

is there a command in existance that I can bind to the (0 ins) key to do that ?

for example

[cmd567]
Name=time_compr_max or Name=time_compr_8192
Ctxt=1,2,6,9
Key0=0x60,,"Npad 0"

to the end of the file might work ?
what does the ctxt=1,2,6,9 part do ?

elite_hunter_sh3
03-24-07, 03:40 PM
FREEZES when i select the capitans radio log, and i have to restart the game... at 1x tc its pissing me off, im afraid for my lcd monitor after remembering wut i did to my crt monitor (smashed it)

WilhelmSchulz.
03-24-07, 03:57 PM
Radar on Balao class truns off when waves make draft 19ft.

ryuzu
03-24-07, 04:11 PM
The ingame music and radio need to be on different volume sliders.

I want ingame music off, and be able to listen to the radio

Im also a bit worried, if the devs fix the rez problem, it might make it so older machines like mine cant run the higher rez without slowdowns

If they could make it optional would be cool.

when running tc above 1x centering the rudder always leaves it at 1-2 instead of 0
this was a problem in sh3 also

Seconded - now some radio mods are coming out, we could do with a solution.

The problem is that the radio continuous track keeps playing while time specific event tracks are playing. The result is that two things are playing at once, probably some music and a breaking news broadcast making both difficult to hear.

Probably the best fix is to auto-mute the continous track until the event track has finished playing. As a second part, a way of skipping a long event track would also be useful (since with time compression you might be listening to news several days/weeks/months old with no easy way of catching up).

Providing separate volume sliders for the gramophone, radio and game background music would also be nice.

r.

DaMaGe007
03-24-07, 04:58 PM
Depth under keel, voice file missing...
Ping and text message only at the moment.

Hazelwood
03-24-07, 05:17 PM
I have been playing SH IV for several days and not encountered any really serious problems. The sim is remarkably well made for a new product (although I realize it borrows heavily from SH III technology). In addition to a few things others have noted I will add these to the list:

(1) At certain times the range as shown on the position keeper to a locked ship is grossly in error. For example, just now a vessel at 500 meters is showing a range of 13000 meters. I have been caught on this a few times. Perhaps this is simulation of an actual device glitch when target is at close range(??)

(2) A couple of times my indicated and actual speed = 0 knots even though the screws are rotating and the telegraph is set at "standard" (or any other speed). Happened only twice and you can free it up by toggling speed a few times.

(3) Radar does not work. The controls are grayed out and unresponsive. I can live without radar but would be nice to have.

I am running the patched, unhacked original-DVD game so no problems with popping eyeballs etc. The crew looks just fine.

Graphics are absolutely superb. UBI did a real job with the water. These effects would do justice to a HiDef movie and add enormous realism to play. In another thread I reported (whined) about very poor frame-rate like about 5 fps. After my system was ridiculed by some younger captains I figured "if the shoe fits, wear it" and purchased an ATI X1650 and now the sim is perfectly smooth. Quite amazing. Blows the doors off my Radeon 9800 Pro. I recommend this card to anyone with an older machine provided you have a reasonably fast P4 and enough RAM. Upgrades work so anyone else having this problem take note;-) There's virtue in humility.

Even with a few glitches (which are by no means show-stoppers) I am giving this sim 9 out of 10. A lot of fun, history and visual excitement for essentially pocket-change.

best wishes,
Cpt. J. Hazelwood

uniquemind
03-24-07, 05:32 PM
I posted this in the wrong place and should have put it here so sorry for that :oops:

I have noticed a white band across the bottom of the screen flash every now and then when on the bridge, it must be a bug as I have tried several drivers for my graphics card and no change, another chap has the same thing but black instead of white, its not constant but it is annoying especially the white version! although having it at all no matter what color is bad enough

A white band is the best way for me to describe it and its not slow enough for me to take a screenshot sadly

Uniquemind ;)

Elder-Pirate
03-24-07, 05:38 PM
Good one Devs. Who was drinking what ? :rotfl:

http://i4.photobucket.com/albums/y116/oleman/GoodoneDevs.jpg

While I'm at it here is another one thats bassackwards.

http://i4.photobucket.com/albums/y116/oleman/bACKWARDS.jpg

Its location.

http://i4.photobucket.com/albums/y116/oleman/Bassackwards.jpg

Rilder
03-24-07, 06:13 PM
I'm missing the firing solution on the attack map (the green line) and the topedoes

Picture of a quick mission with attack map (career mode):

(pics removed)
Screen with the attack map, topedoes are on the way


Confirmed getting this too.

Krupp
03-24-07, 06:17 PM
During submerged attack I (from the old habit) pressed "i" button, and the whole shabang jammed, some sound looping and eventually game crashed and pc rebooted.

NefariousKoel
03-24-07, 06:28 PM
I noticed that I will get CTDs if I have the "Stabilize View" disabled and I try to use the Stadimeter.

After turning Stabilize View off, it no longer happens.

Running at 1280x1024 on a 7900GS with V-Sync enabled.

FYI

WilhelmSchulz.
03-24-07, 07:25 PM
Fish aimed to goacross a ships bow hit amidships(the TDC dosentkeep the right speed)

Rykaird
03-24-07, 08:45 PM
Sound looping whenever I come out of TC. Sounds like a short burst of sound every few seconds. Have to reload to cure, but re-occurs whenever I come out of TC.

ReM
03-24-07, 08:49 PM
I happen to run a 7900 gs as well....(on a core2duo system that is)

I'll try to reproduce first thing tomorrow and will report back to verify....

Out!

NefariousKoel
03-24-07, 09:38 PM
If you can't reproduce it, you might modify the Main.cfg file and turn V-Sync on and try that too (if you don't have it on already).

Thanks!

CCIP
03-24-07, 09:41 PM
I noted reports of some Battle of Midway forces spawning in January instead of historical date; more importantly along the same lines, today I was tasked to photograph some carriers near Manila harbor... on December 9th 1941 :o


...and they were actually there :o:o:o
(yes, a pair of carriers sitting leisurely about 15 miles from the Asiatic sub fleet's home base)

(I think some units are unintentionally set to spawn earlier than they ought to be, e.g. at the beginning of a year or at the beginning of a month, instead of their correct date. Likewise I'm seeing a lot of unescorted Japanese traffic in direct vicinity of Philippines in early December '41)

Lawndart
03-24-07, 09:44 PM
Sorry I havent read so this may hae been reported.

The damage control and damage modeling of the sub does not work at all. And appears to be the root of many other problems.

Once you sub takes damage, even if it's just the flak gun strange things start happening, like the same flak gun getting damage over and over in time compression, if your boat takes on water at any time, and you recover, something random will happen and you sill sink, eventually.

I PRAY for SH3's model to return, I really felt like I had some degree of control when trying to recover from a bad situation.

Otherwise I can live with a lot of the other bugs, or manage until the modders pull out the rest of the potential.

MRV
03-24-07, 10:12 PM
Just had been damaged by depth charges in an s-class bucket. Only Decoy Launcher damaged, no flooding. But for some reason the sub keeps having a strange heavy a$$. It hangs in the water with an angle of app. 45 degrees and the stern keeps hitting the bottom of the ocean.

Ark
03-24-07, 10:18 PM
Sorry if this has been reported...

Upgrading parts of the ship doesn't seem to actually upgrade anything.

For instance, I put the Quad 50's on my Gato, and htey aren't there once I spawn in.....I paid renown for them, but they aren't on the ship. : /

nattydread
03-24-07, 10:32 PM
It seems my torp fuse settings dont stick. Sometimes i hear them switching back to influence/contact and sometimes i just come back to the interface and see they switch back on me while I was doing something else.

Damn the influence fuses, I'd like to make contact fuses default.

Radtgaeb
03-24-07, 10:48 PM
Patched to 1.1 and Crashed when I tried to use stadimeter, crashed when attempting to maintain depth, depth under keel is in feet (shouldn't it be in fathoms or something?)

Radtgaeb
03-24-07, 10:49 PM
Oh, and My attack map will not show torp trajectory....

Burnspot
03-24-07, 11:04 PM
V1.1 - Probably mentioned before in one of these pages, but anyway:

1. Small Passenger Liner damage model- Ship continues at full speed despite losing BOTH screws from torpedo hit. Followed ship for a few miles, stayed at 7 knots and in formation the entire time; nothing but propeller shafts sticking out. Probably happens on others as well).

1.a Some merchants have mis-aligned rudders, i.e. displaced from their mounting points by a very noticeable difference.

2. Various ships - 3d damage showing severely damaged propshafts (i.e. propshafts CLEARLY severed), yet screws continue turning at normal speed. (most noticeable on 4 screw destroyers).

3. Damage Model (again) - Destroyer hit in bow, takes water to the point that the tip of the bow is just at the waterline. Stern is completely out of the water (rudder and screws), yet ship can still manuever minimally and gain speed.

4. I know this has been mentioned, but just in case, deck armaments, once damaged, never seem to get fully repaired despite days of repairs.

5. Environmental Effects - Causes severe stuttering, pauses, and, in one case, a crash of SH4 when many ships are in the same area. Turning off Environmental Effects and replaying scenario COMPLETELY solves problem. (Vista 32 bit - M1710 laptop w/latest Nvidia beta driver (101.41) from Laptopvideo2go site).

6. Everytime I deploy a spy, the moment his raft appears, there is a HUGE racket like I'm sitting in a scrap iron yard, listening to something metal being ripped apart. (Misplaced sound cue?)

7. Convoy traffic control seems iffy at best. Disrupting a convoy by sinking a few ships makes the Japanese fleet run around like Keystone Cops, leading to large groupings of 6-7 ships, all vying for the same ocean real estate. Makes it easy to pick off targets, but I highly doubt this was a typical reaction from a Japanese convoy. This could be lumped in with the fact that escorts ignore you if you creep in and will stand by while you dispatch as many ships as you can.

8. I know this has been mentioned, but count this as my vote for getting it fixed - Mods and torps need appropriate descriptions IN GAME.

9. Crew sometimes reports damage when loading a SAVED game where the sub had NO damage beforehand.

10. While in Silent Running mode, crewmen stil working on stuff in the control room.

11. Place my vote in favor of fixing the damage model on the sub, so that when you repair damage, it doesn't set a "timebomb" for total destruction should you take damage at a later time, or if you gently touch bottom. It's somewhat understandable if the sub's hull is left with no integrity after bulkhead fixes, but then again, a player has zero indications from the crew or otherwise of impending doom.

Radtgaeb
03-24-07, 11:06 PM
V1.1 - Probably mentioned before in one of these pages, but anyway:

1. Small Passenger Liner damage model- Ship continues at full speed despite losing BOTH screws from torpedo hit. Followed ship for a few miles, stayed at 7 knots and in formation the entire time; nothing but propeller shafts sticking out. Probably happens on others as well).

2. Various ships - 3d damage showing severely damaged propshafts (i.e. propshafts CLEARLY severed), yet screws continue turning at normal speed. (most noticeable on 4 screw destroyers).

3. Damage Model (again) - Destroyer hit in bow, takes water to the point that the tip of the bow is just at the waterline. Stern is completely out of the water (rudder and screws), yet ship can still manuever minimally and gain speed.

4. I know this has been mentioned, but just in case, deck armaments, once damaged, never seem to get fully repaired despite days of repairs.

5. Environmental Effects - Causes severe stuttering, pauses, and, in one case, a crash of SH4 when many ships are in the same area. Turning off Environmental Effects and replaying scenario COMPLETELY solves problem. (Vista 32 bit - M1710 laptop w/latest Nvidia beta driver (101.41) from Laptopvideo2go site).

6. Everytime I deploy a spy, the moment his raft appears, there is a HUGE racket like I'm sitting in a scrap iron yard, listening to something metal being ripped apart. (Misplaced sound cue?)

7. Convoy traffic control seems iffy at best. Disrupting a convoy by sinking a few ships makes the Japanese fleet run around like Keystone Cops, leading to large groupings of 6-7 ships, all vying for the same ocean real estate. Makes it easy to pick off targets, but I highly doubt this was a typical reaction from a Japanese convoy. This could be lumped in with the fact that escorts ignore you if you creep in and will stand by while you dispatch as many ships as you can.


Yeah, I've recieved all of these at least once. In fact, I just experienced the "no damage on passenger carrier" about fifteen minutes ago.

Seadogs
03-24-07, 11:52 PM
These should have been reported but is a personal recap.


1. Standimeter will still CTD if in heavy seas and no stabilization option.

2. Sometimes CTD if moving crew members around in port/refit screen.

3. Maybe not a bug but seas seem way to rough in SE asia.

4. Attack map information usually is not present.

5. Something in the SHIV install corrupted my media player. Intro gets massive Green and red splotches along with anything I play in WMP now. Found at least 1 other person with this issue. (UBI support suggested system restore but did not help.:damn:)

Liszt_
03-25-07, 12:46 AM
I'm not entirely sure if this is a bug or not but I just had the weirdest periscope issues patroling of Honshu.

First off I was at a depth of 20m (which is deeper than periscope depth which I think is 15m?) and when I raised my attack scope I could see above the water occasionally when a wave didn't hit?

Also is it normal at periscope depth for you to turn the scope to 180 degrees and you can see your butt(stern) sticking out of the water depending on the waves?

It wasn't calm seas mind you, but it wasn't a storm either.

To top things off if I lowered the periscope while still looking through it, instead of it coming down and me seeing the waterline rise till falls below the surface I see the waterline drop as if the periscope is being raised...wtf?!??!

It was so weird. Anyone else get funky periscope action like this??

boatfull
03-25-07, 01:08 AM
yeap. happened tonight.Are you using the Post Process filter by any
chance?First time I used it tonight and got the periscope problem
and the message menu delay.:hmm:

P.S.
it happened at nightime

Liszt_
03-25-07, 01:13 AM
yeap. happened tonight.Are you using the Post Process filter by any
chance?First time I used it tonight and got the periscope problem
and the message menu delay.:hmm:

nope. no post process filter over here so at least it's not that...

What exactly was your issue. I know I described it poorly but I think we had the same problem. Lets clarify and perhaps add to the bug thread?

boatfull
03-25-07, 01:25 AM
yeap. happened tonight.Are you using the Post Process filter by any
chance?First time I used it tonight and got the periscope problem
and the message menu delay.:hmm:
nope. no post process filter over here so at least it's not that...

What exactly was your issue. I know I described it poorly but I think we had the same problem. Lets clarify and perhaps add to the bug thread?


It was strange.First I thought my scope was down or coming down than I tried raising it but I couldn't get a view I saw something green(water I would think) than nothing but black.I then tried my
observation scope thinking i got them mixed up same thing.Also tried to run at 10 feet think I was getting swamped by waves still no view.:hmm:

graffen
03-25-07, 01:45 AM
Well, I was pretty good with sonar in SH3, but I must admit that after hours of working with it, the sonar in SH4 baffles me (no pun intended).

Actually, I can't even get the sound of my own baffles and screws at 180 degrees when running low and slow.

I have read the other threads, about using HOME and END keys. I make sure I am at or below 70 feet or so. I am all stopped. My sonar guy never reports anything except "No sound contact" and I have never heard any screws myself. I've probably stopped for 50+ sonar checks by now.

Can anyone envision what I am doing wrong? There must be some additional step that I am forgetting?

Thanks in advance!

Flakchak
03-25-07, 02:01 AM
Here are a few things I'll gripe about. Let it be known, this is what I have:

AMD FX-60 (939)
3GB 400mhz Corsair
WD 10,000 Raptor
Nvidia 8800GTX 768MB
Windows XP Pro SP2
Samsung 940BX playing in 1280x1024

1) When clicking the Captains Log button during the patrol, the time it takes to bring up the information on that clipboard increases. The more messages you receive, the longer it takes to bring up the clipboard. By the end of the patrol, I'm waiting a good two minutes to get the clipboard up. And all I want to do is see if I've accomplished the mission. I couldn't care less about the messages.

2) I have a legit copy, and my crewmember are semi-transparent.

That's all I have right now. I'll come back and edit my post should I find anything else.

-Pv-
03-25-07, 02:43 AM
"(1) At certain times the range as shown on the position keeper to a locked ship is grossly in error. For example, just now a vessel at 500 meters is showing a range of 13000 meters. I have been caught on this a few times. Perhaps this is simulation of an actual device glitch when target is at close range(??)"

People report this a lot. Not really a bug, but an undocumented feature (no explanation in manual.)

Solution:
Every once in a while, click the STATUS button in the DTC display. When you lose lock or lock another target, the display keeps what it last had with some inertia guidence-like functionality- that is it keep calculating with the last valid data it had although the current situation has changed. Even a wave that obscures the vliew for an extended time can cause lock loss. Clicking the status button (in the bottom right) forces the DTC to update.

I'm very looking forward to getting radars working in the game.
-Pv-

WilhelmSchulz.
03-25-07, 03:04 AM
Theres no way to change your conning tower. The upgrades page can only upgrade deck hardware.

DJSatane
03-25-07, 03:08 AM
Start any mission, scripted preferably, go periscope depth and look around most likely in rear, look for a slightly darkish looking rectangle above water area, if you zoom in your periscope on it the fps will drop to nearly unplayable level... I have no clue what that is and why would fps drop so much...

scalelokt
03-25-07, 04:21 AM
Sorry if these have been mentioned, this thread has become really long...

1. The sub rattles around on the surface sometimes as though I'm in the middle of a hurricane. I mean violent rocking back and forth almost to where it looks like it could capsize, yet conditions are clear and the sea is very calm.

2. I dont get any weather effects at all in the game, I've been playing for days now and have yet to see a drop of rain. Really the only weather of any kind I have experienced is a light fog. I have environmental effects turned off, is this why?? If so, it would be nice to see a way to have weather turned on but transparent water turned off instead of grouping them together. Transparent water is killing my framerate, but I really want some weather.

3. I know this one has been said before, but I wanted to confirm it. I notice a lot of weirdness when it comes to ship damage, both my own and other ships. For other ships I hit them three different places with three torps, yet only one hole appears in the hull. Hard to tell if the others had no effect somehow of if the damage model just didnt take. I've also seen the common occurance of having to throw every torpedo I have at the smallest of ships before they will sink. For the record, I am waiting for many game hours for the ships to sink and they never do until I hit them again and again. Also I am not using the dud torpedo function

I'm getting a lot of other bugs, but all the others have been posted about already many times. Thanks all.

Lio
03-25-07, 04:23 AM
are you sure any ships are actualy around?
All i know of is that you need to be atleast 17 feet down or sonor wont work.
Also i very much doubt you can hear your own screws but im not 100% sure on that. Atleast in SH3 the sonor had dead zones at the bow and stearn where you couldnt hear anything. I suspect the same is true for US boats.

OneTinSoldier
03-25-07, 04:55 AM
Lio,

In SH3, if you man the Hydrophones yourself you can turn the dial to where you can listen to the 160-200 degree area, and... clearly hear your noise from your own sub. And if you were at ahead slow and there was a DD doing 18 or more knots 200 meters away(maybe more) in that area you could hear it, and it would also show up as a contact on the map, assuming you used the option to show contacts that is.

It was a dead zone only to your AI Sonar guy, as he always 'quickly skipped' that area.

ryuzu
03-25-07, 05:49 AM
1) When clicking the Captains Log button during the patrol, the time it takes to bring up the information on that clipboard increases. The more messages you receive, the longer it takes to bring up the clipboard. By the end of the patrol, I'm waiting a good two minutes to get the clipboard up. And all I want to do is see if I've accomplished the mission. I couldn't care less about the messages.


The message thing is a problem - strangely enough, I didn't get it with v1.0 so I think this may have been introduced with 1.1.

However, as a workaround, you can tell if you've completed a mission or not because the Mission symbol on the map goes a grey colour when it is complete.

I wouldn't rely on this alone, but if you wait until it goes grey and then check the mission status at least you're only waiting once...

r.

elanaiba
03-25-07, 06:06 AM
Theres no way to change your conning tower. The upgrades page can only upgrade deck hardware.

That's not a bug, its a feature. Wait till you get a base refit and if the time is right you'll probably get a new conning tower.

DJSatane
03-25-07, 06:13 AM
FPS Shattering BUG - Environmental Effects, I wont post it here since its filled with pictures but here is the link to the details and pictures:

http://www.subsim.com/radioroom/showthread.php?t=108938

Basically, when playing the game with Environmental Effects ON, you risk a chance of running into and seeing a polygon above water that will kill your fps down to 1-5fps range, in some cases may cause a system lock, problems controlling the game and in multiplayer sessions lag.

ReM
03-25-07, 06:41 AM
I have tried everything to reproduce the fault, but I haven't encountered any CTD's.

I tried 1280x1024 @60/70/72/75 with stabilize view on and off, but the stadimeter works as advertised......vsync was already enabled...

Only ctd's here when the 'a' button is touched, for the rest smooth as silk...alt-tabbing etc.....no problems whatsoever.

BooBooLovesAll
03-25-07, 07:01 AM
Sometimes the torpedo information on the attack map is visible.. other times its not.

Faamecanic
03-25-07, 07:20 AM
Whenever I hit my ' key to get my rudder amidships, my CE says "rudder...rudder". Rudder hard to port or stbd my CE is fine. Only happens with rudder amidships.

Drebbel
03-25-07, 07:21 AM
Whenever I hit my ' key to get my rudder amidships, my CE says "rudder...rudder". Rudder hard to port or stbd my CE is fine. Only happens with rudder amidships.

Same here, but I must admit that my system is under-spec. So I will not complain.

E.Hartmann
03-25-07, 07:57 AM
Well I bought the Direct2Drive (Ubisoft) download last night and here are two issues:

1. I selected NOT to install the DX9c as I already have it and game would not load because of missing files. So game does NOT recognice previous install of DX9C

2. I have ghost. Not faded but see thru crew members when on deck. Is it because I didn't install the (forgot name?) GameXXX?? that is in the selection for install? I also didn't install Adobe but I did install the Media 9 codec.

3. Filters OFF but game still looks fuzzy at 1600x1200.

OneTinSoldier
03-25-07, 08:26 AM
Whenever I hit my ' key to get my rudder amidships, my CE says "rudder...rudder". Rudder hard to port or stbd my CE is fine. Only happens with rudder amidships.
Same here, but I must admit that my system is under-spec. So I will not complain.

this has nothing to do with your system specs. Try clicking for 20 degress to port. The crew response is...

"Yes Sir, Rudder 20 degrees."

In SH3 that response would have been, "Yes Sir, Rudder 20 degrees to Port." Which is much better IMO.

When you click the ' key on your keyboard in SH4 you get a crew response of "Yes Sir, Rudder." :roll:

In SH3 the response is "Yes Sir, Rudder 0 degrees." Which is much better IMO.


IMO, they have taken some rather large steps backwards from SH3 regarding sounds and crew interaction. It's that simple.

OneTinSoldier
03-25-07, 08:33 AM
3. Filters OFF but game still looks fuzzy at 1600x1200.


Well mine doesn't look fuzzy. Perhaps you need to go into the settings(control panel) for your graphic's card driver and turn up your mip-map quality to high.

I also play at 1600x1200 (the native res of my 22 inch LCD monitor) and I will say the game/sim is DYING for a genuine, honest, unfaked 1600x1200 3D Rendered World Resolution and Anti-Aliasing. Jaggies edges and the shimmering on them are everywhere I look, and it makes the otherwise good-looking graphics a mess.

cncllc
03-25-07, 08:37 AM
I don't know if this has been mentioned before, but when I try to zoom in on the Nav map or Attack map it goes black - the tools are still there but the map just goes black until I zoom out again.

Tranton
03-25-07, 08:43 AM
Not really a bug, but something minor that should be fixed. The USS Thresher (SS-200) is in correctly spelled in game. I was assigned the boat ingame and all of the ingame text refers to it as "USS Tresher."

Torpex752
03-25-07, 09:01 AM
S-Class Dec 1941 SH4 w patch;

1-SD radar handle rotates while submerged (SD radar never rotated, it was a simple non-directional radar that only indicated range)

2-SD radar is reporting ships

3-Aircraft is not reported by SD radar

4-SD radar was not available until Jan 42 and had a range of 6-10 miles

5-Sonar handel is not rotatable when station is manned by player.

6-Bathythermograph was not available until 1943 (therefore reporting thermal layers in 1941 is incorrect)

7-SJ radar was first surface search radar installed in US Submarines in August of 1942

8- Decoys were not available until late 1945, before that the only thing you could do was pump bilges (simulating a ruptured fuel tank) and/or load a tube with a bunch of stuff and impulse it out.

9- Shooting torpedo's uses compressed air.

10- (Wish) give a key to give us planes on rise (the opposite use of the "D" Key)

11- general comment; TBT was never installed on S-Class (neither was a TDC)

12-Going to the objective icon on map (LUZON STRAITS) doesnt work. :(

13- Probably already mentioned-> The flickering light syndrom.

14- In the control room there is no Ballast station operator, nor is there a position for hi at the crew management station. (This station was normally manned by a CPO or First class PO.

15- General comment: All the ranks you have listed are modern day ranks, in WWII the enlisted rank structure was different.
%

Krupp
03-25-07, 09:06 AM
Big annoyance is, like in sh3, that your boat is tilting in wrong direction when diving/surfacing. I.e. the bow is seems to rise when you crash dive etc... Most visible, when standing in control room or conning tower facing port or starboard.

Tomp
03-25-07, 09:46 AM
Is anyone finding that they can't change options in the Campaign? In SH3 the options would be available at the mission screen. I tried changing them while outside of the campaign but they didn't carry over. I'm getting unlimited fuel, air, etc. and can't get the event video.

Am I doing something wrong or is this in a future patch?

Thanks.

Clouseau
03-25-07, 09:47 AM
I'm missing the firing solution on the attack map (the green line) and the topedoes

Picture of a quick mission with attack map :
http://www.clouseau.org/pic/sh4.2.jpg

Screen with the attack map, topedoes are on the way (career mode)
http://www.clouseau.org/pic/sh4.3.jpg
I found out, if I lock a friendly ship, for example in Pearl Harbor, I see the firing solution and the torpedo on the attack map. On enemy territory I see nothing :x

elite_hunter_sh3
03-25-07, 10:05 AM
i was looking thru the battle of midway campaign file using sh4 mission editior, AND i found out that ON January 1942 Nagumos fleets move towards midway, zigzag a few times here and there, then they travel back to japan and the fleets dissapear!!! , THEN beg of June 1942 the other support fleets and invasion fleets make their move towards Midway island.

heres a pic i made, PLEASE FIX THIS BUG!!! no wonder i wasnt able to find em in june 1942 theyw ere already dead:doh::doh::damn:

http://img109.imageshack.us/img109/2337/hisannacuracyaq1.jpg
__________________

BBury
03-25-07, 10:18 AM
Well I bought the Direct2Drive (Ubisoft) download last night and here are two issues:

1. I selected NOT to install the DX9c as I already have it and game would not load because of missing files. So game does NOT recognice previous install of DX9C


This is true with the DVD as well. Two of my friends stated that even if you have the latest DirectX, be sure to select this for install. I guess the game needs to know it's there.

Flakchak
03-25-07, 11:27 AM
Not really a bug, but something minor that should be fixed. The USS Thresher (SS-200) is in correctly spelled in game. I was assigned the boat ingame and all of the ingame text refers to it as "USS Tresher."

You can fix that yourself. Go into your SH4 directory, the Data, then Roster, then American, then Submarine...

Then change the SSTambor.cfg file:

[Unit 4]
Name=USS Tresher
DOC=19400827
DOD=19451213

to

[Unit 4]
Name=USS Thresher
DOC=19400827
DOD=19451213

save, and you're good to go. I did a little creative editing when I made the USS Sunfish appear in May instead of July. That way I could start a career in 1942 with it.

sgt.weasle
03-25-07, 11:27 AM
been metioned before but i thought id post a pic. seen this a couple times now.http://i164.photobucket.com/albums/u31/weaslegad/SH4Img24-3-2007_16.jpg

Liszt_
03-25-07, 11:33 AM
Crew transparency is related to Environment Effects ON/OFF...

at least on my system.

DaMaGe007
03-25-07, 11:52 AM
I saw a thread regarding peoples home base being overrun by the enemy, they are not knowing where to go to end the mission.

There really needs to be a radio message saying "Your home base has been overrun, reassigned to ...."

I havent encountered this bug but thought it should be in here.

Drebbel
03-25-07, 11:57 AM
9- Shooting torpedo's uses compressed air.

Did not notice that yet. But I think it should use air, right ?

stabiz
03-25-07, 01:30 PM
Yes, didt they use compressed air to balance the sub after each shot?

602Sqn_Puff
03-25-07, 01:52 PM
Crash to desktop when using the depth dial for adjusting the depth setting, this, along with the stopwatch and 'A' bug are gamebreakers in my opinion..they need looked at ASAP!!

Burnspot
03-25-07, 01:59 PM
Was cruising N of Australia and ran into a typhoon. A lot of rain and the HUGEST rollers I've ever seen (this or SH3); pretty exciting stuff! BUT there seems to be a bug in that the sub will not completely follow the contour of the wave/water beneath it. If the wave breaks away underneath the sub, the sub will hang suspended in the open air...it doesn't plunge down as you would expect. Seems like the sub is limited by the game mechanics to only pitch so far fore or aft while on the surface.

In one instance, the sub looked like it was on top of a two story building....BIG rollers. :D Just wish the sub would fall instead of levitate.

AJ!
03-25-07, 02:09 PM
Was cruising N of Australia and ran into a typhoon. A lot of rain and the HUGEST rollers I've ever seen (this or SH3); pretty exciting stuff! BUT there seems to be a bug in that the sub will not completely follow the contour of the wave/water beneath it. If the wave breaks away underneath the sub, the sub will hang suspended in the open air...it doesn't plunge down as you would expect. Seems like the sub is limited by the game mechanics to only pitch so far fore or aft while on the surface.

In one instance, the sub looked like it was on top of a two story building....BIG rollers. :D Just wish the sub would fall instead of levitate.

Yep ive noticed that too.... thats one high up on the list to be fixed :shifty:

Faamecanic
03-25-07, 02:15 PM
If you have disabled your music, you wont hear the narration on the campaign intro. :up:

For GOSH SAKES DEVS PLEASE make the ingame music slider seperate from the Grammaphone/radio/and other sounds. I HATE the ingame music. If it was like GWX where it only played at approprite times..no problem. But it never stops.

Faamecanic
03-25-07, 02:16 PM
Was cruising N of Australia and ran into a typhoon. A lot of rain and the HUGEST rollers I've ever seen (this or SH3); pretty exciting stuff! BUT there seems to be a bug in that the sub will not completely follow the contour of the wave/water beneath it. If the wave breaks away underneath the sub, the sub will hang suspended in the open air...it doesn't plunge down as you would expect. Seems like the sub is limited by the game mechanics to only pitch so far fore or aft while on the surface.

In one instance, the sub looked like it was on top of a two story building....BIG rollers. :D Just wish the sub would fall instead of levitate.

Yep ive noticed that too.... thats one high up on the list to be fixed :shifty:

Same here.... :down:

Faamecanic
03-25-07, 02:18 PM
Well I bought the Direct2Drive (Ubisoft) download last night and here are two issues:

2. I have ghost. Not faded but see thru crew members when on deck. Is it because I didn't install the (forgot name?) GameXXX?? that is in the selection for install? I also didn't install Adobe but I did install the Media 9 codec.



Nope its not because of not installing Gameshadow. I noticed this happens when we encounter the volumetric fog (havent tried turning off the fog yet). Its almost like the guys on the bridge BECOME the fog.... SCARRY :o

DaMaGe007
03-25-07, 02:24 PM
Office at start of career has something draining fps...I get 7 fps in there for some reason and its really slow to click on things.

I get more fps on the bridge in pearl harbour so somthing is wrong in there.

Günther Hessler
03-25-07, 02:35 PM
Dear DEV-Team...

If you take a look into this thread and are on the way of creating patch 1.2... plz think of me when i ask/beg you:

PLEASE fix the "Timelimit"/Soundbug in the submarine_xxxxx_int soundfiles when adding own sounds.

The following happens: Sh4 is playing the last 30ms of the "int" sounds over and over again if you use files which are too long AND the sounds won't play again once youve used them on patrol.

As long as this bug persists the "candy" of the Ultimate soundmod is... ultimately gone..

Thank you and best regards - Günny

DimDoms
03-25-07, 03:02 PM
Hi,

Game looks very promising, have noticed the following:

-I also have the bug where on certain occasions the crew keeps complaining of lack of oxygen when surfacing.

-Using the S-class in 1941 I try to crash dive/go to periscope depth the bridge is cleared, the boat descends a little, but the stern rises out of the water and the boat stays there, propellers spinning, no change in depth. Although propulsion is still there.

-Also, at one point in the Command Room, my perspective was completely skewed and it looked as if I was doubled-up looking around me.

-I also cannot operate the Radar, though I am getting radar reports.

-Sometimes the engine sound disappears.

-I have the "Ahead Slow" when going to 2/3s speed.

Graphics card is on supported list, have easily enough RAM/CPU as well as XP SP2.

Hopefully, we'll see something soon. Might have to read books till then to study tactics...

:know:

Best,

Dimdoms

oblivionenigma
03-25-07, 03:16 PM
Not exactly a bug, but something that's annoying. If manning the AA guns, if you look up, half the time your view is obscured by the black side of your sub (since the view is not true first-person)... because of this, I can't really use them too effectively.

E.Hartmann
03-25-07, 03:28 PM
Maybe start a new thred for CTD only?

1. Hit the A key just to see if it crashed and it did.
2. Did a mid game save, first patrol, excellerastion max, hit Save game, game saved, then crashed.

Pretty cool being a beta tester! Do we all get our games free now? :rock:

-Pv-
03-25-07, 04:07 PM
For those reporting severe lag when viewing back from the bridge to the Left Rear of the sub 190 to 230 degree position. I get this consistantly near times of changing lighting conditions (screen flashes for an instant.) Rotating the view away or changing view station completely will clear the lag.

List of consistant possible bug feature reports so far (not in order of importance:)
Note: I've seen these reported by a large number of people so "looks" like game design rather than hardware/user anomily...

1) "Out of air" message when air pressure is replenished.
2) Ghost Bridge crew (solid and normal otherwise.) Feature to assist player awareness?
3) Large frame rate hit viewing certain directions own sub external and bridge.
4) A key CTD.
5) Radar disabled. Related, but appears to be some port upgrades do not get added (I have been able to add some) but not radar. in damage control screen, added SD radar shows up as "Unpack SD Radar..."
6) Captain log data taking too long to display when large.

Non-bug features (possibly irritating but solvable:)
1) No or inaccurate range or other data displayed in TDC. Click the status button.
2) DirectX not recognized on install. Some people DO have directx problems that have not been detected prior to installing SH4 because not ALL DX files get used for every game. I for one did not install DX from the SH game installation and had no problem when the game installer ran.
3) I have not been able to reproduce any problem associated with using the stopwatch or the depth gauge. As a further note I have not had ANY CTDs or lockups at all other than the A key.
4) Sonar head not player controllable. Undocumented keys are Home and End.
5) Many graphic anomolies reported by single persons may be graphic hardware-drivers-low memory for settings used.
6) Frame hits with Env and Post process filters. I expect this is why these were selectible options. Use the combo that makes your system perform the best.
7) Repair crew animation in Silent mode. I strongly suspect there is only one set of animations for the repair crew and the intent was to display they were actively on station rather than if they were actually repairing or not.
8) I've not seen any unusual parascope behavior in operation or viewing. Cannot reproduce this problem with PP filters or Env on or off.
9) Ship pitching as if in storm while clear and calm. Cannot reproduce. Hardware Graphics system unable to display weather effects?
10) Sonar doesn't work (no contacts, cannot hear any other ships.) Minimum depth for sonar after the 1.1 patch is 54 feet to get accasional or seldom contacts and 55 feet to get all and consistant contacts. This can be influenced by very bad weather. Being near the surface in a storm or heavy weather will reduce or eliminate distant contacts.

-Pv-

fire-fox
03-25-07, 04:11 PM
bissides the bugs with the TDC (no speed, etc.,) and that pleat of glass thing that desimates FPS (try with AA and AF set to applicaten managed on ATi cards as that realy helped one'se i set the graphic's sliders to max) the most disterbing thing ive seen in SH4 is :

when my crew lose there EYE BALLS :dead: and look at you (think invisibal man with the latex hood on) ::shudders:::nope:

Elder-Pirate
03-25-07, 04:14 PM
Well I bought the Direct2Drive (Ubisoft) download last night and here are two issues:

1. I selected NOT to install the DX9c as I already have it and game would not load because of missing files. So game does NOT recognice previous install of DX9C


This is true with the DVD as well. Two of my friends stated that even if you have the latest DirectX, be sure to select this for install. I guess the game needs to know it's there.

The file missing was http://i4.photobucket.com/albums/y116/oleman/dill.jpg and was the fault of M$ last "Windows Update" as for some reason this was taken out.
I did the same when I installed omitting the DX9c for I thought I allready had it. ( good ole Bill & Company :roll: ).

I went charging to the search mode to get this little critter and thats when I read about M$ screwing up. :-?

Of course all I had to do was "tick" the dx9c box. :lol:

fire-fox
03-25-07, 04:16 PM
For those reporting severe lag when viewing back from the bridge to the Left Rear of the sub 190 to 230 degree position. I get this consistantly near times of changing lighting conditions (screen flashes for an instant.) Rotating the view away or changing view station completely will clear the lag.

List of consistant possible bug feature reports so far (not in order of importance:)
Note: I've seen these reported by a large number of people so "looks" like game design rather than hardware/user anomily...

1) "Out of air" message when air pressure is replenished.
2) Ghost Bridge crew (solid and normal otherwise.) Feature to assist player awareness?
3) Large frame rate hit viewing certain directions own sub external and bridge.
4) A key CTD.
5) Radar disabled. Related, but appears to be some port upgrades do not get added (I have been able to add some) but not radar. in damage control screen, added SD radar shows up as "Unpack SD Radar..."
6) Captain log data taking too long to display when large.

Non-bug features (possibly irritating but solvable:)
1) No or inaccurate range or other data displayed in TDC. Click the status button.
2) DirectX not recognized on install. Some people DO have directx problems that have not been detected prior to installing SH4 because not ALL DX files get used for every game. I for one did not install DX from the SH game installation and had no problem when the game installer ran.
3) I have not been able to reproduce any problem associated with using the stopwatch or the depth gauge. As a further note I have not had ANY CTDs or lockups at all other than the A key.
4) Sonar head not player controllable. Undocumented keys are Home and End.
5) Many graphic anomolies reported by single persons may be graphic hardware-drivers-low memory for settings used.
6) Frame hits with Env and Post process filters. I expect this is why these were selectible options. Use the combo that makes your system perform the best.
7) Repair crew animation in Silent mode. I strongly suspect there is only one set of animations for the repair crew and the intent was to display they were actively on station rather than if they were actually repairing or not.
8) I've not seen any unusual parascope behavior in operation or viewing. Cannot reproduce this problem with PP filters or Env on or off.
9) Ship pitching as if in storm while clear and calm. Cannot reproduce. Hardware Graphics system unable to display weather effects?
10) Sonar doesn't work (no contacts, cannot hear any other ships.) Minimum depth for sonar after the 1.1 patch is 54 feet to get accasional or seldom contacts and 55 feet to get all and consistant contacts. This can be influenced by very bad weather. Being near the surface in a storm or heavy weather will reduce or eliminate distant contacts.

-Pv-

also i dont think the pitching of the compartments (internal view(s) are right - needsrotating 180').

also see my previos post

fire-fox
03-25-07, 04:20 PM
Well I bought the Direct2Drive (Ubisoft) download last night and here are two issues:

1. I selected NOT to install the DX9c as I already have it and game would not load because of missing files. So game does NOT recognice previous install of DX9C


This is true with the DVD as well. Two of my friends stated that even if you have the latest DirectX, be sure to select this for install. I guess the game needs to know it's there.

The file missing was http://i4.photobucket.com/albums/y116/oleman/dill.jpg and was the fault of M$ last "Windows Update" as for some reason this was taken out.
I did the same when I installed omitting the DX9c for I thought I allready had it. ( good ole Bill & Company :roll: ).

I went charging to the search mode to get this little critter and thats when I read about M$ screwing up. :-?

Of course all I had to do was "tick" the dx9c box. :lol:

yer iv had this with a fow games before and its just that you need the anuale file adishions (like getting the latest graphics drivers) best thing to do is google the file name and thay'll be there some where.

Commander_Data
03-25-07, 04:34 PM
Ok! Until now i have only been a reader of this forum, but now i cant shut up anymore.

Almost crushed my keybord today, because of this game. Never played a more buged piece of cra* before!

Dont get my wrong, i loved SH3 and im sure i will come to love SH4 as well, but not before they make this BETA in to a real game!

Here some of my problems:

1. Captain log data takes 3 min to load, but sometimes it have stopped completely.
2. Loading savegames sometimes ends in CTD.
3. Sun still not up by 9.00 in the morning at equator. WTF
4. Free view sometimes bug as it did in SH3. (Bouncing Ball effect)
5. Sound bugs sometimes.
6. Lot of other cra* already brought up here in this thred.


And whats with the airplanes? I know there where air patrols, but i was sailing in the middle of the south china sea, and could barely surface my tower before i had 3 or 4 japs over me. ALL THE TIME! This cant be realistic? January 1942.

NB! I do got a legit copy of the game. Commander edition.

Flakchak
03-25-07, 04:37 PM
9- Shooting torpedo's uses compressed air.

Did not notice that yet. But I think it should use air, right ?

Yes, didt they use compressed air to balance the sub after each shot?

No balancing. Compressed air is what was (and is) used to shoot a torpedo out of its tube. Unless its a swim out, which I don't believe they had back then.

stimp
03-25-07, 04:40 PM
i havent read up all posts, so i dont know if this was already adressed. if so, sorry for double posting it :)


i had some sort of bug with the stadimeter again. when i clicked on it to estimate the range to my target, i went down to like 0,5fps. when i "alt+crtl+del"´ed to the desktop to check if any updates started auto running, nothing was there. then i checked the task manager and found out, that my cpu usage was 100%. 1% for sh4 and 99% for "standby process" (dont know whats it called in english windows). i managed to save the game after i had to manouver the mouse for like 15mins. when i rebooted and restarted everything was fine. never happened again since then

edit: also... i was able to dive with my gato down to 165m without any harm. i dont know if this is realistic since i dont know what the us subs where capable of doing and what not. but since the test depth is like 90m or something, i think 165m is a bit too much, isnt it? dont know if it was a bug, or the changed sub hull- thingie that came with the patch

akdavis
03-25-07, 05:04 PM
Here are a couple:

1. Torpedos keep randomly reseting to from contact to contact influence while I am using TDC.

2. Very distant torpedo end run detonations (after a miss) sound like they are next to boat (this is with realtime sound travel enabled).

Seeadler
03-25-07, 05:16 PM
3. Sun still not up by 9.00 in the morning at equator. WTF

I noticed this too, after a longer period of time compression (2min+) it seems that something went wrong in the ephemeris code and results in a continuing shift of the day/night cycle. In this case after some days in game time, the sun shines bright around midnight in its noon position.

jrf773
03-25-07, 05:33 PM
I don't know if anyone else has noticed it, but the S class boats are very screwy when it comes to diving...I just got the sim yesterday. I take the Asiatic Fleet and select a S class for my first boat. Weird, I know, but I have been doing it since at least Silent Hunter I, if not Silent Service II.

Take my boat out of port, heading north to Formas to play DHL for the Navy. As I approach Formosa, my non existent radar picks up an airplane. No AA gun, so I crash dive. Here is the kicker::damn: My boat starts to go down ass end first, and continues this until the ass end is about eighty feet or so, but the bow of the boat is STILL ON THE SURFACE, with at least a 70 degree up angle!:hmm: So to play with it, I order a depth of 100 feet. Stern of the boat goes down to 95 feet or so and the bow is STILL ON THE SURFACE! Bernard apparently has a brother in the US subfleet, Seaman Snuffy. Either Snuffy is my diving officer, or there seems to be a wee bit of a problem with the S-class boats.

Another problem is on the deck gun on the S class. I can't get it to reproduce consistently, but the gun will shoots off center. IE where the crosshairs were pointing before zooming in to the gunsite seems to be where the zoomed view shoots.:doh::damn:

I have pictures of the 70 degree up angle, and another series of pictures of a controled dive to PD that ends up pretty much the same way.

I hope I didn't miss the section in the manual about triming the ship...That, and maybe Snuffy has a brother Maynard that is in my gunnery section...

uniquemind
03-25-07, 05:39 PM
Hi,

Just updating this problem since having played a bit more.

When on the Bridge and looking dead ahead (not that this is limited to that view) I get a flash of white in the day and black at night across the bottom half of the screen, it is quick and therefore could not be captured with a screenshot and believe me I tried, over 100 times and missed each time, a bit like my torpedo shooting :lol: I digress sorry

Finally I just managed to capture a screenshot of this flash, but it has caught it as it would look should it have lasted longer, bear in mind that this does'nt stay long enough on screen to see it like this, it simply flashes quickly and then disappears, giving the impression of a box from the center of the screen down to the bottom and covering the width of the screen.

http://i87.photobucket.com/albums/k136/BlueGlow/SH4/SH4Img26-3-2007_15-1.jpg

Uniquemind ;)

Krupp
03-25-07, 06:08 PM
Another new CTD for me: During submerged attack, I wanted to start to reload bow tubes and went to crew management screen and pressed the torpedo page above the screen. I got a message window that said that "We are ready to insert troops". Uhm? On a patrol mission and submerged? Who's idea it was to try to shoot crewmen out of the tubes? Well, all jammed again and then the game crashed.

This was during my first career convoy attack and I just got 3 solid hits in two 7000 GRT Nagara Maru's from 2000 yards.:shifty: It really is too frustrating to do any career with sh4 at the moment...

DaMaGe007
03-25-07, 06:51 PM
Museum listing for american subs is missing the siloetts in the rec manual, also range, dive times, submerged speeds and torpedo loadouts arent listed.

fullmetaledges
03-25-07, 07:06 PM
http://img.photobucket.com/albums/v20/nailbomb/what.jpg

I finally have a good patrol, get back to port and now it would seem that for some reason now i have 2 deck guns and neither of them can be manned. I'm getting really sick and tired this crap. Good patrols ruined for nothing, dying for no reason at all and all the stuff they left out. anyone know if there is a 1.2 in the works, im really getting frustrated.

condas
03-25-07, 07:35 PM
After playing a few hours (fresh install and directly patching to 1.1 English US) + some fixes in commands.cfg to get around "A" CTD .... and removing rocks and vegetation, Metric, and reading the bug thread

Running 1440 x 900 on a DELL Inspiron 1705 (/9400) laptop w 2GB and NV7900 GS Go

I have these bugs to add to many already mentioned, and in some cases experienced:

1. Quick mission where you need to get out to deep water. One ship lacks bitmaps. It's completely black

2. Torpedo training mission: The engine sound of the crashed plane on the island keeps on humming along.

3. No battery seems to be used when you sit with engines off on the bottom for a long time. I guess a little should drain by a time constant even if engines are shut off.

4. Compressed air does not decrease even when changing depth repeatedly at zero knots AND while running silent. (no pumps allowed...) My guess is that it should drain a bit of the air to change depths (AND as mentioned by others when shooting torpedoes)

5. The repair team gets deployed all over the control room even when in silent running mode and no damages. Is that correct really. I think it's supposed to be "shhhhh" no tools etc banging around.

6. (old bug) I guess it should not be possible to fire any guns if you do not have crews on deck manning them. I was surprised that I could fire anyway....

7. Maintain depth "A" key (after fixing in commands.cfg) sets you depth to null (zero) but at least it is better than CTD

8. No warnings about approaching critical depths when in accelerated (and non accelerated?) mode.

More will follow, I'm sure.

-Pv-
03-25-07, 07:45 PM
"...dive with my gato down to 165m without any harm. i dont know if this is realistic since i dont know what the us subs where capable..."

You are correct the Gato is 90 Meters (295 ft.) This does not mean you instantly die when crossing the test depth. The unknown factor in every boat is how far past and for how long. No way to know until to try. If the code controlling this is simular to SH3, each boat you leave port with is a little ramdomly different.

I often went far beyond the test depth (as the sub in Das Boot did twice) in SH3.
-Pv-

-Pv-
03-25-07, 08:31 PM
It also looks like the problem with incorrect sunrise-sunset times based on season and hemisphere is the same as SH3. All messed up. Just have to play the lighting conditions rather than expecting them to be real world.
-Pv-

Roadsweeper
03-25-07, 08:51 PM
Class - Gato
Station - Anti-Air Gun

When you rotate the gun to port (this is an aft-mounted gun), something obscures your view if you raise the gun more than about 15 degrees off the horizon. It looks as if the camera is inside an object behind the gun, be it the railing or what have you. In any case, it makes manually using the AA gun on the 1942 Gato class almost impossible, since you pretty much need all the arc you can get. Will attach screenshots next time I see it.

Ive only seen reports of this on the Gato class, but I can confirm after I upgraded the Porpoise's single rear AA to twin 20mm AA i get same problem on both sides, not just port, I think the camera is colliding with the steel wall round the edge of the AA platform, overcome by knocking the rudder hard accross to change the angle the plane is approaching from, but still damn annoying.


Encountering a few of the major bugs already mentioned, but two graphics glitches Ive not see mentioned yet.

Forward Dive Planes - After a while they get stuck up. They continue to function, and dont impair the dive time, but instead of lowering and then pitching, the hydraulic ram lowers (but not the metal dive plane), and they still pitch forwards, just still flat against the hull, so look kinda skewed.

Map - I'm a few months into the career, and all the port names are still blue, yet i know half the ports on the western side of the map are in Japanese hands, arent these supposed to be red??? Handy to know what nationality a port is if you have spare torps and want to go harbour raiding.

ccruner13
03-25-07, 08:54 PM
Was cruising N of Australia and ran into a typhoon. A lot of rain and the HUGEST rollers I've ever seen (this or SH3); pretty exciting stuff! BUT there seems to be a bug in that the sub will not completely follow the contour of the wave/water beneath it. If the wave breaks away underneath the sub, the sub will hang suspended in the open air...it doesn't plunge down as you would expect. Seems like the sub is limited by the game mechanics to only pitch so far fore or aft while on the surface.

In one instance, the sub looked like it was on top of a two story building....BIG rollers. :D Just wish the sub would fall instead of levitate.

i wish these big rollers crashing over disabled ships would have an effect on sinking them too. i have had several ships listing so far that waves will be up over parts of the bridge but it doesnt do anything to them. i posted a couple pics of messed up waveage effects in the new pic thread. after several hours (ive waited days even just let game run and go do other stuff and they are still alive) in waves like that youd think it would finally go down.

yea its not just gato or porpoise ive got it in a tambor and my salmon now. and im pretty sure every city is blue/> im pretty sure tokyo is even

jrf773
03-25-07, 08:57 PM
At least two out the three boats that you start with in Pearl, the sides of the guntub obscure the view when aiming the anti-aircraft gun at high angles. Also, the medals are lame. Why not just call them what they are?:down:

vois2
03-25-07, 09:03 PM
Here's my objective list of observations and possible problems after 20 hours of experience with SH4 and patch 1.1


ALPHA) I can't get automatic map updates nor external cam to actually become "unavailable" to me, no matter how many times I select them to be so in the Options menu. I want to play at 100% realism settings, but I can't get it to cooperate.

BETA ) I am happy with my radar guy, but I personally can't figure out how to operate the radar station in any way by myself. This is Dec/Jan 1941 when outfitted from first career patrol with radar.

GAMMA) Sonar works good for my ears, but sonar operator seems very hard of hearing in most situations. He'll work in battle situations/distances mainly.

DELTA) Radar contacts from radar operator are super-extra-deadly accurate for range and target heading, from the first reading.

EPSILON) The damage model of own-sub is strange to say the least. I had about 10 plane bomb attacks on my sub and mostly evaded nine of them, splashes all around me, no significant damage reported. Then on the final plane attack, splashes all around, no damage reported and ... within seconds I am spinning into the death video after one bombing run by one plane.

ZETA ) Patroling near Hakkaido I kept running into the same merchant ships in the same place. For instance, two sampans traveling together on the same track, repeatedly. I noticed it again with other sampan routes. I could stay on these tracks once discovered and turkey shoot sampans for days on end.

ETA ) Enemy planes seem to be able to take a lot of hits from my AA gun (new flaming areas, etc) yet still able to fly and turn back for more attacks.

THETA ) I have not yet tested it, but I wonder if a FPS slowdown while sailing across the ocean blue at high TC means that a large yet undiscovered convoy of ships is within shooting distance. I am going to guess that this is the case.

IOTA ) Some sound management problems. The sound of rains/raining continued for days inside of my boat although for several subsequent days it was clear and calm. Also, some "Yes, Sir"s are grossly loud and cannot seem to be made less in volume with the Options.

KAPPA ) I seem to have some dive problems, and they seem to be related to the screen view during the dive or screen view at the time the dive is ordered. My crew seems to respond slowly sometimes to orders to go to periscope depth or dive.

Wayne Dryden
03-25-07, 09:51 PM
Wow this one is REALLY annoying :damn:

You CANNOT set the "realism" settings for a campaign to "custom"

You can only use the preset "easy, medium, hard & realistic".

These preset options suck and turn things on / off in a manor that few users on this forum would find appropriate for their playing.
For instance you can't have external cam but auto targetting.

VERY bad hiccup there....
No, thats what i thought at first when i saw that. However i think that applies to AI difficulty and such. I cause if u start a partol and go to options there is your realisim settings.

You do not choose cusyom setting It will appear when you choose a setting such as High and alter it let s say like removing the check from dud torpedos This action will alter the high setting to read custom

edjcox
03-25-07, 09:52 PM
After detroying the DD's and merchants off Borneo I turned my attention to the three sampans /junks sailing be tween me and the shoreline...

Camera view shows these boats plying not far off the shore and within MG/AA range.. Deciding to save ammo I activate those stations... Somehow no matter how fast or close I attempt to approach these boats they remain very small and difficult to view or engage with the MG/AA weapon.. Even at 20knots they remain the same size. Taking a direct bearing on them and running at breakneck speed towards shore they remain eleusively distant and never enlarge as the range should be closing...

Happened with all three.... What gives?:doh:

yamla
03-25-07, 10:03 PM
I started a career, 1944, based out of Freemantle. After completing my assigned tasks (and verifying I have completed my missions), I am unable to dock back at Freemantle. Oh, it'll let me refit. But not end my patrol. Tried reloading a prior save game (five times), tried sailing out and back in, etc. etc. No go. Had to abandon the career. At least one other person has had this happen to them as well, based on reports here.

Also, the battery life is overly short on all boats. Can't cruise around at even speed 1 submerged without the battery going flat during the course of one evening in the middle of winter. I'm not sure how long the battery should last but my understanding is that you got more than 6 hours or thereabouts at 1/3 speed.

fullmetaledges
03-25-07, 10:09 PM
both times my baes were changed (from manila to java and from java to fremantle) I got no notification, maybe this has happened to you and unless you find the right harbor to go to I don't know what to tell you. You just threw away a patrol I guess, I've had about 5 I've had to quit for various bug reasons.

Wayne Dryden
03-25-07, 10:10 PM
Ok! Until now i have only been a reader of this forum, but now i cant shut up anymore.

Almost crushed my keybord today, because of this game. Never played a more buged piece of cra* before!

Dont get my wrong, i loved SH3 and im sure i will come to love SH4 as well, but not before they make this BETA in to a real game!

Here some of my problems:

1. Captain log data takes 3 min to load, but sometimes it have stopped completely.
2. Loading savegames sometimes ends in CTD.
3. Sun still not up by 9.00 in the morning at equator. WTF
4. Free view sometimes bug as it did in SH3. (Bouncing Ball effect)
5. Sound bugs sometimes.
6. Lot of other cra* already brought up here in this thred.


And whats with the airplanes? I know there where air patrols, but i was sailing in the middle of the south china sea, and could barely surface my tower before i had 3 or 4 japs over me. ALL THE TIME! This cant be realistic? January 1942.

NB! I do got a legit copy of the game. Commander edition.

Re item 3 above The cause for 9:00 sunrise is timezone changes . Latitude or equator as you put it has no effect on time . Sunrise at 9 would tend to indicate you are about three time zones west of where your clock was set to keep time at . longatude or east west movments affect time .

602Sqn_Puff
03-25-07, 10:20 PM
For those reporting severe lag when viewing back from the bridge to the Left Rear of the sub 190 to 230 degree position. I get this consistantly near times of changing lighting conditions (screen flashes for an instant.) Rotating the view away or changing view station completely will clear the lag.

List of consistant possible bug feature reports so far (not in order of importance:)
Note: I've seen these reported by a large number of people so "looks" like game design rather than hardware/user anomily...

1) "Out of air" message when air pressure is replenished.
2) Ghost Bridge crew (solid and normal otherwise.) Feature to assist player awareness?
3) Large frame rate hit viewing certain directions own sub external and bridge.
4) A key CTD.
5) Radar disabled. Related, but appears to be some port upgrades do not get added (I have been able to add some) but not radar. in damage control screen, added SD radar shows up as "Unpack SD Radar..."
6) Captain log data taking too long to display when large.

Non-bug features (possibly irritating but solvable:)
1) No or inaccurate range or other data displayed in TDC. Click the status button.
2) DirectX not recognized on install. Some people DO have directx problems that have not been detected prior to installing SH4 because not ALL DX files get used for every game. I for one did not install DX from the SH game installation and had no problem when the game installer ran.
3) I have not been able to reproduce any problem associated with using the stopwatch or the depth gauge. As a further note I have not had ANY CTDs or lockups at all other than the A key.
4) Sonar head not player controllable. Undocumented keys are Home and End.
5) Many graphic anomolies reported by single persons may be graphic hardware-drivers-low memory for settings used.
6) Frame hits with Env and Post process filters. I expect this is why these were selectible options. Use the combo that makes your system perform the best.
7) Repair crew animation in Silent mode. I strongly suspect there is only one set of animations for the repair crew and the intent was to display they were actively on station rather than if they were actually repairing or not.
8) I've not seen any unusual parascope behavior in operation or viewing. Cannot reproduce this problem with PP filters or Env on or off.
9) Ship pitching as if in storm while clear and calm. Cannot reproduce. Hardware Graphics system unable to display weather effects?
10) Sonar doesn't work (no contacts, cannot hear any other ships.) Minimum depth for sonar after the 1.1 patch is 54 feet to get accasional or seldom contacts and 55 feet to get all and consistant contacts. This can be influenced by very bad weather. Being near the surface in a storm or heavy weather will reduce or eliminate distant contacts.

-Pv-
Heres the cause of the CTD with the depth gauge { set to imperial }, as soon as you let go the pointer to set the depth

AppName: sh4.exe AppVer: 1.1.0.0 ModName: msvcr71.dll
ModVer: 7.10.3052.4 Offset: 0000fedc


This is the exact same file causing the CTD with the use of the 'A' button!

akdavis
03-25-07, 10:21 PM
Ok! Until now i have only been a reader of this forum, but now i cant shut up anymore.

Almost crushed my keybord today, because of this game. Never played a more buged piece of cra* before!

Dont get my wrong, i loved SH3 and im sure i will come to love SH4 as well, but not before they make this BETA in to a real game!

Here some of my problems:

1. Captain log data takes 3 min to load, but sometimes it have stopped completely.
2. Loading savegames sometimes ends in CTD.
3. Sun still not up by 9.00 in the morning at equator. WTF
4. Free view sometimes bug as it did in SH3. (Bouncing Ball effect)
5. Sound bugs sometimes.
6. Lot of other cra* already brought up here in this thred.


And whats with the airplanes? I know there where air patrols, but i was sailing in the middle of the south china sea, and could barely surface my tower before i had 3 or 4 japs over me. ALL THE TIME! This cant be realistic? January 1942.

NB! I do got a legit copy of the game. Commander edition.

Re item 3 above The cause for 9:00 sunrise is timezone changes . Latitude or equator as you put it has no effect on time . Sunrise at 9 would tend to indicate you are about three time zones west of where your clock was set to keep time at . longatude or east west movments affect time .

I thought the clock was local time?

Mikkow
03-25-07, 10:44 PM
IOTA ) Some sound management problems. The sound of rains/raining continued for days inside of my boat although for several subsequent days it was clear and calm. Also, some "Yes, Sir"s are grossly loud and cannot seem to be made less in volume with the Options.

If you alt-tab out and then back again, the atmospheric sound (sub inside, whatever weather outside) will keep playing forever. So if you alt tabbed at the bridge in rain, then went back, you will hear the rain inside until you reload. Not sure why, some sort of limitation/bug with alt-tab. Happens to me on my SB Audigy 2.

vois2
03-25-07, 10:56 PM
IOTA ) Some sound management problems. The sound of rains/raining continued for days inside of my boat although for several subsequent days it was clear and calm.
If you alt-tab out and then back again, the atmospheric sound (sub inside, whatever weather outside) will keep playing forever..

Mikkow --
I'm sure you are correct about this, since I am always alt-tab'bing.

SB Live 24 here.

R3D
03-25-07, 11:01 PM
-dive plane's randomly stop working during a patrol
-old SH3 bug is back with the every increasing loading time for the captains log book (longer you patrol the longer it takes to load... one patrol it took me almost 5 mins to load)

TheSamuraiJedi
03-25-07, 11:03 PM
One thing I havent seen mentioned so far..

Pressing the "Bridge" button while submerged causes a black screen, sound loop, SH4 dies and "SH4 has encountered an error and need to shut down".

-Pv-
03-25-07, 11:52 PM
"... If you alt-tab out and then back again, the atmospheric sound (sub inside, whatever weather outside) will keep playing forever..."

This is a problem I have not experienced on my machine. Although I have an Audigy card I've toyed with the idea of putting in, the Soundmax onboard I have as always provided me with a pleasant experience.

"...Pressing the "Bridge" button while submerged causes a black screen, sound loop, SH4 dies and "SH4 has encountered an error and need to shut down..."

This is another problem I have not experienced. I have often pressed the bridge key while surfacing to get to that view as soon as it's enabled. This leads me to press it frequently while still submerged.

"... Heres the cause of the CTD with the depth gauge { set to imperial }, as soon as you let go the pointer to set the depth..."

I haven't been able to reproduce this problem. I do this 10-100 times an hour sinve I'm often using levels of deck awash.

"...Even at 20knots they remain the same size. Taking a direct bearing on them and running at breakneck speed towards shore they remain eleusively distant and never enlarge as the range should be closing..."

Next time lock onto them with the TDC and observe the range to make sure you are really closing on them. If they are sampans or the like, they are VERY small even close up. If you cannot lock on them (they are outside visual range) then you are very far from them indeed.
-Pv-

tedhealy
03-26-07, 12:29 AM
EDIT: More testing yielding different results, may not be a bug.

akdavis
03-26-07, 12:58 AM
Error encountered when using stadimeter during a night surface approach:

AppName: sh4.exe AppVer: 1.1.0.0 ModName: ntdll.dll
ModVer: 5.1.2600.2180 Offset: 00010a0a

Probex
03-26-07, 01:46 AM
Well, on a good note, the 2d people counting numbers are no longer a problem
since I stopped using the "no cd" exec. No morals about cracked execs. My opinion stands.





Here is a recompilation of the bugs and missing features I noticed in 1.1:


-'A' causes crash to desktop.

-'M' takes longer and LONGER to display messages as the mission goes on.

-Crewmen still in various stages of transparency.

-Hydrophone doesn't work at periscope depth. Historic?
How does the sonar man hear the RETURN signal from an active PING?? Even on the
surface.
Different device? In this case, why can we PING manually but not get the range
since we can't hear the return signal unless we are deep enough for the hydrophone
to work?

-Units in Deck Gun are metric when imperial system is selected in the game. Makes
accurate gunnery a bit difficult.

-Torpedoes RESET automatically from 'contact' to 'contact influence' after a
certain time.

-Can't hear Intros and Cutscenes with music OFF.

-Lifeboats rip around at 10+ Knots on oars only. lol

-Screws spin in the wrong direction on several subs and some merchant ships.

-Submarines detect enemy ships with air radar and there also isn't a way to turn that radar off, since that icon is grayed out.
Does the enemy detect this radar? And does the enemy in turn send planes to bomb
the source (me) ?

-Something changed with the 1.1 on the navigational tutorial map because when one looks in the 10 o'clock direction the frames drop to 3 from a smooth 40.
This can occur randomly during patrols too.

-V-sync chops the FPS exactly in half. It is interesting that it chops it in HALF and
not by some other amount. Why is that?

-Chronometer doesn't auto-calculate enemy ship speed.

-Cloud effects are nice but unnaturally fast.

-Micro stutters with Environmental Effects on. Please add more Display options,
like Volumetric being separated from water transparency, etc.

-Sub gets ordered to All Stop after load from save game.

-Crewmen wear shorts and shirts in huge storms in the middle of the night. Also
something with 'save' load.

-Dive siren in Silent Running mode.

-Crew repeats commands twice sometimes.

-Dive planes don't always move when they should.

-Sometimes torpedoed enemy ships emit really fast nearly horizontal smoke column.
It is disproportionate to the current weather and wind speed, and doesn't flow
with other smokes coming out of the same ship.

-Out of Oxygen message when surfacing.

-MULTIPLAYER exploit. It seems that the file My Documents\SH4
\data\cfg\GameplaySettings.cfg determines the realism settings online instead of
the server.



Requests:

-Please implement manual helmsman station feature with clickable controls for
efficient Destroyer evasion. (Like in SH3)


-Multiplayer; please implement more advanced Destroyer command functions. Depth
charge depth control for example. Maybe a manual active sonar?

It is really frustrating to run over a sub repeatedly just to see the DC's blow
right below the surface instead of dropping down to the target.



Thank you in advance.


S!

Navarre
03-26-07, 02:20 AM
-Cloud effects are nice but unnaturally fast.
already fixed by this community see:up:
http://www.subsim.com/radioroom/showthread.php?t=108824

Interesting to see who fixes faster, the users here or the devs:D

dzoulias
03-26-07, 02:32 AM
Hello everybody !

I am a new member of subsim, however i am playing submarine simulations from 688 attack sub and after.

Just not a forums person i guess. Anyway after SHIV came out i noticed the annoying thing that we cannot calculate target speed using the chronometer.

This is pretty annoying i guess.

So, i would like:

1. Someone to direct me to workarounds to calculate target's speed. Links, posts, videos would be nice.

2. Why this chronometer missing feature is not in the bug list of this topic ? I noticed that one of the last posts of this topic is probex's bug recompilation and the chronometer issue is in his recompilation post. But it is not in the post that initiated the thread. Should'nt it be at the top, in the "official bug list" so as the devs can be informed ?

Thank you for bearing with me and thank you in advance !

Dzoulias

Immacolata
03-26-07, 03:22 AM
A few observations made with 1.1

1) TDC problems. In short, the TDC both manually and automatically leads shots to the aft of your ship. See this thread (http://www.subsim.com/radioroom/showthread.php?p=464362)

2) Stadimeter seems to result in wrong height, usually too distant. This is noticeable with map contacts on. The stadimeter reports distance signficantly further away than the PK and your ruler on the map reveals

3) Game does not always drop Time compression when ship is spotted

4) Visual range limited at 8000 m for both AI and player

5) SD Air Search radar detects surface targets too

6) Open door bug with torpedo tubes. When you cycle tubes the door close so it is very hard to empty all 4 tubes quickly. Lack of 3d-compartment torpedo computer so you can open tubes from here.

RMN
03-26-07, 03:28 AM
these are some bugs (or something) from me:

1.cant rescue crews from lifeboats
2.no crews on lifeboats sometimes
3.cant send contact report
4.the first person view of the AA guns on one of the subs(cant remember which),when u rotate,the view will be blocked by the sides of the conning tower.

any of u experience these problems?

fullmetaledges
03-26-07, 03:37 AM
i've been able to send contoct reports only on some contacts, like big task forces or convoys, got 1 reply back to attack merchant convoy and another time I was told to break contact with a task force and they were sending other ships to intercept

ccruner13
03-26-07, 05:08 AM
yes after i read that your reports did something i decided to report the task force i just raided and it worked...turns out they want me to 'inflict heavy losses on enemy task force' too bad i took down the only worthy targets already...three takao cruisers. only small passenger ships and destroyers left...boo

lol edit deleted

fullmetaledges
03-26-07, 05:09 AM
pretty cool feature huh

PeriscopeDepth
03-26-07, 06:03 AM
I know it's been mentioned before, but the one thing that turns me off from SH4 is the radar. I've been patrolling in early war S-boats, as using SH4's radar makes me want to throw things across my room. SD and SJ NEED to detect targets appropriate for the radar type only (no SD getting surface contacts). Crew reports also NEED to differentiate air from surface contacts. Also, I don't know if it's only me but the range setting in the PPI SJ station is difficult to make out. Oh, and my SJ radar seems to turn itself off shortly after switching it on. And the interface doesn't allow you to switch the radar on/off or manually control the SD unless the SJ is installed. The original Silent Hunter had great SD/SJ implementation.

http://www.valoratsea.com/radar1.htm

Gripe finished. Other than that I'm having a blast playing, it's 4am here! :up:

PD

zola25
03-26-07, 07:24 AM
Torpedoes in the water do not show up on the attack map in certain areas of the world. Seems to be west of Midway. Asiatic seems to work ok.

cowboys98
03-26-07, 07:46 AM
i was in a multiplayer game yesterday,i was the host,the game started ok,so like 5 minutes later i was in the toperdo mode checking up on a ship,i decided to check the boats in free look,or free camera look,when i hit the bottom,everybody in the game got disconected from the game.i also been having alot of problem,when i try to host a game,people get disconnected once the game start.

NoLine
03-26-07, 08:13 AM
i was never able to complete any patrol as the game keeps randomly crashing to desktop (patch 1.1), dunno why :(

NoLine

donut
03-26-07, 09:00 AM
Some feature.cute but it jumps in my face @ 512 TC, covers-up screen.Does it auto time torp run? I Haven't noticed.Is Stevens telling us not to use 512 TC?

High speed contact shaped like ship,since we only have SD air search radar 1941 even the Dev's know this should be implemented as triangle,Sometimes SJ surface would pick up a pip as low flying A/C on "A" scope

Limited fuel ckd.,But full all the time. Worked out OK.when the Japs captured Manila,& I couldn't go back. Also you might think Comsubpac,might send radio message-where to end patrol?

This game is so unfinished! Although cost smart of Ubi to sell beta,for $50:damn: .
Get the map tools off the map,it's two cluttered,IMO.
Damage model,sinks like a brick, don't need damage control,with no time to repair.
No description for different torp.range/run speed etc.even in manual

Rant relieved,this game has great possibilities,& a lot of hard work,& intel went into development,The Dev's went into over kill to please Subsimer's.

Steeltrap
03-26-07, 09:03 AM
-Please implement manual helmsman station feature with clickable controls for
efficient Destroyer evasion. (Like in SH3)


Not sure if this is what you're after, but there are 2 options for manual helm control:
1. use the '[' and ']' keys for full left and right rudder, respectively. Use apostrophe key for rudder amidships.
2 Under the 'course' compass is a button that toggles a rudder display. You can click on the rudder display to order different levels of rudder as desired.

Hope that helps.

Cheers

On a different matter, has the patch stopped air-search radar detecting ships? My 1942 Gato has improved SD (that's the air search, right?) and I'm detecting ships at up to 32km distance!! I have no SJ at all.....not yet available.

I've also noticed the sound gets stuck on submerging sounds, so after diving I find the sound becomes one constant 'gurgle'.....even after surfacing.

Lastly, my crew reports 'ship sighted' (although they whisper - not exactly sure why....it's not as though the enemy will hear them!) but doesn't give a bearing/range indication, and nothing appears in the text box....so I find myself scanning madly to find what the hell they're talking about. Annoying you can't ask for bearing of nearest visual contact, as you can in SHIII.

Stryker412
03-26-07, 09:08 AM
Sorry if this has been reported:

-Crew voices are higher pitched after coming out of time compression
-Some times periscope depth to the crew is 67ft, which makes it hard to use the periscope. Trying to set the depth manually does nothing, the ship does not rise.
-Music overpowers crew voices, sometimes even when turning music down.
-External camer views are borked. Will get old school Batman type views (tilted at 45 degee angles) with no ship even showing.

akdavis
03-26-07, 09:56 AM
-SD air seach radar picking up surface contacts
-nothing to distinguish between surface and air radar contacts, other than speed (but that is only if you have map contact updates on)
-no ability to turn SD on/off (I suspect AI cannot detect SD, but might be important for later mods)
-you cannot undo an equipment installation or change when equipping your sub.

kptn_kaiserhof
03-26-07, 10:03 AM
are these bugs only in version 1.1 patch or in 1.0 retail as well

Juju
03-26-07, 10:05 AM
Game all of a sudden CTD's when attempting to load any career save (during the "please wait" screen). Hasn't happened once in 4 days, now it does it every time. Talk about showstopper. :(

-Pv-
03-26-07, 10:06 AM
Stryker412
"... -Crew voices are higher pitched after coming out of time compression
-Some times periscope depth to the crew is 67ft, which makes it hard to use the periscope. Trying to set the depth manually does nothing, the ship does not rise..."

I think you have an unusual problem related to your system or hardware. This is not the beavior most people have in the game.

"...why can we PING manually but not get the range
since we can't hear the return signal unless we are deep enough for the hydrophone
to work?..."

Set your depth to 55 ft manually and you will have parascope (note- the attack scope sites higher than O scope so that is best for seeing over higher waves) and hydrophones.

"... 3.cant send contact report..."

This might be similar to SH3. In that sim you have to be close to the target (almost within range of being detected) and the target must be part of a convoy. Also, the entire bridge and deck crew must be on station.

"...i was never able to complete any patrol as the game keeps randomly crashing to desktop (patch 1.1), dunno why :(..."

Investigate your computer configuration, other programs and services that might be running, spyware, etc. Drivers, hardware compatability. I think your problem is not typical of most players (unless you're using the A or I keys.)
If you have an old or battered keyboard, it's also possible for those to send errant commands to the computer.

"...
Limited fuel ckd.,But full all the time...."

I haven't been able to replicate this error in about 40 hours of play.
I have noticed once you start a campaign (SH3 was the same way) you can no longer see or change the game play settings once you have started the 3D part of the campaign. Easy to forget what you thought you set with all the newness of the game and eye candy demanding attention.

"... Damage model,sinks like a brick, don't need damage control,with no time to repair..."

Try keeping your damage crew on station in combat areas and use Battle Stations when in a fight. As long as you don't take a leathal hit (one hit in a vital area is enough) your repairs will begin faster. Also, choose good crew for the damage station. Below 50% is nearly useless.
-Pv-

Kaleun
03-26-07, 10:21 AM
Hi,

Java and Java Sea are spelt JAWA and JAWA Sea and Surabaya in Java is spelt in german!

kaleun

DaMaGe007
03-26-07, 10:39 AM
switching to radar vier (F9) switches radar to focus even if you were set to sweep.
Shouldnt it stay at yout current setting ? (I was in a Gato)

I just sailed from Brisbane to Fremantle going under Australia, the sea was dead flat for the whole trip. If this was real, God wouldnt have invented the Airoplane.
It seems that weather hasnt been added anywhere near what I was expecting, there were no waves off fremantle in the mixing bowl !!!
Every afternoon the "Fremantle doctor" sea breese comes in and makes the mixing bowl quite rough hence "mixing bowl" but it was all dead flat.

Now I can live without real weather like this, but no waves the whole journey ?? Thats not right.

Clouds were some times fast and sometimes slow implying wind (even tho its the cloud bug) But no waves, no storms, no rain...nada...

also I got a white flashing box on the bottom half of the screen when I left brisbane, it was black flashing off fremantle. Its regular at 32x TC bridge view, it also happends at 1x TC but not as often. I hope this gets fixed.

ryuzu
03-26-07, 11:07 AM
This function doesn't have a key mapping by default - I guess that might mean it's not supported - but then again this worked in SH3 so why not here?

Anyway, I asked the sonar man to Follow the Nearest Contact (a Merchant) - he did....

Surfaced, and he was still following the contact and calling out the bearings for me.

r.

-Pv-
03-26-07, 11:11 AM
I agree the torpedo tube doors controls need to be reverted back to SH3 operation so they stay open until W is pressed. The auto-close when another tube is selected limits salvo attacks. I have found a mitigating factor however.
When selecting the next tube in the salvo, if I immediately press Q and the fire command, I can knock 3 seconds off the time it take for the torpedo to leave the tube.

Time for torpedo to leave the tube doors closed = 10 seconds
Time for torpedo to leave the tube when next tube selected, press door open, press fire = 7 seconds

Although these 7 seconds are vital, it can work in a salvo on a large ship as the time delay will spread the impacts out a bit
-Pv-
-Pv-

DaMaGe007
03-26-07, 11:19 AM
The swan River near Fremantle doesnt connect to the sea, it did in Sh3...

yamla
03-26-07, 11:40 AM
Stryker412
"... -Crew voices are higher pitched after coming out of time compression
-Some times periscope depth to the crew is 67ft, which makes it hard to use the periscope. Trying to set the depth manually does nothing, the ship does not rise..."

I think you have an unusual problem related to your system or hardware. This is not the beavior most people have in the game.


I have had higher pitched crew voices on my system as well. I have a Soundblaster Live (original card) with the latest drivers from Windows Update.

Gildor
03-26-07, 11:40 AM
I took this shot of a merchant's rudder.

In this shot, the rudder is off-placed to the right of the ship while the ship is making a port turn. When the merchant turned to starboard the rudder moved to the port side in a similar spot. It looks like the rudder is not set in the center position or something. I'm not sure if it is related to a torp hit or not, I hit this ship in the bow.

http://img160.imageshack.us/img160/8518/rudderbadak7.jpg

Avatar
03-26-07, 01:05 PM
Bug: While at the Career mainpage (the one that youre at your desk in the office), the photo of the lone sailor doesn't do anything at all.

You can't access the medal box. It only opens while your looking at it.

Ive been on 2 patrols, and the captains log says that there have been no patrols completed. I haven't wrote anything in the captains log while on patrol, this may have something to do with it.

E.Hartmann
03-26-07, 01:15 PM
1. When maning the AA gun the hull of the sub obscures your vision for all postions but 6 high. (got pics)

2. When you have the stop watch up (love to turn that damn thing off) and a torp is in the water, your seconds impact hand (red one) when moving the image is scalled wrong and it runs outside the clock. (got pics to upload later)

3. Was staffed by betty bomber and plane crashed into ocean on its own. Wehn it sank, the plane was shrunk to what looked like a model plane. Either that or the weeds and rocks are FREAKIN HUGE!! (got pics)

4. At high time acceleration, frames are horrible on the map. Screen will freeze as it cant keep up with.

5. My sub has a heck of a time sinking in rough seas. Its not the bow planes that take a sub down (like wings) its the sub taking on water in the ballets tanks. Once the sub is down, then the planes direct it. Rough seas and enemy planes are death unless you see them quickly.

6. My sub only has air radar so why waste renown when the air search radar picks up air and sea? Also, I have an air sweep radar (SD) but why does it not show on the radar screen? Both screens are blank?

E.Hartmann
03-26-07, 01:21 PM
Team,
At beginning setup I selected all options checked but torp and outside views. When I started a career, the limited air and limited fuel, unchecked themselves some how. So be sure while your in the office (before you leave port), double check your settings. I replicated this twice.

E.Hartmann
03-26-07, 01:30 PM
December 11th news of Germany and Italy declaring war on the US was broadcast on the commanders report board every day during my 28 day patrol. Pretty aynoying getting PAC and FOX flashes the same day after day.

Avatar
03-26-07, 01:35 PM
No radio stations work.
No gramaphone music.

Avatar
03-26-07, 01:38 PM
I doubt there's anything you can do for frame rate. But it would be nice if you could do something. I have a Geforce 6800 and have to play at medium settings.
I remember that there was some improvement in Dangerous Waters at the helo station that got some improved algorithim or something. That's why I'm asking.

Immacolata
03-26-07, 01:41 PM
Do you have to post reply to your own threads 2 or 3 times? EDIT button 4TW:rock:

Avatar
03-26-07, 01:52 PM
Sorry, I'll do that in the future. I just remember things later and post without editing.

Hans Schultz
03-26-07, 01:53 PM
i did not want to start a new thread, but any news regarding 1.2?

Seeadler
03-26-07, 02:11 PM
I don't know whether it is already reported but on some boats the operator for the front dive planes is missing.

http://foto.arcor-online.net/palb/alben/91/3063991/1280_3335366332643363.jpg
(similar to the missing rudder guy in SHIII while driving submerged ;))

Greyghost
03-26-07, 02:18 PM
The radar on the Balao's turn off after about 2 seconds once turned on. No way of keeping the radar running.

EPinniger
03-26-07, 02:33 PM
A minor error I spotted:
-The "disappearance date" for IJN Musashi (in BBYamato.cfg, in the Roster folder for Japan) is given as October 1943 (it was actually sunk in October 1944, during the Leyte Gulf battle).

Does anyone know if the appearance/disappearance dates for ships actually affect the game in any way, e.g determining whether or not the ships appear during campaign missions? If so, I'll check to see if there are any date errors with other ships. (If it doesn't have any affect on the game, however, it's not really an issue)

I've also experienced the periscope depth problems (just too deep to raise the periscope sufficiently high above the water) and the weird external camera angles reported by other players. Will post any other problems/bugs when I spot them.

DaMaGe007
03-26-07, 02:53 PM
I managed to get a fraps video where you can just see the coloured box flash up in the bottom half of the screen (might just be the water its too quick to tell)

This flashes up every 2min44sec on 4x TC like clockwork. The *box* ranges from, black, white, and pale blue. It happends like clockwork on 1x but less often, happends more often on 32x, and the timing fits the TC increase.

Nvidia 7600gs latest drivers.

If the devs would like these fraps videos, PM me and I can upload them to a ftp or transfer through MSN Messenger (you can create a bogus account if you dont trust me)

all settings are maxed but no enviro effects.

RDDR
03-26-07, 03:18 PM
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.:nope:

akdavis
03-26-07, 03:38 PM
-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.

Drebbel
03-26-07, 04:06 PM
i did not want to start a new thread, but any news regarding 1.2?

Yes

vois2
03-26-07, 04:23 PM
. . . i noticed the annoying thing that we cannot calculate target speed using the chronometer.

So, i would like:

1. Someone to direct me to workarounds to calculate target's speed. Links, posts, videos would be nice.

Thank you for bearing with me and thank you in advance !

Dzoulias

Dzoulias --

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 (http://img112.imageshack.us/img112/8287/yardrangespeedze2.jpg) IMAGE


http://img112.imageshack.us/img112/8287/yardrangespeedze2.th.jpg


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.

Hans Schultz
03-26-07, 04:34 PM
i did not want to start a new thread, but any news regarding 1.2?

Yes

new that you can share?

Probex
03-26-07, 05:08 PM
-Please implement manual helmsman station feature with clickable controls for
efficient Destroyer evasion. (Like in SH3)

Not sure if this is what you're after, but there are 2 options for manual helm control:
1. use the '[' and ']' keys for full left and right rudder, respectively. Use apostrophe key for rudder amidships.
2 Under the 'course' compass is a button that toggles a rudder display. You can click on the rudder display to order different levels of rudder as desired.

Hope that helps.

Cheers


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?

DaMaGe007
03-26-07, 05:54 PM
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.

condas
03-26-07, 06:44 PM
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...

submariner
03-26-07, 06:50 PM
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).

StandingCow
03-26-07, 07:11 PM
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.

MONOLITH
03-26-07, 07:12 PM
Nice chart vois2. Thank You.

Koinonos
03-26-07, 07:49 PM
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/showthread.php?t=108874&page=2

-Pv-
03-26-07, 07:51 PM
"...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-

Anachronous
03-26-07, 08:01 PM
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.

Tigrone
03-26-07, 08:06 PM
"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.

E.Hartmann
03-26-07, 08:17 PM
In the recognition book, German flag has a red background and White Circle. This isn't due to some anti-nazi thing is it?

E.Hartmann
03-26-07, 08:26 PM
I won a campaing star on my first patrol and it said I wan a medal the "0" patrol. I think it meant 1st. On my second patrol I won another and it said I won a medal on my "1" patrol.

So the canned medal right ups need to be rewritten.

E.Hartmann
03-26-07, 08:32 PM
When you want it done right, do it yourself.

Crew would not man deck gun because weather was to bad. So I jumped in and killed those damn fishing boats myself! :rock:

I run from merchants and jsut kill fishing boats. I thinks its great that 20 G4M will come to thier aide! :up:

fullmetaledges
03-26-07, 08:34 PM
c'mon man use the edit button

raymond6751
03-26-07, 08:55 PM
I think this has been mentioned, but it isn't on the list.

My radar is not on but the radar contacts are being announced.

I went to the station to be sure and the thing was turned off.

RMN
03-26-07, 09:30 PM
did any of u tried to click on an officer in the command room and it works? the only thing is that u cant issue orders by clicking on him.

you can only click on him,the camera locks onto him,displays his role.thats all.

sometimes works,most of the time dont.

tenebrea
03-26-07, 10:38 PM
did any of u tried to click on an officer in the command room and it works? the only thing is that u cant issue orders by clicking on him.

you can only click on him,the camera locks onto him,displays his role.thats all.

sometimes works,most of the time dont.

I noticed that last night. You can click on them and they look at you as though expecting an order, but you can't actually do anything. :nope:

-Pv-
03-27-07, 12:19 AM
"...The radar on the Balao's turn off after about 2 seconds once turned on. No way of keeping the radar running..."

By default the radars are on single scan mode. You can set them to continuous scan.

"... 3. Radio transmissions are recieved underwater...."

This is not a bug. It's possible in the real world. There were devices called "loop antennaes" that could boost transmission reception, but even without it, radio could be recieved down to 40 meters (130 feet.) The sub could not transmit however without raising an antennae above the water.
-Pv-

DeePsix U-48
03-27-07, 12:43 AM
http://img.photobucket.com/albums/v316/JustaGuy778/SH4Img26-3-2007_23.jpg

Crew forgets to close the hatches on the tower. Missing Texture?

edjcox
03-27-07, 01:26 AM
We all know that the keel depth of a rubber raft is over 5ft right....He HE


So why do torpedo's running at 6 ft detonate when there contact fused and run into a raft who happens to line up with a Merchant further down range???

Come on UBI you reading this or did they fire everyone already to save money??

:down:

Kapt'n Nick
03-27-07, 01:30 AM
I noticed that the sun glare effects are not working on my System at all....
I've read some similar posts some time ago, but all went down the ladder with not many people replying.

My questions:

Does anybody else notice the same problem....(totally lack of sun glare!!!)

Is it an ATI specific problem...

Does anybody know how to fix it, or is this a well known bug and is present to the devs and they will hopefully fix it...

My specs:

P IV 3 GHZ
875PBZ
2 Gig MDT DDR400
X800XT AIW
XP Pro
Latest Cat. Drivers


Greets and thanks in advance...
http://www.subsim.com/radioroom/smartdark/user_online.gif http://www.subsim.com/radioroom/smartdark/edit.gif (http://www.subsim.com/radioroom/editpost.php?do=editpost&p=466569)

donut
03-27-07, 01:58 AM
#1, I fire on a target,there a ship in the torps path,depth set to 6 ? imperial on torp settings,fish runs under ,or thru the between ship and hits the target.:hmm: torp settings keeps resetting depth to 6 ? contact influence, even when I set depth otherwise/deeper:hmm: ,or set contact,for deeper target draft. What goes?

#2, I crash dive to avoid inbound A/C,hard Rt.rudder,hit "C",then"E",if depth gets two 80 to stop dive going to back emergency,slows the dive a little but still the sub spirals to our death,& they give us a new boat.:hmm: This ain't real life ether way !
Arcade scripting ?

Fearless
03-27-07, 02:08 AM
Good move, Gizz.

All, please take a second and read the Subsim memo here (http://www.subsim.com/radioroom/announcement.php?f=202). We want to take all that energy most forums expend in whining and convert it into productive and focused criticism.

Also, if we could use this thread for real bugs, not things we wish the game had but doesn't, that would be great.

Neal, The link above cannot be accessed advising that it is an invalid announcement.

Tigrone
03-27-07, 02:31 AM
Crew forgets to close the hatches on the tower. Missing Texture?

That's an open access passage. There is no hatch. It's correct.

uniquemind
03-27-07, 03:34 AM
Apologies if this has been mentioned, but contrary to what some have said I find that the crew do not look up at you when you click on them in the control room and on the bridge, they just stand there and hardly move at all, granted they move a little without the first patch, but since installing the patch they don't move at all, all that happens is the mouse pointer disappears, yes I have also tried the right mouse button and nothing

Very frustrating since I was under the impression there would be a bit more going on at least

I am also concerned that the flashing white, black, blue box that at least two of us get is going to get overlooked, since it was stated on the first page of this thread that if at least two members report the same bug it will be added to the confirmed list, this has not happened so far, I don't mean this in a nasty way, just hoping desperately that it won't be ignored :)

UM

The General
03-27-07, 04:27 AM
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.:nope:Same here! Also, there are a heck of alot of graphical bugs and twitches. The foward dive planes on the Tampor class don't deploy. I estimate that, while SH4 is a more complex game than SH3, there are atleast the same percentaage of bugs in these first few versions. A little disapointing, but atleast the modders will have something to do.

;)

Akula
03-27-07, 05:01 AM
I have worse performance with the patch, than I had before I patched the game.

Machine Specs:

Intel 840D Dual Core 3.2Ghz
nVidia 7800GTX 256MB x2 using 93.71 Detonator drivers
Creative X-Fi Fatality
2Gig 677Mhz RAM

I hope they sort this out.

Thanks,
Gian

anthonye
03-27-07, 05:03 AM
I noticed that the sun glare effects are not working on my System at all....
I've read some similar posts some time ago, but all went down the ladder with not many people replying.

My questions:

Does anybody else notice the same problem....(totally lack of sun glare!!!)

Is it an ATI specific problem...

Does anybody know how to fix it, or is this a well known bug and is present to the devs and they will hopefully fix it...

My specs:

P IV 3 GHZ
875PBZ
2 Gig MDT DDR400
X800XT AIW
XP Pro
Latest Cat. Drivers


Greets and thanks in advance...
http://www.subsim.com/radioroom/smartdark/user_online.gif http://www.subsim.com/radioroom/smartdark/edit.gif (http://www.subsim.com/radioroom/editpost.php?do=editpost&p=466569)

Yes I have the same as others mentioned in the "sun Glare" thread with the ati..

Ati 1950 Pro
Latest cat 7.2 drivers

9th_cow
03-27-07, 06:24 AM
probably been mentioned but when using the AA gun on the back of some subs you often end up with your head sticking out the back of the bulkhead behind you effectivly leaving you blind as to where your target is.

kakemann
03-27-07, 06:27 AM
After some time cruising on the surface, the submarine suffers damage for no appearent reason. Then the crew starts dying. This might occur in good weather conditions.

Must be a bug!