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View Full Version : *** Patch 1.2 info from Ubisoft ***


TDK1044
04-12-07, 11:31 AM
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2931092055 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2931092055)


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4. Changes in Patches

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HARD DRIVE SPACE

Windows will require additional free hard drive space for its operating system
(virtual memory). If you encounter the following message in an error dialog:
"Ran out of virtual memory", free up some more hard drive space.

To install Silent Hunter 4 - Wolves of the Pacific - Patch V 1.2 you will need approximately 200 MB free hard disk space for the full patch.


NEW FEATURES

1. Modified the game rendering to accept FSAA and fixed high resolution rendering.
2. Added "Volumetric Fog" as a stand alone option, no longer member of the "Environmental Effects".
3. Added a new sound volume option, "Radio Volume", that controls the Radio and Gramophone volume.

GAMEPLAY CHANGES

1. Tuned the submarines efficiency mechanics
2. Fixed the damage model for the Kinposan Maru/Medium Modern Split Superstructure Freighter
3. Tuned the malfunction rates for torpedoes. Mk 10 Torpedoes will be more reliable now, as per historical data. Go Sugar boats!
4. Improved the Periscope/TBT torpedo status panel by making only the currently loading tube blink, instead of all that are in the queue
5. Tuned the submarines damage model
6. Added a new tuning option for the radio news/music volume ratio


BUG FIXES

1. Fixed a sound volume issue where some sound volumes were ignored in the game.
2. Removed crashes in replay and multiplayer.
3. Fixed a bug where refit in friendly harbors would not refit the cannon ammunition.
4. The "Maintain Current Depth" command (letter 'A') crash was fixed.
5. Position Keeper for negative bearings fix.
6. Fixed a bug where explosions were played in the scene after a load or a replay even if the explosion took place a long time ago.
7. Fixed the 'invisible monolith' that, if looking at it, will greatly reduce FPS.
8. Fixed a bug where the difficulty settings of the game were ignored in multiplayer. The game now starts with the selected settings from the session page.
9. Fixed a bug where, sometimes, if pressing the Stadimeter button the game would crash.
10. Fixed a bug where, When hovering over highlatable objects in 3d career room, the texture would dissapear.
11. Fixed a bug where, when pressing SHIFT+F2 in any 2d page the game would crash.
12. Fixed the bug in adversarial where the Escort Commander could see your submarine on the navigation map even if the sub was underwater.
13. Fixed a bug where the name on the captain's watch appears to be "Stevens". Nah, just kidding http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
14. Fixed the SD Air Search radar so that it no longer detects ships.
15. Fixed the Torpedo drag model. Now high speed torpedoes will hit fine.

ReM
04-12-07, 11:34 AM
Thanks TDK1044, looks like another hefty patch....


To install Silent Hunter 4 - Wolves of the Pacific - Patch V 1.2 you will need approximately 200 MB free hard disk space for the full patch.






13. Fixed a bug where the name on the captain's watch appears to be "Stevens".


LOL

too bad there is no fix to open multiple torpedo doors, or that there is no fix for the measurement of speed when playing manual TDC ,but I won't start a rant........SH IV finally might be playable in the near future

Ducimus
04-12-07, 11:36 AM
Time to start doing the preliminary "unfixing" in ye old mod pack. lol


edit:

will be released early next week if things go smoothly.

Translation. Patch in QA.

AVGWarhawk
04-12-07, 11:48 AM
Time to start doing the preliminary "unfixing" in ye old mod pack. lol


edit:

will be released early next week if things go smoothly.

Translation. Patch in QA.

Never a dull moment:smug:

SteamWake
04-12-07, 11:51 AM
Time to start doing the preliminary "unfixing" in ye old mod pack. lol


edit:

will be released early next week if things go smoothly.

Translation. Patch in QA.

Nooo sheese you should know by now it means SOON "tm"

SinisterDexter
04-12-07, 11:53 AM
Thanks for that tidbit. I'm looking forward to giving it another go:up:

Barkhorn1x
04-12-07, 12:10 PM
After looking at this ReadMe I too am giving SH4 another go as soon as I can get:

- the 1.2 patch
- the 1.2 version of Beery's Real Fleet Boat

:up:

DragonRR1
04-12-07, 12:11 PM
Awesome news. I had honestly expected 1.2 to be another week or so although I guess they haven't tried to do everything just most of the worst issues.

tommyk
04-12-07, 12:34 PM
> 1. Modified the game rendering to accept FSAA and fixed high resolution rendering.
> ...

And so many other fixes! Great news! THANK YOU DEVS! :up: :up: :up:

Egan
04-12-07, 12:34 PM
too bad there is no fix to open multiple torpedo doors,
Boy, you behind the times! :p Check out this:

http://www.subsim.com/radioroom/showthread.php?t=111616

It works really well. Only prob I seem to be having is getting them shut again if I don't fire but that should be easy enough to fix.

partyboy
04-12-07, 01:02 PM
Hmm. Nothing about the Watch/Deck death/damage bug. Disappointing.

edit: Actually,

"5. Tuned the submarines damage model"

Maybe that fixes it? Hope so.

AVGWarhawk
04-12-07, 01:07 PM
Hmm. Nothing about the Watch/Deck death/damage bug. Disappointing.

edit: Actually,

"5. Tuned the submarines damage model"

Maybe that fixes it? Hope so.

I think this might be it:yep:

DJSatane
04-12-07, 01:13 PM
Correct me if I am wrong but I can't find any mention of making chronometer actually allowing us to obtain speed? I hope that is fixed. I mean thats like one of the biggest things. Or am I blind and I didnt see it fixed in that readme?

Someone here like moderator or Neal can you contact UBI or someone whom has contact and make sure they fix chronometer? Did they miss the fact its broken?

DimDoms
04-12-07, 01:14 PM
Time to start doing the preliminary "unfixing" in ye old mod pack. lol


edit:

will be released early next week if things go smoothly.
Translation. Patch in QA.

Like the other releases, might as well give it to us for QA. ;)

But I'll take my chances...

D.

flintlock
04-12-07, 01:22 PM
Neal can you contact UBI or someone whom has contact and make sure they fix chronometer?
Yeah Neal, and while you're at it, please call to see if my dry cleaning is ready to be picked up. Oh, and can you quickly call the airline and verify the tickets are for business class seating. Thanks, that'll be all for now.

AVGWarhawk
04-12-07, 01:24 PM
Neal can you contact UBI or someone whom has contact and make sure they fix chronometer? Yeah Neal, and while you're at it, please call to see if my dry cleaning is ready to be picked up. Oh, and can you quickly call the airline and verify the tickets are for business class seating. Thanks, that'll be all for now.


Oh and is dinner ready?????

:rotfl::rotfl:

DJSatane
04-12-07, 01:25 PM
Why do you have to make fun of me right away? Chronometer feature to find target speed is an important feature and one that should have priority to be fixed as well, and since it works in SH3, it shouldn't be hard to fix. I am trying to be nice and to the point but someone always has to make fun out of it.

I am not flaming anyone nor making fun of anyone I am trying to be helpful.

mookiemookie
04-12-07, 01:29 PM
What you asked was pretty....funny, though.

DJSatane
04-12-07, 01:34 PM
Don't you wish chronometer could be fixed in 1.2? I do and I am sure many people in our community does. It should be pretty simple fix considering SH3 chronometer obtains speed by using it. Maybe it will be fixed even though its not mentioned in readme? I surely hope so. I do like the fixes on the list, I just think chronometer fix would make it a great addition and extremly needed one. :)

Jas451
04-12-07, 01:41 PM
Have to agree. The chronometer not working is a major issue. FSAA and the likes is just eye candy. If not listed in the fix then may not be able to be fixed even though SH4 being built on SH3.:cry:

elite_hunter_sh3
04-12-07, 01:42 PM
TO ALL COMPLANIERS AND WHINERS... THERES UR PATCH!!:shifty::shifty::shifty:

now no more whining :shifty::shifty:

Boris
04-12-07, 01:43 PM
Don't you wish chronometer could be fixed in 1.2? I do and I am sure many people in our community does. It should be pretty simple fix considering SH3 chronometer obtains speed by using it. Maybe it will be fixed even though its not mentioned in readme? I surely hope so. I do like the fixes on the list, I just think chronometer fix would make it a great addition and extremly needed one. :)

You're right. A standard way of calculating speed is needed. Just I'm not sure Neal is the right person to ask, which is why you got a bit of piss taking.

BlackSpot
04-12-07, 01:46 PM
Don't you wish chronometer could be fixed in 1.2? I do and I am sure many people in our community does. It should be pretty simple fix considering SH3 chronometer obtains speed by using it. Maybe it will be fixed even though its not mentioned in readme? I surely hope so. I do like the fixes on the list, I just think chronometer fix would make it a great addition and extremly needed one. :)

Fixed! :p

http://193.47.83.222/chop/mickey.jpg

DJSatane
04-12-07, 01:46 PM
Noone is whining or complaining, we are trying to verify whether chronometer might be fixed in 1.2. Its not listed in that early readme but hopefully that is not final.

In fact I will do the opposite, with all those fixes listed if chronometer was to be fixed this game would be a pradise now!

Please think about one thing hard. Most likely there will be limited time and number of patches SH4 will receive just like SH3. So wouldnt it be better for more items especially important items to be fixed in 1.2? I would answer yes. Of course as someone pointed out you right, Neil is wrong person to ask, but I have no clue whats the best place to catch UBI attention.

LOL BlackSpot that made me chuckle!

mookiemookie
04-12-07, 01:50 PM
Noone is whining or complaining, we are trying to verify whether chronometer might be fixed in 1.2. Its not listed in that early readme but hopefully that is not final.

In fact I will do the opposite, with all those fixes listed if chronometer was to be fixed this game would be a pradise now!

The 3:15 method is about as easy as using the chronometer. put an X on the ship you're tracking using the marker on the navmap, wait 3 minutes 15 seconds, make another X where the ship is now, measure the distance and multiply by 2 and drop and decimals. bam. there's your speed. No math involved aside from doubling a number.

Pretty easy workaround for no chronometer, eh? :smug:

Ark
04-12-07, 01:52 PM
1. Modified the game rendering to accept FSAA and fixed high resolution rendering.

It's peanut butter jelly time peanut butter jelly time peanut butter jelly time peanut butter jelly time!

Now what's the catch? lol

DJSatane
04-12-07, 01:54 PM
Noone is whining or complaining, we are trying to verify whether chronometer might be fixed in 1.2. Its not listed in that early readme but hopefully that is not final.

In fact I will do the opposite, with all those fixes listed if chronometer was to be fixed this game would be a pradise now!

The 3:15 method is about as easy as using the chronometer. put an X on the ship you're tracking using the marker on the navmap, wait 3 minutes 15 seconds, make another X where the ship is now, measure the distance and multiply by 2 and drop and decimals. bam. there's your speed. No math involved aside from doubling a number.

Pretty easy workaround for no chronometer, eh? :smug:

Yea and I can also guesstimate too, but thats not the point. Point is if we could get this feature to work in 1.2, then you could also get pretty good speed estimation in much less time. In any case, we all know there are ways to workaround everything but we talking here about fixing a key feature of the game in manual TDC.

Gizzmoe
04-12-07, 02:03 PM
Thread stickied.

mookiemookie
04-12-07, 02:10 PM
Yea and I can also guesstimate too, but thats not the point. Point is if we could get this feature to work in 1.2, then you could also get pretty good speed estimation in much less time. In any case, we all know there are ways to workaround everything but we talking here about fixing a key feature of the game in manual TDC.

They're aware of the issue. But what WE may not be aware of is the possibility that fixing the chronometer may have possibly been a huge undertaking, digging deep into complicated lines of hard coding with the potential to mess up more things than it fixed? What if fixing just the chronometer issue would have delayed the patch another 2-3 weeks? Would you feel as strongly then?

But hey, the chronometer may indeed be fixed and this whole discussion may be moot. Let's see next week.

melin71
04-12-07, 02:17 PM
i can wait 3 weeks more to get the chronometer to work. That ist broken are a game breaker for me. i rather get working chronometer then AA.

Onkel Neal
04-12-07, 02:23 PM
Don't you wish chronometer could be fixed in 1.2? I do and I am sure many people in our community does. It should be pretty simple fix considering SH3 chronometer obtains speed by using it. Maybe it will be fixed even though its not mentioned in readme? I surely hope so. I do like the fixes on the list, I just think chronometer fix would make it a great addition and extremly needed one. :)

Don't take it wrong, they are just having some fun at my expense :)

Yes, devs are very aware of the Stopwatch/TDC function issue. It was pointed out in testing and I also included it in my Top Ten Patch items memo, as well as my review.

After we have time to test the 1.2 patch, we cn see what we can get fixed in the 1.3 patch, and I will push to have something added to give th elayer an approx. target speed. If you, me and the devs were in a room together discussing this, I know they would agree this is something the game needs (needed from day 1, but, well, ok…)

If nothing else, I would like to see the small button on the TDC that brings up the most excellent STEVENS stopwatch :up: changed so it just gives a text readout of the target speed, plus/minus 10 percent. Would that work?

For now, we will have to use the same method as in SH1: wild ass guessing :D

Cheers
Neal

DeePsix501
04-12-07, 02:23 PM
Patch looks good!

I dont know how I feel about the chronometer fix actualy. I kinda like ploting X's on my map and observing the ship while using the chrono's timer. I almost feel it's better than just hitting the button and sending the data to the computer. Adds a sense of suspense when i'm running change in bearing vs time speed bearings. :yep:

Then again, it does make it easier for players not wishing to use this method

joea
04-12-07, 02:37 PM
Great news, I'm going to end up missing all the big bugs when i finally get SH4 after all. What about the career oddities I've read about? I mean getting killed and then court-martialed??? Minor nitpick I know...but I also see nothing about air attacks at night (maybe for modders) or the wierd radar blind spots though that may be fixed with the SJ radar fix.

Oh look at me commenting on a game I don't have yet am I the height of geek or what?

Don't answer. :shifty:

ScottD
04-12-07, 02:42 PM
No fix on the repeating missions in the campain? :damn::damn::damn:

ugh...otherwise it looks like it will make the game more bearible to play...I'm looking forward to the patch.

Sailor Steve
04-12-07, 03:57 PM
Thread stickied.
As long as it's not stuck.

Drokkon
04-12-07, 04:07 PM
SH1 had a working chronometer, there was no guessing. Sounds like some good things in the patch,but no chronometer is still a game breaker here. I want to be the sub capt. not the navigator. It's fun to do every now and again but very annoying to do always.

I don't have a secluded room to play in. My 6 year old daughter climbs all over me while at the computer. My other child is handicapped and requires alot of my time. I'm sure that my situation is not unique. I believe the chronometer was in just about everyones top five bugs to be fixed.

I don't mind waiting 3 more weeks if they actualy make the game fun to play in that time.

ReallyDedPoet
04-12-07, 04:07 PM
No fix on the repeating missions in the campain? :damn::damn::damn:

ugh...otherwise it looks like it will make the game more bearible to play...I'm looking forward to the patch.

Didn't the release say some of the fixes are listed. Maybe it will be in there.

jeff lackey
04-12-07, 04:25 PM
Been traveling a lot lately so just got back reading here today ---

Neal, I didn't see anything about fixing the big delays when bringing up the news/status list ("M") - that delay is so long it makes me want to not read the news and new order reports. Have they fixed that in this patch?

Thanks - Jeff

DJSatane
04-12-07, 04:28 PM
Don't you wish chronometer could be fixed in 1.2? I do and I am sure many people in our community does. It should be pretty simple fix considering SH3 chronometer obtains speed by using it. Maybe it will be fixed even though its not mentioned in readme? I surely hope so. I do like the fixes on the list, I just think chronometer fix would make it a great addition and extremly needed one. :)

Don't take it wrong, they are just having some fun at my expense :)

Yes, devs are very aware of the Stopwatch/TDC function issue. It was pointed out in testing and I also included it in my Top Ten Patch items memo, as well as my review.

After we have time to test the 1.2 patch, we cn see what we can get fixed in the 1.3 patch, and I will push to have something added to give th elayer an approx. target speed. If you, me and the devs were in a room together discussing this, I know they would agree this is something the game needs (needed from day 1, but, well, ok…)

If nothing else, I would like to see the small button on the TDC that brings up the most excellent STEVENS stopwatch :up: changed so it just gives a text readout of the target speed, plus/minus 10 percent. Would that work?

For now, we will have to use the same method as in SH1: wild ass guessing :D

Cheers
Neal

Thanks for your reply, I appreciate it. I am glad developers are aware how important this item is.

I am wondering why is difficult to have this working? Must be redesigned system from SH3. I always thought this manual function of getting speed esitmate by starting and stopping chronometer is estimate calculated based on actual speed of the target. My guess is that player's distance calculation and how long the interval used in chronometer would decide how accurate the speed is vs the real speed. It shouldnt be too hard to implement this. Every target has specific speed and of course this can be called upon at any time, so all we need is a function that takes in accuracy of distance the player finds using stadimeter vs real distance. Add the length of time interval used with chronometer and these 2 values should decide how accurate the speed should be. If the player is lazy with stadimeter and his distance is way off the actual distance then resulting speed should be off by some value basedon how badly the distance is off.

Mylander
04-12-07, 04:30 PM
Very nice - now that's what I call service after the sale - Thanks developers, SUBSIM moderators, and all members who have made their (constructive) inputs! Now about that stopwatch... :D Actually, I find it more immersive to use the stopwatch just to mark time, along with the nomograph imported from SH3. It's sort of a gaphical slide rule superimposed on the map. Take your 1 minute, 3 minute bearing change - whatever you can, measure distance travelled, draw a line on the nomograph, and boom, there's your speed - input it into the TDC and shoot.

I was an artillery Fire Direction Officer in my 'previous life', so I love this stuff. technical fire direction, I imagine is very much like plotting a manual solution for a torpedo attack. Before we graduated to computerized fire direction, we had to learn to do it with "charts and darts" - a big metal protractor, thumbtacks, slide rule, logarhithm tables and TFT books spread out on a big paper chart of the tactical situation. But I digress...

Hooray for v1.2!

Mylander

BooBooLovesAll
04-12-07, 04:39 PM
Didn't say anything about the attack map... or the mutiple open doors.:-?

Oh well.. fixes some stuff though.

Werewolf13
04-12-07, 04:48 PM
Why are they wasting time on eye candy like AA and not fixing real issues like the chronometer and the crew wounding bug when bridge damaged :damn: (yeah, yeah maybe 5 fixes that but I wouldn't bet on it - tuning damage model doesn't sound like fixing crew damage/wounding bug to me - too many optimists here).

There was no mention of the uncontrollable dive into hell/crush depth bug either.

Fixing the A key crash - just keep your fingers off the A key. :doh: Spend the time spent on that on a real problem...

1.2 looks like they went after the low hanging fruit. :nope:

The real fixes are yet to come.

rascal101
04-12-07, 04:50 PM
Hmmmmmmmmmmmm......Still no hint as to .......a release date. But Yippee, horay for the 2nd patch

BlackSpot
04-12-07, 04:50 PM
Let's wait, eh? This is all speculation.:D

USS_shipmaster
04-12-07, 05:10 PM
Sorry DEVs, no excuse this time !!!
chronometer issue!!!beep/beep/beep (censored)
YES, I am COMPLANIER AND WHINER because


its very simple to make a speed sent to TDC. with 10 seconds taken on chronometer +-15% of real target speed, with 15 seconds -+12% of real TS with 30s -+10% etc and finally 3 min15s 100%

I can write proper function on C/ C++ or VB. its simple. Its just one function takes value from another one, calculate " TDC target speed" and send it to TDC function- thats all. We will have enough fan with accurate distance measuring and AOB :-). PLS MAKE speed calculation easy XXX. Life is complecated enough :-)
I can understand time pressure I can understand that you have enough headache!!! But You dont respect customers legal wishes to make chronometer worksmas it was promised in game manual (one way or another , temporary solving the problem then finally).
THANK YOU FOR smoki...:down: CODING

Audie
04-12-07, 05:51 PM
But You dont respect customers LAWFULL wishes to make chronometer works (one way or another , temporary solving the problem then finally).
THANK YOU FOR smoki...:down: CODING

Huh? :dead:

Lawful?

Please elaborate.

BlackSpot
04-12-07, 05:55 PM
But You dont respect customers LAWFULL wishes to make chronometer works (one way or another , temporary solving the problem then finally).
THANK YOU FOR smoki...:down: CODING

Huh? :dead:

Lawful?

Please elaborate.

Don't encourage. I don't want to know. :roll:

USS_shipmaster
04-12-07, 06:04 PM
read : legal wishes

Skweetis
04-12-07, 06:09 PM
Woohoo!

Now I get to see the forums cluttered with bitching and moaning about what this patch doesn't fix, rather than posts bashing the devs for not having the patch out yet.

I know if I was a developer, I would be so motivated by all the crap I see when I come here. In fact, nothing makes me work harder than people yelling how I can't get anything right, demanding the highest quality in the shortest amount of time, blah blah blah.

Heck, when I'm sifting through the forums looking for new bugs, nothing makes my job easier than having to sift through the same issues reposted that has been discussed 2 weeks ago, and rehashed to no end, ad nausium.

The only thing I really hope for, is that I can instill in my son better manners, as sense of common courtesy and in the least, the simple ability to use "Please and Thank You", than I have seen displayed here since the release of SH4 (and actually plagues just about every game release for at least a couple months.)

/End Rant


Now that I have that off my chest:

Thank you to the devs for your hard work thus far. While I understand that not everything can be fit into a patch in a matter of a few short weeks, I hope some of the responses from some people here have not put you off, there are those of us who do appreciate your time and effort.

USS_shipmaster
04-12-07, 06:17 PM
Have to agree. The chronometer not working is a major issue. FSAA and the likes is just eye candy. If not listed in the fix then may not be able to be fixed even though SH4 being built on SH3.:cry:

its very simple to make a speed sent to TDC. with 10 seconds taken on chronometer +-15% of real target speed, with 15 seconds -+12% of real TS with 30s -+10% etc and finally 3 min15s 100%

I can write proper function on C/ C++ or VB. its simple. Its just one function takes value from another one, calculate " TDC target speed" and send it to TDC function- thats all. We will have enough fan with accurate distance measuring and AOB :-). PLS MAKE speed calculation easy XXX. Life is complecated enough :-)
I can understand time pressure I can understand that you have enough headache!!!
Take a shot oh brandy, Henessy XO and make chronometer works as it was promised in game manual (one way or another , temporary solving the problem then finally).
THANK YOU FOR smoki...:down: CODING
or DEV / UBi can publish the code and community will do their job. Of course they cant

Audie
04-12-07, 06:23 PM
Good Gracious Dude!
My eyes are bleeding.... :dead: :roll:

Be grateful for what you have and appreciate the work the Devs are doing.
The thing isn't even here yet and already we have complaints. :damn:

Must we continue this devolution into a "Shooter" community?

For crap sakes - THIS ISN'T HALO!

USS_shipmaster
04-12-07, 06:26 PM
What kind of language I can use to make THEM notice major bug.
I told you guys i know how hard is programmer's job in development.
I just waiting for honest open answer about MAJOR BUG!!!!!
Will they fix it or not? Nobody will publlish the code to let the community fix it.
Then it is still devs job.
and guys fixing some graphic bugs and leaving major gameplay chronometer bug?
I have it but where my 50 bucks? in UBI's owner pockets!

Mav87th
04-12-07, 06:26 PM
Noone is whining or complaining, we are trying to verify whether chronometer might be fixed in 1.2. Its not listed in that early readme but hopefully that is not final.

In fact I will do the opposite, with all those fixes listed if chronometer was to be fixed this game would be a pradise now!

The 3:15 method is about as easy as using the chronometer. put an X on the ship you're tracking using the marker on the navmap, wait 3 minutes 15 seconds, make another X where the ship is now, measure the distance and multiply by 2 and drop and decimals. bam. there's your speed. No math involved aside from doubling a number.

Pretty easy workaround for no chronometer, eh? :smug:

Yea and I can also guesstimate too, but thats not the point. Point is if we could get this feature to work in 1.2, then you could also get pretty good speed estimation in much less time. In any case, we all know there are ways to workaround everything but we talking here about fixing a key feature of the game in manual TDC.


A much less cumbersome method (and faster i might add) is to use Kim Ronhoff's Course Calculator Mark 4B. With that one you can get the speed of a target in 10 sec's if you have AOB (within a reasonable range) and your own speed. Its a really cool way of getting it and a lot more realistic as well. I can understand that the chronometer needs to be fixed for those playing with lesser realistic settings, but in the real boats there were no such magic "speedfinder" - they had to use the available things, namely - Plotting or Calculating. To me there are three ways

Plotting with the 3 min rule (Imperial measurement, only meters are 3:15)

Calculating via measured time over LOS (for 90 AOB shots)

Calculating via the Course Calculator (best for shots around 45 AOB)

To me this works (as long as i stay on the left side of the target untill 1.2 is out:arrgh!: ) pretty well. Hits are around 70% of shots and from reading the book Silent Service that i'm pretty sure that is well over avarage. Hell some skippers sailed 9000nm shot 24 torpedoes and credited nothing......THAT is when you have something to complain about..:damn:

LukeFF
04-12-07, 06:34 PM
I can understand that the chronometer needs to be fixed for those playing with lesser realistic settings, but in the real boats there were no such magic "speedfinder" - they had to use the available things, namely - Plotting or Calculating.

Too many people look at the chronomoter as a black & white issue, that is, as some sort of magic tool that doesn't exist in reality. Rather, the chronometer should be seen as an abstraction - when you've locked on to the target and started the timer, in essence you've called out the range and bearing to your plotting officer and are telling him to estimate the target's speed once you've stopped the timer. Seen that way, the chronomter isn't a "magic button" only suitable for less-realistic settings.

Now yes, I think the ten-second rule should be seen as an absolute minimum. The longer I time the target (at least 30 seconds), the more accurate the speed estimate should be. What's wrong with that?

USS_shipmaster
04-12-07, 06:40 PM
Good Gracious Dude!
My eyes are bleeding.... :dead: :roll:

Be grateful for what you have and appreciate the work the Devs are doing.
The thing isn't even here yet and already we have complaints. :damn:

Must we continue this devolution into a "Shooter" community?

For crap sakes - THIS ISN'T HALO!
" I hate your opinion, but I ll give up my life for your right to say it" Volteur:rock:
Shooter? No Way. Its too virtual. but i prefer that duel instutute to be alive.
It s not personal. :-):know: I was practicing fencing for a while, and I m not a bad shooter if i dont forget my glasses :-)
"Wolf told sheep: sheep lets have an economical agreement: i will never eat your grass and in exchange you will give me your meat":o
last quote is about UBI (and not only UBI) relationship with customers.

USS_shipmaster
04-12-07, 06:46 PM
Too many people look at the chronomoter as a black & white issue, that is, as some sort of magic tool that doesn't exist in reality.

Totally agree :-) LukeFF but from other point of view to make a realism even more real we have to play SH4 in bathroom sitting in Tube full of water and turn on shower ( according weather report)
Its just a joke:arrgh!:

Drokkon
04-12-07, 07:05 PM
Luke is right. The chronometer is not a magic button. It is the way information is sent to the navigator to check the targets speed. I'm sure when a capt gave the readings he didn't run to the nav table to do the calculations. He used that time to do a 360 with the scope to insure he wasn't spotted by escorts. By the time he lowers the scope I bet he wants a answer on the estimated speed of the contact.

This is very important and I feel the dev team should get this in this patch. This is one of the things along with crew deaths that people wanted addressed asap.

USS_shipmaster
04-12-07, 07:23 PM
Absolutely agree with you. Target speed "cheat" / chronometer or whatever is necessary to play this game.
Otherwise I m a captain, a weapon offices, and a navigator at the moment when i am attacking or I am under attack.
when several dd are around you and closing and you must to eliminate 1 of them therefore you need target speed approximate value in 10 s

Jungman
04-12-07, 07:55 PM
I can understand that the chronometer needs to be fixed for those playing with lesser realistic settings, but in the real boats there were no such magic "speedfinder" - they had to use the available things, namely - Plotting or Calculating.

Too many people look at the chronomoter as a black & white issue, that is, as some sort of magic tool that doesn't exist in reality. Rather, the chronometer should be seen as an abstraction - when you've locked on to the target and started the timer, in essence you've called out the range and bearing to your plotting officer and are telling him to estimate the target's speed once you've stopped the timer. Seen that way, the chronomter isn't a "magic button" only suitable for less-realistic settings.

Now yes, I think the ten-second rule should be seen as an absolute minimum. The longer I time the target (at least 30 seconds), the more accurate the speed estimate should be. What's wrong with that?

I agree. In fact, I NEVER used the chronometer in SH3 and yet to care at all in SH4

I am so glad they implemented the missing sounds in the game. I want to hear the sub pipe breaking and crew talking to me if I am taking damage! I cannot see this while I am at the scope.

I think they fixed alot with this patch within a small amount of time!:up:

They will have more fixes, it is not like the last patch. As for speed, most up spooked merchants travel at the same speed just like Sh3 unless that was changed. I think NYGM made it random speeds in the campaign scripts?

They mention the clock, Neal said so much, I guarantee you the devs will fix it ASAP for those who must have it.

If I had a DD coming at me, well, I would be luck to guess point and shoot a torpedo (maybe a lucky Mark 27) and get diving! You are not a battleship.:)

Another nice method for speed is to shadow your target from a distance parallel course, best at night, match his speed you will be the same, and you know his course. Jump ahead of the convoy and wait for them already to go.

KING111
04-12-07, 08:24 PM
What’s wrong with you people in here?
Are you all stupid or what
If any of you went out and brought anything
Else and half of it did not work
You would soon take it back
But no you all go on about the poor devs working so hard
And could they plz put this right and that right
The game should have been working before it went in to the shops
Now they have got your money they don’t give a 5456”$^”$&”
So they will make 3 or 4 patch’s and all you stupid people in here
Will say how great they are and then they will make another half made game
And call it SH5 in a year or so and they will get your money again

StandingCow
04-12-07, 08:25 PM
Yay, I can start playing again soon :D

Mylander
04-12-07, 08:33 PM
I think the point was that whatever your pet issue is with SH IV, you'll get better results with mature, courteous, well thought out suggestions/requests than you will with a bunch of whining, bitching, complaining, and demanding.

Because guess what? Ubi could just tell us to F off, no more patches, they're done, no game/sim is perfect, deal with it. SH IV is the top-selling sim in America, most buyers won't even notice the things we all are obsessed with.

But they don't do that, do they? They work directly with this forum, their end users, to make the product better.

Maybe on some level, we're paying to be Beta testers for a while while the bugs are worked out, but that beats the crap out of no sub simulators at all, now doesn't it? All of us players can find a lot more bugs a lot faster than a small group of testers can.

REALITY CHECK: Ubi have already made their money - the fact that they are willing to keep working with us (read: keep spending more of their money on improving the game) speaks volumes about their commitment to the military sim genre. I have, and will continue to support this, until another company comes along and makes the same kind of games, only much better. Haven't seen too many other sub sim publishers making WWII sims who are still around.

Don't know about anyone else, but I kind of like seeing Ubi put these things out every few years - I've had more than a few hours of fun with them. I'd like to see them continue to succeed, rather than cut off my nose to spite my face.

Regards,
Mylander

gmohr
04-12-07, 08:38 PM
The thing that's wrong with the current set of "tools" is that it either forces the player to accept a bunch of magic satelite view crud, OR it forces the player to act as the whole crew.

IMO, the best solution would be for an AI "track team" to use input from you the captain to plot solutions for you, using only the data you provide. For example you mark bearings, distances, and AOB, and the plotter uses that info (right or wrong) to build a plot and calculate speed over time.

This is exactly the distribution of effort on a real sub crew, and would make a great simulation.

Dustyboats
04-12-07, 08:40 PM
Patch looks good!

I dont know how I feel about the chronometer fix actualy. I kinda like ploting X's on my map and observing the ship while using the chrono's timer. I almost feel it's better than just hitting the button and sending the data to the computer. Adds a sense of suspense when i'm running change in bearing vs time speed bearings. :yep:

Then again, it does make it easier for players not wishing to use this method

AAh! Someone from the old school.......

Marko_Ramius
04-12-07, 08:55 PM
Very, very good news :D A big :up: to the dev team !!


They are working hard to correct the game, they can't fix all the bugs, had feature in a month .. Let them work on it, things are on a good way :sunny:


Imagine if they corrected the speed calculation, and not the monolith bug for exemple ( who drive me crazy when i have it in periscope :damn: ) .. What would be your reaction :hmm:



Great, great news :cool:

Ark
04-12-07, 08:59 PM
Nm...

lol

USS_shipmaster
04-12-07, 09:00 PM
Dusty, i m skilled guy in manual targeting using 3.15 min rule etc
But what I and some guy were saying is chtonometer "tool" is letting you to be just a commander of the ship, while navigator or weapon officer doing math with target speed( and notice aob and distance are still on our responsibility). May be there are several definition what is a realism in targeting. :-)
navy reserve lt (BCH-1, navigation unit ).
VK

USS_shipmaster
04-12-07, 09:06 PM
Nm...

lol
LOL
NOBODY IS PERFECT

DJSatane
04-12-07, 09:49 PM
Chronometer and its use to get automatic speed estimation(as per another officer doing calculations). By manual this should be operating in the game.

To begin process, left-click on the clock icon on the data tool. This will take the first sighting and begin counting the time. It is best to have the target locked at this moment. When satisfied with the expened time - longer is better - left-click again. This will conclude the measurement and display the results. - Page 70 of the SH4 manual.

Neil stated its a feature of the game developers care about. I don't see why people even argue whether this feature should be in or not. The fact is its part of the game and at the moment its broken and is expected to be fixed. Now, lets hope it gets fixed as soon as possible because hey you never know how many patches this game will receive. Nothing is certain, remember this.

In other topic, I am curious when this patch will be released as well, but I prefer they test it and maybe fix more than rush it. Developers: thanks for your work & dedication on the patch, and thanks to whoever updated its status for us all before its even released.

USS_shipmaster
04-12-07, 10:42 PM
Agree. I was making a pressure about it and some people were going to hang me.
Absolutely, it was mentioned feature of the game and it has (had) to be done.:rock:
And I dont like the realism in career when i m limited in my career, when i start in 41 or 42 may career ends in 1943. I wanna be promoted damn it!!!!!:smug:
but actaully its not so important its just a wish, but chronometer, sonar and radar features are essential for sub sim game.
Good Hunting!

Grotius
04-12-07, 10:49 PM
The chronometer is a non-issue for me. I enjoy figuring the target speed out for myself. Besides, in some cases the game gives it to us on a silver platter, as when we get radio sightings that include the target's speed. In other cases we have rough estimates from sonar, and we can refine them by working with the nav map. As for the argument that the current system forces you to be the whole crew, isn't that the fun of a sub sim? It is for me. I regularly man the AA gun, the deck gun, the sonar station, the bridge, the periscope, whatever I like.

For me, the crew-on-deck-injury bug is far more important. And tonight I got bit by the danged A bug; I was trying to surface right after a very satisfying kill, and I hit A instead of S -- before I'd remembered to save my game. :(

Caltone
04-12-07, 10:56 PM
Thanks Devs!!!

An awesome game is about to get even better :)


Hat's off to all of you for the hard work

:up: :up: :up: :up: :up: :up: :up: :up:

USS_shipmaster
04-12-07, 10:56 PM
Sudden death on Watch deck bug is very important , i agree. i make calculations manually too its not a problem 4 me. But many people needs a chronometer issue working and its actrually very realistic too. Its just simulate weapon officer assistance.

flintlock
04-12-07, 10:57 PM
What if fixing just the chronometer issue would have delayed the patch another 2-3 weeks? Would you feel as strongly then? Absolutely.

Heck, I'd wait another 4 to 6 weeks if need be. I've been quite happily playing the game using manual targeting and a manual method of calculating my target's speed. Although I will continue to use this method, that doesn't change the fact that the chrono is currently broken and not working as intended. What may be a non critical issue for you and I, makes it no less a high priority for others.

The bottom line is, if given a choice between a short wait and a quick fix patch, or a longer wait for a thorough and comprehensive patch, I'd choose the latter. Before anyone gets all bent out of shape, I'm not suggesting the upcoming patch is of the sloppy and quick fix variety, quite the contrary -- just the casual musings of a fan of the game.

;)

Grothesj2
04-12-07, 11:17 PM
No matter what set of fixes they made for this patch, someone would complain that thier pet issues wasnt addressed. We undoubtably still have another patch or two after this one so dont get your panties in a wad if your pet issue didnt make it in THIS one.

Charlie901
04-13-07, 12:40 AM
nothing About The Message Log Bug!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

DeePsix501
04-13-07, 12:47 AM
Patch looks good!

I dont know how I feel about the chronometer fix actualy. I kinda like ploting X's on my map and observing the ship while using the chrono's timer. I almost feel it's better than just hitting the button and sending the data to the computer. Adds a sense of suspense when i'm running change in bearing vs time speed bearings. :yep:

Then again, it does make it easier for players not wishing to use this method

AAh! Someone from the old school.......

Hehe, I got hardcore subskipper on the subsim quiz. I don't mind using math to find out speed. Most the time I estimate or use the little short cuts, but if it is an important target, i'll break out the old school methods. I find it is the only time I ever really use trig... :yep:

Charlie901
04-13-07, 12:50 AM
This is a serious Bug and no mention of it being fixed for 1.2 Patch! :damn:

flintlock
04-13-07, 12:58 AM
nothing About The Message Log Bug!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Where did you read this was the complete, all-encompassing and final changelog?

I missed that part.

WhiteW0lf
04-13-07, 01:09 AM
Been out for a while and was waiting for bugs to be fixed before ordering SH4, this being the second patch and all of the old crew (not the youngins that are flaming) seem to be happy I just ordered the game. Thanks devs and also thanks to the mod makers out there that I am seeing great things from as usual, you guys rock!!! :up:

Now I am off to continue my GWX patrol :arrgh!:

Laffertytig
04-13-07, 01:10 AM
have to say the patch list does look a bit on the small side, i wasnt expecting it till at least next month. shouldnt there be a bit more work done on the AI a ive read quite a few reports of problems such as

convoys stopping when being attacked
ships runnng aground
destroyer AI issues
enemy convoys/ships sailing into friendly ports
receiving same patrol grid mission repeated over and over

i havent got SH4 yet but depending on how this patch is received (out early next week right?) i will buy it next weekend

Duke_Wellington_1st
04-13-07, 01:50 AM
Just wondering if 1.2 fixed the crashing when loading games from a career... I cant see it on the list but I live in hopes.

Pleeeease dont reply with "FYI I can load games fine" , really doesnt help. I saw this bug on the tracker and thought that it would have been classed as a major one.... the eye candy has been added but this one not fixed hmmmm.

anyone know?

fullmetaledges
04-13-07, 01:59 AM
I don't have to worry about jaggies anymore, thanks guys who care about that crap over gameplay.

McBeck
04-13-07, 02:01 AM
Neil stated its a feature of the game developers care about. I don't see why people even argue whether this feature should be in or not. The fact is its part of the game and at the moment its broken and is expected to be fixed. Now, lets hope it gets fixed as soon as possible because hey you never know how many patches this game will receive. Nothing is certain, remember this.

*Runs for cover*
"JC, Neal is on his way!!...RUUUUUNNN!!!"

Fat Bhoy Tim
04-13-07, 03:15 AM
What if fixing just the chronometer issue would have delayed the patch another 2-3 weeks? Would you feel as strongly then? Absolutely.

Heck, I'd wait another 4 to 6 weeks if need be. I've been quite happily playing the game using manual targeting and a manual method of calculating my target's speed. Although I will continue to use this method, that doesn't change the fact that the chrono is currently broken and not working as intended. What may be a non critical issue for you and I, makes it no less a high priority for others.

The bottom line is, if given a choice between a short wait and a quick fix patch, or a longer wait for a thorough and comprehensive patch, I'd choose the latter. Before anyone gets all bent out of shape, I'm not suggesting the upcoming patch is of the sloppy and quick fix variety, quite the contrary -- just the casual musings of a fan of the game.

;)

Whilst I generally agree, I prefer to see them focus their efforts on a small number of areas at any one time - get it out the door working, and then refocus on something else. As opposed to one giant leviathan where everything is being worked on.

Meridian
04-13-07, 06:21 AM
To begin process, left-click on the clock icon on the data tool. This will take the first sighting and begin counting the time. It is best to have the target locked at this moment. When satisfied with the expened time - longer is better - left-click again. This will conclude the measurement and display the results. - Page 70 of the SH4 manual.[/quote]

Page 70 of the manual? WTF, my manual only goes to page 60. Christ, they didn't even finish my manual. I demand a manual patch, mines bugged. :yep:

Just kidding, seriously though, what's with the differing manuals, mines a UK version BTW.

mookiemookie
04-13-07, 06:28 AM
I can't call the chronometer not working a "game breaking" bug as there's a million ways to find target speed. "Game breaking" is when you can't for whatever reason accomplish the tasks set out before you in the game.

Ah well. I'm happy to have a patch. Some people will never be satisfied. An Ubisoft rep could show up on their doorstep with a bottle of champagne and 10 girls in bikinis, and they'd complain that the booze wasn't cold enough and the girls weren't hot enough. :doh:

cherbert
04-13-07, 07:04 AM
Don't suppose there is any chance 1.2 will be released for the weekend?

So glad to hear about FSAA and Resolution issues. I honestly haven't played since the day of release because of this.

AVGWarhawk
04-13-07, 08:23 AM
Ah well. I'm happy to have a patch. Some people will never be satisfied. An Ubisoft rep could show up on their doorstep with a bottle of champagne and 10 girls in bikinis, and they'd complain that the booze wasn't cold enough and the girls weren't hot enough. :doh:
I could overlook all those things if the Ubi rep was toting a super computer that would allow me to run the game full max:yep:.....no complaints...

melendir
04-13-07, 09:32 AM
Great to have patch coming :up:

And to all complainers: If you want all bugs fixed in one or two patches, you'll see the patch maybe next year... Be happy that some of the bugs are being fixed and patches aren't taking months. This way you get better gaming experience step by step. The other choice would cause playing in frustration for months...

Ok, that was just an opinion, so don't axe me :)

Instead you complainers could feel our non-complainers joy and world would be a better place... did I mention world peace? ;)

Hans Schultz
04-13-07, 09:38 AM
not fixing the crew deaths :damn:
thats a huge came killer.

AVGWarhawk
04-13-07, 09:56 AM
not fixing the crew deaths :damn:
thats a huge came killer.

I believe this was connected to the damage model of sub. Some of that model has been worked on.

klh
04-13-07, 10:01 AM
Good news! The patch should arrive just about the same time as my new video card.

Watch out! KLH will be moving from the Atlantic to the Pacific.

Hans Schultz
04-13-07, 10:16 AM
not fixing the crew deaths :damn:
thats a huge came killer.

I believe this was connected to the damage model of sub. Some of that model has been worked on.

that would be fantastic:D

seawolf34
04-13-07, 10:30 AM
I can't call the chronometer not working a "game breaking" bug as there's a million ways to find target speed.

That bug might not be a game breaker for you but it is for me, I wont bother starting a career until they fix this issue. I for one couldn't care less about fsaa etc that so many people go on about, that issue certainly isn't "game breaking"!!

AVGWarhawk
04-13-07, 10:46 AM
I can't call the chronometer not working a "game breaking" bug as there's a million ways to find target speed.
That bug might not be a game breaker for you but it is for me, I wont bother starting a career until they fix this issue. I for one couldn't care less about fsaa etc that so many people go on about, that issue certainly isn't "game breaking"!!

I do not see the stop watch as a game breaker either. Then again it is all in what you like. There are many ways to get target speed but only one way to get FSAA:yep:

flintlock
04-13-07, 10:55 AM
but only one way to get FSAA
The comical irony here, while we're on the topic of FSAA, is that just wait and see the inevitable influx of new moaning that will spawn about the performance of SH4, once they increase the resolution and enable FSAA.

Mark my words. ;)

AVGWarhawk
04-13-07, 10:59 AM
but only one way to get FSAA The comical irony here, while we're on the topic of FSAA, is that just wait and see the inevitable influx of new moaning that will spawn about the performance of SH4, once they increase the resolution and enable FSAA.

Mark my words. ;)

I like PPF and would not care if FSAA is implemented or not. As far as moaning...that is a given;)

stuntcow
04-13-07, 11:01 AM
Thank you for the info. And Thank you to the Deve team for your continued work.

Snakeeyes
04-13-07, 11:03 AM
:D :D :D :D :D :D :D :rotfl: :rock:

Oh happy happy happy!!!! FSAA!!!!!!!!!!!!!!!!!!!! YAY YAY YAY!!!!!!!!!!!!!!!!!!!!!!!!

Life is good!!!!!!!!!!!!!

Thank you UBIsoft you have redeemed yourself to the Master of the Deep!

Time to start PLAYIN'!!!!!!!!!!!!!! Arrrrrrrrrrrrrrrrrrrrrrrrrrrghhhhhh mateee!:arrgh!:

fredbass
04-13-07, 11:16 AM
but only one way to get FSAA
The comical irony here, while we're on the topic of FSAA, is that just wait and see the inevitable influx of new moaning that will spawn about the performance of SH4, once they increase the resolution and enable FSAA.

Mark my words. ;)

You got that right. :yep: Unfortunately there's too many players who don't realize that when you make those kind of changes and max things out, that the frame rates always suffer as a consequence. :shifty: :ping:

Luckily, I have a system that can handle it. :up:

Greentimbers
04-13-07, 11:28 AM
Glad to here about the next patch.:up:

Im sure the developers are well aware of the outstanding issues, I will just wait and
see what is included before I make any further comments.

tycho102
04-13-07, 12:48 PM
Well, darnit, I was hoping the "full message log" bug was going to get nailed. The one where the game either slows to a halt or crashes when you attempt to open the message log, I guess from too many entries.

Everything else is workable for me.

AVGWarhawk
04-13-07, 12:50 PM
Well, darnit, I was hoping the "full message log" bug was going to get nailed. The one where the game either slows to a halt or crashes when you attempt to open the message log, I guess from too many entries.

Everything else is workable for me.

There is a mod to reduce the traffic on this clipboard. Works great. You can find it in the mode forum.

Snakeeyes
04-13-07, 02:14 PM
but only one way to get FSAA
The comical irony here, while we're on the topic of FSAA, is that just wait and see the inevitable influx of new moaning that will spawn about the performance of SH4, once they increase the resolution and enable FSAA.

Mark my words. ;)

You got that right. :yep: Unfortunately there's too many players who don't realize that when you make those kind of changes and max things out, that the frame rates always suffer as a consequence. :shifty: :ping:

Luckily, I have a system that can handle it. :up:

God... hopefully not. I'm probably going to happy as a clam playing the game without any post effects turned on. I wonder when they are going to release?

jeff lackey
04-13-07, 04:04 PM
Well, darnit, I was hoping the "full message log" bug was going to get nailed. The one where the game either slows to a halt or crashes when you attempt to open the message log, I guess from too many entries.

Everything else is workable for me.
There is a mod to reduce the traffic on this clipboard. Works great. You can find it in the mode forum.

Yeah, but opening a relatively small text file should not shut down, for minutes, a 2 gig high end machine. I'd prefer to be able to get the messages and read them - I just can't believe that this is a difficult problem to fix.

Lio
04-13-07, 04:53 PM
very nice fix list. Looking forward to it

DJSatane
04-13-07, 05:14 PM
I can't call the chronometer not working a "game breaking" bug as there's a million ways to find target speed.
That bug might not be a game breaker for you but it is for me, I wont bother starting a career until they fix this issue. I for one couldn't care less about fsaa etc that so many people go on about, that issue certainly isn't "game breaking"!!

I do not see the stop watch as a game breaker either. Then again it is all in what you like. There are many ways to get target speed but only one way to get FSAA:yep:

FSAA is not on the box or in manual, manual way to use chronometer to get speed estimate is a feature described in the manual as working. So, I think FSAA should have been lesser priority. I am happy about FSAA but since they also fixing 3d resolution scaling, higher resolutions without fsaa will be just fine.

THE_MASK
04-13-07, 05:29 PM
Keep up the good work ubi devs :rock:

Onkel Neal
04-13-07, 05:37 PM
Been traveling a lot lately so just got back reading here today ---

Neal, I didn't see anything about fixing the big delays when bringing up the news/status list ("M") - that delay is so long it makes me want to not read the news and new order reports. Have they fixed that in this patch?

Thanks - Jeff

Not sure, Jeff. If it wasn't in the readme, I would bet they did not do anything specific for that.

flintlock
04-13-07, 06:02 PM
The 3:15 method ... Pretty easy workaround for no chronometer, eh? :smug: If you're playing with map updates on, sure. Otherwise, not so much so.

Boris
04-13-07, 06:35 PM
The 3:15 method ... Pretty easy workaround for no chronometer, eh? :smug: If you're playing with map updates on, sure. Otherwise, not so much so.

Use the stadimeter for range and the periscope for direction from your sub and plot the ship on the map. Easy enough...

Still, a working chronometer would be nicer

Ducimus
04-13-07, 07:17 PM
nothing About The Message Log Bug!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

People would do well to check the mod forum more. A fix for this was posted in the first day or two after release. :roll: Im amazed people are still suffering with this.


As an aside, too much whining about the cronomoter. Jebus, is it so hard to make two marks 3 mins apart? Nevermind that you can use TC to fast forward those 3 mins and still get an accurate reading.

flintlock
04-13-07, 07:35 PM
Use the stadimeter for range and the periscope for direction from your sub and plot the ship on the map. I've been playing without the chrono and using manual targeting with no map updates since release. It can get a little dicey when crunched for time, but I enjoy the challenge.

Unfortunately, not everyone enjoys playing as I do. People are simply requesting a feature be fixed to be working as intended, so they can enjoy playing the way they like, too. Many of the suggested workarounds offered to others are genuine, and provide helpful advice. Others are curt, implying that requesting this to be fixed is tantamount to whining. People need to consider that what is insignificant to them doesn't automatically negate the issue for others. Regardless, if it can, hopefully this will be addressed for those who would appreciate a functioning chrono for speed calculations during manual targeting, as outlined within the manual.

Still, a working chronometer would be nicer :up:

MONOLITH
04-13-07, 07:53 PM
"Patch 1.2 readme"

Thank You Elanaiba. :up:



As for the mention of FPS hit with Higher res and FSAA; just a tip;

Going to a higher resolution often makes AA unnecessary, as the higher pixel count smooths out the jagged diagonals all on it's on, without AA. Not quite as well, but still.

Going from 1024x768, to 1680x1050 or higher, is about the same as turning on AA at the lower res. And AA is far more of a frame rate killer than just a higher res alone.

So, if the patch does allow true higher resolution of the game (not just the Orders bar), try out the higher resolutions without AA. You may find you won't need the AA anyway.

Charlie901
04-13-07, 09:43 PM
Well, darnit, I was hoping the "full message log" bug was going to get nailed. The one where the game either slows to a halt or crashes when you attempt to open the message log, I guess from too many entries.

Everything else is workable for me.

There is a mod to reduce the traffic on this clipboard. Works great. You can find it in the mode forum.


YES I KNOW BUT....

I don't want to reduce the traffic contacts distance. I think it's silly IMHO that Subcompac would only report ship contacts within a tight bubble radius around your sub.

Cause...

How would they know exactly where you were at the time of the contact report and it would possibly compromise your position to enemy shipping if the enemy was listening to the reports for contacts close to your sub.

akdavis
04-13-07, 11:23 PM
All subs received all radio traffic if they were able to tune in at the time of broadcast. Contact reports and such were encoded with a specific indentifier for the sub intended to receive the information. Crews were only supposed to decode messages intended for their boat, but in practice, some skippers instructed crew to decode all to have a more complete picture of Japanese traffic patterns, movements.

At least that is my impression off the top of my head.

geetrue
04-13-07, 11:26 PM
I can't wait to see the new screenies with patch 1.2 ...

If Higher res and FSAA means it will now fill up the new 22" wide screen lcd's ... this would induce me to spend in the neigborhood
of $320 for a new monitor or should I get a geforce 8800 GTS for $299?

flintlock
04-13-07, 11:51 PM
a new monitor or should I get a geforce 8800 GTS? I vote both! They'll be happier together. ;)

Calbeck
04-14-07, 02:59 AM
[quote=Charlie901]As an aside, too much whining about the cronomoter. Jebus, is it so hard to make two marks 3 mins apart? Nevermind that you can use TC to fast forward those 3 mins and still get an accurate reading.

Hell, most of my shots are in so close that three minutes is longer than my actual engagement window. I just eyeball it. At longer ranges, my targets are so slow and steady on course that being a couple knots off-bubble one way or the other still means a hit. The only ships small enough and fast enough that I NEED accurate speed figures are destroyers --- and that mainly when they decide to come after me! Usually I don't even bother trying to pop a ship of any type if it's gone evasive; the speed and course changes make any shot except point-blank chancy. Ironically, when I DO shoot at an evader, my best kills are made with "dumb" shots --- zero angle off the pipe and running fast.

Mav87th
04-14-07, 08:21 AM
Celbeck and those in "need for speed"

I would really urge you all to download, make a and use Kim Ronhoff's Course Calculator Mark4B

This is exactly the tool (wheel slider) you need to make pretty accurate speed calculations on the fly.

Onkel Neal
04-14-07, 08:35 AM
convoys and ships stopping when being attacked
ships runnng aground
destroyer AI issues
enemy convoys/ships sailing into friendly ports
receiving same patrol grid mission repeated over and over


agreed, especially the ships stopping issue, I am encountering it too much.

MONOLITH
04-14-07, 08:41 AM
If Higher res and FSAA means it will now fill up the new 22" wide screen lcd's ...

It fills my 21" widescreen LCD right now without the patch.

Set to it's native resolution of 1680x1050, the image displays fine, correct aspect ratio and everything.

I believe the only issue is only the orders bar is actually at the higher res, the 3d image is still 1024 x 768. (pre-patch)

tater
04-14-07, 08:43 AM
Some of my complaints about overly built up harbors are somewhat mitigated by the fact I figured out how to delete/change facilities.

Now if they'd only slap together a few small, less developed quays we'd be golden.

kevtherev
04-14-07, 12:17 PM
Maybe a silly question but before I install the 1.2 patch (when eventually available) do I need to 'roll back' all the mods that I have installed with JSGME ?:oops:

flintlock
04-14-07, 12:30 PM
before I install the 1.2 patch (when eventually available) do I need to 'roll back' all the mods that I have installed with JSGME ? Would be advisable yes, as the patch will expect unmodded stock files (1.0, 1.1). Not an issue with some texture files and similar, but you could run into problems elsewhere.

Steeltrap
04-14-07, 03:18 PM
The thing that's wrong with the current set of "tools" is that it either forces the player to accept a bunch of magic satelite view crud, OR it forces the player to act as the whole crew.

IMO, the best solution would be for an AI "track team" to use input from you the captain to plot solutions for you, using only the data you provide. For example you mark bearings, distances, and AOB, and the plotter uses that info (right or wrong) to build a plot and calculate speed over time.

This is exactly the distribution of effort on a real sub crew, and would make a great simulation.

This is exactly how I have wanted the thing done from day 1. It also allows for the improvement of your plotting team over time with experience.Reading various works by Dick O'Kane etc. makes it clear that this is more 'realistic' than doing everything yourself, although some people seem to think doing everything - including actual poltting - is realistic. Bollocks!

My preference would have the system plot a mark for your target on the map when you give the range (using stadimeter) and bearing (as read off the bearing ring on the outside of the scope, typically by an assistant). Continue to do this over time and you get course and speed estimates. You can then check those estimates against the poition keeper output. That's how I'd do it, and I could do away with all these imprecise plotting tools. I call range and bearing, a mark goes on map exactly based on that. That's how it 'should' be.

Oh well.....point is, something needs to be done about this as it is definitely too 'all or nothing' at present (i.e. map updates on/off and auto TDC on/off seem to be only real choices).

THE_MASK
04-14-07, 05:13 PM
Who says that this is the final list of fixes . Great list anyway . Who cares if they need patches and the general public are beta testers . Its great that the devs have included tons of stuff in the game that the subsim community wanted and now they have listened to our request for fixes . Who better to beta test a game than the people who play it all the time . Its only a game .:up:

flintlock
04-14-07, 05:18 PM
IMO, the best solution would be for an AI "track team" to use input from you the captain to plot solutions for you, using only the data you provide. For example you mark bearings, distances, and AOB, and the plotter uses that info (right or wrong) to build a plot and calculate speed over time.
Good point!

That would be an ideal solution, and looks even better than the current manual targeting scheme implemented (even with a working chrono).

Charos
04-14-07, 06:23 PM
Neal

Im not shore if my PM's are reaching you?.

Any feedback on that issue I made mention?

Teh_Diplomat
04-14-07, 06:27 PM
Patch 1.3; Confirmed.

BooBooLovesAll
04-14-07, 07:07 PM
Patch 1.3; Confirmed.

I sense your dry sense of humor.


I like it.:lol:

R3D
04-15-07, 07:41 AM
so i take it they arent going to fix all he missing damage effect sounds from inside the sub?

or the randomly broken Dive plane animation after loading a save game,

rulle34
04-15-07, 08:38 AM
Everything is served on a silverplate if they (devteam) just read this forum. Just check the bugthread and see what is needed to be done so this game can work as it should. This looks like SH 3, lots of bugs, but the patches released doesn´t take care of half of it. Lucky there are so many patient captains here.

Why can´t the devteam just let us know what they are up to, and why they don´t solve ALL the issues, or at least WHEN they will do that

Just take the chronometer bug. What is the reason for NOT fixing that issue in a SIMULATORGAME.....

Torpex752
04-15-07, 08:47 AM
EXCELLENT WORK Dev Team! Thankyou! :up:


ps..any hint that there may be another patch..mebbe with some goodies??:sunny:


Frank
:cool:

corvette k225
04-15-07, 08:47 AM
So do the radar's work good now?:-?

gnirtS
04-15-07, 02:17 PM
They have a proper bugtraq for bugs which is a hell of a lot better than a forum - if only more people would check it and use it!

As for not fixing all bugs - people would moan if each patch took 6 months. With the game as broken as it is they have to prioritise. Take out the show stoppers first with a few quick patches then start on the less serious issues that take longer.

Chrono bug i dont treat as serious. Its a little arcade like anyway and you can still use the authentic methods for judging speed, ie map update, bearing change or just guesstimate based on make up of convoy.

In my mind the most serious bug in the game currently is being addressed in 1.2 - namely that of the fast setting torpedos going slower than they should.

Deep Six
04-15-07, 02:34 PM
This is exactly how I have wanted the thing done from day 1. It also allows for the improvement of your plotting team over time with experience.Reading various works by Dick O'Kane etc. makes it clear that this is more 'realistic' than doing everything yourself, although some people seem to think doing everything - including actual poltting - is realistic. Bollocks!

My preference would have the system plot a mark for your target on the map when you give the range (using stadimeter) and bearing (as read off the bearing ring on the outside of the scope, typically by an assistant). Continue to do this over time and you get course and speed estimates. You can then check those estimates against the poition keeper output. That's how I'd do it, and I could do away with all these imprecise plotting tools. I call range and bearing, a mark goes on map exactly based on that. That's how it 'should' be.

Oh well.....point is, something needs to be done about this as it is definitely too 'all or nothing' at present (i.e. map updates on/off and auto TDC on/off seem to be only real choices).


Wow if this could be implemented then I would be one very happy skipper!!


Deep Six

7Enigma
04-15-07, 03:56 PM
In my mind the most serious bug in the game currently is being addressed in 1.2 - namely that of the fast setting torpedos going slower than they should.

I hope you're kidding.

The most serious bug currently in the game is the campaign save issues where a CTD occurs upon reload (not to mention all the other less serious issues upon reload). They've been around since SHIII and still have not been fixed. You can't get any more showstopping than that. I don't care that you can minimize this problem if you follow a strict criteria prior to saving, its completely unacceptable, and is at best being quietly worked on, at worst, completely ignored.

Fix that, and you can take your time on the other ones (torpedo speeds, contact/influence reversal, etc). But I've shelved the game until I can actually continue my career.:nope:

melendir
04-15-07, 04:19 PM
My personal hope is that after this announced 1.2 patch, they make a patch that fixes all the crash bugs (if there's still left) and release that patch.

Next patch would be fixing things to work as expected. and also maybe some feature changes, like people have suggested (the track AI and so on...). Release the patch.

And when those things are done, then the graphic fixes...

That's my opinion only, since I think graphics don't matter so much. Off course it is honey to the immersion, but then I loved Ultima V, and some might know it's graphics :D

These are just hopes and opinions. I don't want to wait, but I can when I must :)

gnirtS
04-15-07, 05:55 PM
In my mind the most serious bug in the game currently is being addressed in 1.2 - namely that of the fast setting torpedos going slower than they should.

I hope you're kidding.

The most serious bug currently in the game is the campaign save issues where a CTD occurs upon reload (not to mention all the other less serious issues upon reload). They've been around since SHIII and still have not been fixed. You can't get any more showstopping than that. I don't care that you can minimize this problem if you follow a strict criteria prior to saving, its completely unacceptable, and is at best being quietly worked on, at worst, completely ignored.


First time ive heard of that back and i certainly havent experienced it myself.
Not done anything to minimise it, in fact i didnt know there was an issue until reading that post.

Torpedos missing in a submarine game is a fairly big game showstopper.

DURUK
04-16-07, 02:56 AM
well.. its already next week.. err.. and early.. anything yet ? :hmm:
just cant wait

OakGroove
04-16-07, 04:02 AM
Good news, i hope the Devs get all the resources and time they need to deliver a quality patch. I'd rather wait another 2 or 3 weeks, than to receive the equivalent of a drop in the bucket.

FesterShinetop
04-16-07, 04:45 AM
Great news! Looking forward to it! :up:

And I am sure there will be some more fixes that are not in the current readme...

The General
04-16-07, 05:18 AM
Seriously, is there anything in SH4 that works the way it should? I challenge anyone!

WernerSobe
04-16-07, 05:23 AM
yes its sad but the game was released to early. it is not finished yet. For myself I´d rather wait another month or even two if it was finished then.

Anyway, whining wont help. All we can do now is wait for devs to finish it.

The General
04-16-07, 05:41 AM
yes its sad but the game was released to early. it is not finished yet. For myself I´d rather wait another month or even two if it was finished then.

Anyway, whining wont help. All we can do now is wait for devs to finish it.Well, that's assuming they're getting paid. Ubi may not wanna invest anymore cash into SH4. The majority of the total sales will have already happened. They're busy in they're Counting House, counting all the money.

Bille
04-16-07, 05:47 AM
now no more whining :shifty::shifty:

No deal!

That's my opinion only, since I think graphics don't matter so much. Off course it is honey to the immersion, but then I loved Ultima V, and some might know it's graphics :D


Oh yeah, who wants good graphics when you can have good gameplay? Sick people, that's who! Lately I've had a bunch of fun playing Warlords, Colonization, Ultima Underworld 2, Eye of the Beholder 2, Doom, Doom 2, Il-2 and I'm currently looking all over the wastelands for a new water chip for Vault 13! Another good thing about these games is that you won't have to wait for a patch for them to work.

minsc_tdp
04-16-07, 06:42 AM
Looking at the ranked list at sh4bugs.com, it looks like you've addressed a lot of key issues. I'm very happy with the 1.2 list overall, and I can't wait to get the patch and start really playing, but there are still issues.

Inevitably, there are several key bugs (http://sh4bugs.com/buglist.cgi?bug_status=UNCONFIRMED&bug_status=NEW&bug_status=ASSIGNED&bug_status=REOPENED&content=&field-1-0-0=bug_status&field-1-1-0=product&field0-0-0=content&field0-0-1=short_desc&product=&query_format=specific&remaction=&type-1-0-0=anyexact&type-1-1-0=anyexact&type0-0-0=matches&type0-0-1=allwords&value-1-0-0=UNCONFIRMED%2CNEW%2CASSIGNED%2CREOPENED&value-1-1-0=&value0-0-0=&value0-0-1=&order=bugs.bug_severity&query_based_on=) that they have not addressed that I hope will be the focus of 1.3:

1. Copy protection loading errors
2. Chronometer doesn't work
3. Damage control behavior - they said they tuned the damage model but that sounds like tuning how much damage certain ships take, not what is actually done about it by the crew
4. Repeating sounds
5. Limited fuel consumption rate
6. Unexplained crew deaths, possibly related to damage control, usually AA/Deck Gun assignees
7. Torps not visible on attack map (I really hate this one, I know it's a low realism thing but I really like watching them go)
8. Torp contact/contact influence settings reversed? Still not sure if this is real, some appear convinced, personally I think influence simply never works
9. Missions with no waypoint / unachievable objectives (this might be another "just minsc" bug)
10. 1280x720 (yeah I know, I'm the only one who cares about this)
11. Imperial measurement does not apply to deck gun range tool
12. Career difficulty must be set via the Options book after starting career before every mission
13. Crash loading saves
14. The List (http://sh4bugs.com/buglist.cgi?bug_status=UNCONFIRMED&bug_status=NEW&bug_status=ASSIGNED&bug_status=REOPENED&content=&field-1-0-0=bug_status&field-1-1-0=product&field0-0-0=content&field0-0-1=short_desc&product=&query_format=specific&remaction=&type-1-0-0=anyexact&type-1-1-0=anyexact&type0-0-0=matches&type0-0-1=allwords&value-1-0-0=UNCONFIRMED%2CNEW%2CASSIGNED%2CREOPENED&value-1-1-0=&value0-0-0=&value0-0-1=&order=bugs.bug_severity&query_based_on=) goes on.. you should probably check the link rather than reading my list, since it's a little biased when I write as myself.

Again I should stress that I think the 1.2 list is pretty good considering the sheer number of bugs you have to deal with. I'm really glad you have fixed FSAA/AS which will do wonders for an already beautiful game. Fixing many of the serious crashes will take away most people's obstacles and get a lot of people who are "on hold" actually playing the game on a regular basis without quitting in disgust and deciding to wait for the next patch. But we can do better.

Devs, If I were QA lead or the PR lead, I would challenge the dev/qa teams and the community to think differently. After 1.2 is released, check your buglist and our buglist and reconcile them. If you strongly disagree with our rankings for a certain bug, start a thread, get feedback. Once you have the fully reconciled list of bugs to fix for the next patch, release the list here before you fully begin work on them. Get started, but monitor feedback. Adjust bug priorities as more information comes in. Assign someone full time to monitor the forums and sh4bugs.com to constantly reconcile work being done with the community's wishes.

Had we done this for 1.2, you probably would have bumped the Chronometer bug up - it was low on your list for whatever reason, understandable given the huge number of bugs discussed here. I'm sure right now, many of you are thinking "missing the Chronometer was a big oops." It was an oops that could have been avoided by sharing the fix list with us early rather than just before release. Perhaps you will surprise us by squeezing the chrono fix into 1.2 but a lot of people are pretty upset about that, and I fully believe many will wait until it is fixed to begin playing.

If I had the money, I would fly to Romania right now and wait patiently outside the doors "Fight Club" style in the freezing cold to earn admittance, and then join your QA/PR efforts. :)

In closing, I am partially to blame here. Had I been able to keep sh4bugs.com online more, perhaps the list would be a bit more complete.

_alphaBeta_
04-16-07, 07:00 AM
Well, that's assuming they're getting paid. Ubi may not wanna invest anymore cash into SH4. The majority of the total sales will have already happened. They're busy in they're Counting House, counting all the money.
I imagine there are still people like me waiting to see what happens with this next patch before we buy the game.

gnirtS
04-16-07, 07:56 AM
Possibly but i suspect you're a fairly small % of total sales.

DURUK
04-16-07, 08:46 AM
Can anyone tell me if the fact that the hydrophones not working at PD is a bug or is a feature?? In case that was a bug i was looking forward of its sollution in the comming patch but.. alas.. :nope:

Partsking
04-16-07, 09:21 AM
In my mind the most serious bug in the game currently is being addressed in 1.2 - namely that of the fast setting torpedos going slower than they should.

I hope you're kidding.

The most serious bug currently in the game is the campaign save issues where a CTD occurs upon reload (not to mention all the other less serious issues upon reload). They've been around since SHIII and still have not been fixed. You can't get any more showstopping than that. I don't care that you can minimize this problem if you follow a strict criteria prior to saving, its completely unacceptable, and is at best being quietly worked on, at worst, completely ignored.

First time ive heard of that back and i certainly havent experienced it myself.
Not done anything to minimise it, in fact i didnt know there was an issue until reading that post.

Torpedos missing in a submarine game is a fairly big game showstopper.


Nope. I had this happen to me over the weekend. Had two saves during a battle (e.g. burning ships, sunk ones, etc.) with a task force and was unable to reload either of them due to a CTD. No warnings, no messages, nothing. Had to go reload preattack. It's definitely there. I will say that's the only CTD I've encountered thus far.

Grotius
04-16-07, 09:41 AM
I've only had one CTD -- the dreaded "A" bug. Other than that, the game is perfectly playable for me. In fact, it's one of the best games I've ever played. The patch will make it better. Sure, there are bugs, but I have found workarounds for virtually all of them. Yes it would've been better if Ubisoft had given the devs more time to stomp them before release, but this is hardly the first time that the pressure to make some revenue has lead to an early release.

Actually, I think the best business model is Stardock's; before the "release" of Galactic Civs IV they allowed us to "buy a beta" of the game, and their "beta" is like the "release" for many other games. They just call it something else, so people don't get mad when they find bugs. What's in a name?

Grotius
04-16-07, 09:48 AM
Edit: double post. Sorry.

Immacolata
04-16-07, 09:49 AM
GalCiv IV? Like WTF? You sure that isn't a typo?

TopCat
04-16-07, 10:23 AM
Well, in the German forum it is officially stated that the Patch will be out tomorrow in the evening.

http://forums-de.ubi.com/eve/forums/a/tpc/f/9001092274/m/2411054155 (http://forums-de.ubi.com/eve/forums/a/tpc/f/9001092274/m/2411054155)

The waiting seems to come to an end soon ...

WernerSobe
04-16-07, 10:25 AM
i cant wait for resolution and fsaa fix.

Maybe its just an eye candy for someone. Not for me. For me, looking at a 23" screen it is extremely difficult to identify ships beyond 2000 yards at low resolution of 1024x768 without AA. They all just look like a heap of pixels. Yes i want 1600x1280 and FFAA.

DeuceHalo
04-16-07, 01:07 PM
Seriously, is there anything in SH4 that works the way it should? I challenge anyone!

Hmmm - the periscope perhaps? :lol:

Fat Bhoy Tim
04-16-07, 01:24 PM
yes its sad but the game was released to early. it is not finished yet. For myself I´d rather wait another month or even two if it was finished then.

Anyway, whining wont help. All we can do now is wait for devs to finish it.Well, that's assuming they're getting paid. Ubi may not wanna invest anymore cash into SH4. The majority of the total sales will have already happened. They're busy in they're Counting House, counting all the money.

SH3 sold a respectable figure monthly, but it did so for an extended length of time. Figure Ubi are banking on that fact, knowing people will pick it up later.

Mav87th
04-16-07, 01:24 PM
This is exactly how I have wanted the thing done from day 1. It also allows for the improvement of your plotting team over time with experience.Reading various works by Dick O'Kane etc. makes it clear that this is more 'realistic' than doing everything yourself, although some people seem to think doing everything - including actual poltting - is realistic. Bollocks!

My preference would have the system plot a mark for your target on the map when you give the range (using stadimeter) and bearing (as read off the bearing ring on the outside of the scope, typically by an assistant). Continue to do this over time and you get course and speed estimates. You can then check those estimates against the poition keeper output. That's how I'd do it, and I could do away with all these imprecise plotting tools. I call range and bearing, a mark goes on map exactly based on that. That's how it 'should' be.

Oh well.....point is, something needs to be done about this as it is definitely too 'all or nothing' at present (i.e. map updates on/off and auto TDC on/off seem to be only real choices).


Wow if this could be implemented then I would be one very happy skipper!!


Deep Six

I Fourth that wish - Lets make a seperate thread about the Wanted TDC !!

Akinesis
04-16-07, 01:51 PM
I have no staged stressed-hull sounds when I dive, and when I approached crush-depth there are no sounds with the glass being smashed or the electics fizzing. Is this to do with the sound levels being ignored? All other sounds are fine. And while I'm on the subject, my crew don't get worried like they did in SH3 when I approach crush-depth. Is this normal?:-?

rknhorse
04-16-07, 04:02 PM
No High Pressure air leaks slicing arms off and POPrivet's turning into lethal projectiles.. richocheting off the bulkheads

SinisterDexter
04-16-07, 05:43 PM
i cant wait for resolution and fsaa fix.

Maybe its just an eye candy for someone. Not for me. For me, looking at a 23" screen it is extremely difficult to identify ships beyond 2000 yards at low resolution of 1024x768 without AA. They all just look like a heap of pixels. Yes i want 1600x1280 and FFAA.
Me too. Yeah it's mostly about eye-candy for me but, it's also legitimately about gameplay when you are trying to identify targets.

Snakeeyes
04-16-07, 07:00 PM
i cant wait for resolution and fsaa fix.

Maybe its just an eye candy for someone. Not for me. For me, looking at a 23" screen it is extremely difficult to identify ships beyond 2000 yards at low resolution of 1024x768 without AA. They all just look like a heap of pixels. Yes i want 1600x1280 and FFAA.
Me too. Yeah it's mostly about eye-candy for me but, it's also legitimately about gameplay when you are trying to identify targets.

It's a game breaker for me... I need AA.

Jungman
04-16-07, 11:07 PM
I have no staged stressed-hull sounds when I dive, and when I approached crush-depth there are no sounds with the glass being smashed or the electics fizzing. Is this to do with the sound levels being ignored? All other sounds are fine. And while I'm on the subject, my crew don't get worried like they did in SH3 when I approach crush-depth. Is this normal?:-?

I have no sound either. The 'Diving too Deep, Sir' is only played at the old SH3 depth level which is much deeper than the US Sub could dive. The creaks are also tied to the old SH3 depth levels, which you will never experience unless you are crash diving to your death too deep. Then they play (lucky you get two to play). They need to be adjusted for Sh4.

I neither hear the water pipe breaking, glass, electric sparks, etc. Nothing.

joea
04-17-07, 03:32 AM
I have no staged stressed-hull sounds when I dive, and when I approached crush-depth there are no sounds with the glass being smashed or the electics fizzing. Is this to do with the sound levels being ignored? All other sounds are fine. And while I'm on the subject, my crew don't get worried like they did in SH3 when I approach crush-depth. Is this normal?:-?
I have no sound either. The 'Diving too Deep, Sir' is only played at the old SH3 depth level which is much deeper than the US Sub could dive. The creaks are also tied to the old SH3 depth levels, which you will never experience unless you are crash diving to your death too deep. Then they play (lucky you get two to play). They need to be adjusted for Sh4.

I neither hear the water pipe breaking, glass, electric sparks, etc. Nothing.

Now that is just great. :nope:

dzoulias
04-17-07, 03:52 AM
Why are they wasting time on eye candy like AA and not fixing real issues like the chronometer and the crew wounding bug when bridge damaged :damn: (yeah, yeah maybe 5 fixes that but I wouldn't bet on it - tuning damage model doesn't sound like fixing crew damage/wounding bug to me - too many optimists here).

There was no mention of the uncontrollable dive into hell/crush depth bug either.

Fixing the A key crash - just keep your fingers off the A key. :doh: Spend the time spent on that on a real problem...

1.2 looks like they went after the low hanging fruit. :nope:

The real fixes are yet to come.

They did not waste time in eye candy only.

They did something for everyone. They corrected bugs for us simulation fans, and they corrected eye candy for power users who take interest in the graphics first and simulation 2nd.

Instead of completely satisfying one part of the community and neglecting the other...they partially satisfied both.

Good decision.

Jungman
04-17-07, 04:05 AM
Of course, but it would be a simple thing to 'readjust' in the code where the sounds kick in due to triggers ( if sub > 250 feet then play creak2.wav) or (If water pipe breaks--> play water burst.wav) all the sounds are there from SH3.

They do mention in the patch 1.2 they fixed 'Sound Volume levels that were not playing correctly' which just maybe that.

But yes, for this patch 1.2, something for all. Maybe more gets fixed next time. SH3 got to patch 1.4b before they gave up the ghost.

d@rk51d3
04-17-07, 04:13 AM
Can anyone tell me if the fact that the hydrophones not working at PD is a bug or is a feature?? In case that was a bug i was looking forward of its sollution in the comming patch but.. alas.. :nope:

I don't think they're supposed to work at PD, at least not very well. I thought you needed to dive a bit deeper, to get away from environmental interference.

Ducimus
04-17-07, 04:18 AM
All the people complaining about hydrophones not working at periscope depth, i have to wonder if they have their periscope up at the same time.

Jungman
04-17-07, 06:41 AM
You can make the hydrophones to work at a bit shallower depth. I did. I just changed the three variables in Sensors_US.sim from -6, -6, -9 to -5, -5, -8. Now you can get the hydrophones to work at about 43 feet instead of the previous 54 feet depth.

The values are for the Max_Sensors_Height -6 to -300 for Min_ (not Min_Elevation)

Easy to do. I was going to release it as a Mod (anyone can make the chages easy enough) but not really worth it until the patch 1.2 is out due to changes in that file.

I do not know if it is 'cheating' to do this. I just thought it would be nice to have the passive sonar to work at the same depth as periscope, instead of having to go down about 9 more feet to pick up the sounds again.

Faamecanic
04-17-07, 07:48 AM
I have no staged stressed-hull sounds when I dive, and when I approached crush-depth there are no sounds with the glass being smashed or the electics fizzing. Is this to do with the sound levels being ignored? All other sounds are fine. And while I'm on the subject, my crew don't get worried like they did in SH3 when I approach crush-depth. Is this normal?:-?
I have no sound either. The 'Diving too Deep, Sir' is only played at the old SH3 depth level which is much deeper than the US Sub could dive. The creaks are also tied to the old SH3 depth levels, which you will never experience unless you are crash diving to your death too deep. Then they play (lucky you get two to play). They need to be adjusted for Sh4.

I neither hear the water pipe breaking, glass, electric sparks, etc. Nothing.

Now that is just great. :nope:

Same here....I was wondering why I only had the Stage 1 hull creaking sounds as I was passing well below the crush depth of my Tambor class.

This is really Garbage guys.... Im sorry. Just like SH3 there are errors that are not even CODE related that were not fixed. By saying not "code related" I mean items that modders can fix in .cfg files that do not require a sdk. This is UNEXCUSEABLE.

I really hope they will fix 99% of the bugs...but with the unfinished state that SH3 was left in after 4 patches.... I seriously doubt SH4 will be fixed. :down:

Uber Gruber
04-17-07, 07:59 AM
Why not try the 1.2 patch yourself, it might answer your questions. Get it from: ftp://download23.gamershell.com/pub/...nter_4_1.2.zip (ftp://download23.gamershell.com/pub/pc/gamershell/patch/silent_hunter_4_1.2.zip)

ReallyDedPoet
04-17-07, 08:32 AM
Nice:up:

micky1up
04-17-07, 09:22 AM
is that the official 1.2 patch or a duff one?

Arrowhead2k1
04-17-07, 09:29 AM
I'm 99% sure that it's official. It works great!

HornetsHelm
04-17-07, 09:31 AM
Cool:|\\