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Grunt
04-21-07, 09:24 PM
Wow, thats quite a list of bu...er...undocumented features.

One I would add is the lag that exists as you exchange one torpedo type for another in the crew/equipment/torp screen while in base.

Bane
04-21-07, 09:29 PM
Okay, I waited until 1.2 before playing for the first time, which I did this afternoon/evening. I'm about halfway through my very first patrol and here's what I've noted to be buggy so far (importance varies):

---

1. Return To Course button: sometimes issues All Stop order the first one or two times you press it, sometimes works correctly.

2. Load/reload of a savegame: the telegraph is set to Stop, the engines are off and the boat is coasting down to zero knots from whatever speed you were running at when you saved.

3. Load/reload of a savegame: the boat doesn't follow your plotted course. Once you start the engines again (see item 2) it will continue on in a straight line and not follow your waypoints unless you issue the Return To Course order (see item 1).

4. Message Log: doesn't retain it's position or transparency settings between sessions.

5. TBT: I saved while looking through the TBT which resulted in the game locking up, except for the HUD. I could switch between the stations (meaning I could see the different station's buttons, the view through the TBT was frozen) but none of the buttons worked.

6. Mouse wheel: it's supposed to zoom in the free camera mode but doesn't. I can't get it to zoom no matter where I try to use it. All I can get it to do is raise and lower the binocs.

7. Flashes: I get the flashes on the ocean surface as well.

8. Chronometer: pops up on the Nav Map when I reach x512 TC for some reason. Most likely working as designed to show the passage of time, just undocumented.

9. Downed pilots: the watch crew calls them merchants.

10. Narcoleptic crew: I loaded a save and went through the motions to get the boat moving again (see items 2 and 3). Only this time when I ordered ahead standard I was told they 'cannot comply'. After trying a few times I checked on the crew and the entire shift was asleep! WTF?! I have not ordered battlestations even once yet, so there's no way I left them there by accident.

11. Mouse look: isn't retained after raising/lowering the binocs. I'm looking around with the mouse, mouse wheel up to raise binocs, mouse wheel down to lower binocs, mouse look is turned off.

12. Radar?: first boat, Porpoise class. No radar installed, yet there's one spinning around in circles on the foredeck. Is that not radar? Looks like radar to me (port side). (http://img.photobucket.com/albums/v474/Bane_v2/Games/Silent%20Hunter%20IV/SH4-001.jpg)

13. Radar?: whatever that thing is spinning in circles on my foredeck it doesn't complete a full rotation. It gets about 3/4 of the way around or so and then jumps back to it's starting position. When on the bridge looking forward you can't help but notice it even if you're not looking directly at it.

14. Rudder rudder!

15. Vocal feedback: the crew seems a little mute when acknowledging my orders. Is it all working?

---

I've played a grand total of maybe three to four hours and I've already got this sad bug list growing. Maybe I should've waited for 1.3...

Specs and settings
AMD FX-51 @ 2.2GHz
2GB Kingston HyperX DDR400 RAM
Sapphire Radeon X1950 Pro 512MB on Cat 6.12
XP Home (fully updated)
SH4 1.2 (green lamp mod v1.2 only, activated after patch)
-
1280 x 1024 fullscreen
'high' graphics setting
no AA at the driver level
-
25fps outside above water
35fps outside below water
50+ fps below decks

LukeFF
04-21-07, 09:43 PM
Another one I've noticed (sorry if it's been mentioned already):

Watch officer calls out visual contacts as soon as you raise the periscope. Err, what? Is someone else looking through the periscope at the same time as me?

akdavis
04-21-07, 10:45 PM
Okay, I waited until 1.2 before playing for the first time, which I did this afternoon/evening. I'm about halfway through my very first patrol and here's what I've noted to be buggy so far (importance varies):
12. Radar?: first boat, Porpoise class. No radar installed, yet there's one spinning around in circles on the foredeck. Is that not radar? Looks like radar to me (port side). (http://img.photobucket.com/albums/v474/Bane_v2/Games/Silent%20Hunter%20IV/SH4-001.jpg)

13. Radar?: whatever that thing is spinning in circles on my foredeck it doesn't complete a full rotation. It gets about 3/4 of the way around or so and then jumps back to it's starting position. When on the bridge looking forward you can't help but notice it even if you're not looking directly at it.

I made the same mistake. I assumed it was SD radar, but it's not. It is the hydrophone, but here's the bug: it rotates when you are on the surface and sits still underwater. :hmm: Also, as you have noted, that animation is broken.

And if you have radar installed, well, those don't rotate while they are on continuous search. (Haven't checked to see if they rotate underwater. lol)

Another one I've noticed (sorry if it's been mentioned already):

Watch officer calls out visual contacts as soon as you raise the periscope. Err, what? Is someone else looking through the periscope at the same time as me?

LukeFF, I'll call that one a poorly implemented feature. If the crew didn't spot contacts with the periscope, you'd have to cruise around blind at periscope depth while under time compression. Obviously, it should work as with sonar/radar and call out contacts at a reasonable rate of rotation.

Bane
04-21-07, 11:36 PM
I made the same mistake. I assumed it was SD radar, but it's not. It is the hydrophone, but here's the bug: it rotates when you are on the surface and sits still underwater. :hmm: Also, as you have noted, that animation is broken.

And if you have radar installed, well, those don't rotate while they are on continuous search. (Haven't checked to see if they rotate underwater. lol)
Ahh, I see. Thanks for the clarification! I'll keep an eye out for any more animation bugs as well.

SUBMAN1
04-22-07, 02:08 AM
Bug list v2. Most bugs listed here have been mentioned by more than one poster.


12) AA gun repair bug still there – AA gun doesn’t repair. Dragon – I haven’t had this issue.. anyone else? I can confirm this. Also, if all you have are quad 50's (on an S-18), your crew won't even fire at attacking aircraft. They got hurt watching a zeke straf them! Damaged the quad 50's and no matter how much crew dedicated to damage control, the 50's were still shown as damaged.

14) Dive planes don’t even come down anymore after a few dives and surfaces. I just played a whole mission in an S-18 - dive planes worked the whole way through for an entire month patrol.


17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts. This problem was in SH3 too.

18) Dive planes are still horribly broken, everytime without fail around halfway through a patrol the Bow planes will look inverted and refuse to even move like they should. Anyone else have this issue? Not yet.

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. I couldn't even get it to turn on in an S-18.

20) Hydrophones still do not work at periscope depth. This is normal. You are to close to the surface for the sound to travel properly.

26) making the TDC speed function bring up a "magic watch" to give the casual player an estimated speed of target. This is my #1 complaint. I want the wath to work!!!

32) Anonmalies with torpedo damage... may be a "feature". Example 8 torpedos + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. How about stuck torps? I launched 4 torps, but one apparently hung around my sub and never left. Upon 3 successful hits, I surfaced into my torp. Blew up in my face, but didn't hurt my sub. Strange bug that one.

39) Campaign retirement – feature or bug? Should be an option.



Just my 2 cents.

-S

akdavis
04-22-07, 02:09 AM
Well, after extensive testing, I can confirm that the magnetic detonators just flat out don't work. It's not that the settings are switched. They just don't work, even with duds unchecked. If you think you are getting hits with magnetic detonations, it is probably just that the ship is dipping down into the line of fire, or if you are using the RM drafts, then the depth setting is not actually beneath the keel (the RM dimensions are wildly wrong).

I thought perhaps it was simply the screwy dimensions that were impeding the magnetic detonator, but I have now tested with the dimension fix and that is not the case.

Many, many tests with the Mogami and the freighter in the training missions. Torpedos will not detonate beneath the keel. Also tried a few tests with later marks of torpedo. Same results.

Combine this with the bad dimensions and we've got another core aspect of the game that is just flat broken. :damn:

I also think 1.2 might have removed all dud (prematures, deep running, erratic/circular) behavior from the Mk. XIVs, although that would require more testing. Possibly they do run deeper than with duds turned off.

This is normal. You are to close to the surface for the sound to travel properly.


Unfortunately not. Hydrophones are set to start working at the arbitrary depth of periscope depth for Gato/Balao sized subs. They seem to have overlooked the smaller subs when deciding what this arbitrary depth would be.

DragonRR1
04-22-07, 06:21 AM
Bug list v3. Most bugs listed here have been mentioned by more than one poster. Protection bugs have not been listed nor have probable hardware/driver issues. There may be duplicates! I have made no attempt at prioritising the list. I have not experienced all the bugs listed.


1) Just crossed the international date line from Pearl to Japan. Attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg. Possible mod fix for this issue.

3) I noticed a minor rendering issue with 1.2: Seems the UZO view doesn´t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) The stuttering is back it seems? May not be a bug.

6) Patch 1.2, After installing the new patch the DD's don’t use their searchlights anymore!

7) Unconfirmed: Just encountered a CTD while surfacing and lowering the attack periscope at the same time.

8) Chronometer still doesn’t work.

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) If volumetric fog is enabled the deck crew still appears transparent after some minutes. See also (31.)

12) AA gun repair bug still there – AA gun doesn’t repair. Dragon – I haven’t had this issue.. anyone else? Confirmed as a problem in 1.2 by Subman1.

13) Numpad del no longer works. Warhawk comments that this does work for him… anyone else?

14) Dive planes don’t even come down anymore after a few dives and surfaces. Dragon – not seen this, Subman1 – not seen this.

15) Still getting CTD errors while in navmap during campaign (not mentioned by everyone)

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard. There is confusion on this issue.

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts. Apparently a bug in SH3 too.

18) Dive planes are still horribly broken, everytime without fail around halfway through a patrol the Bow planes will look inverted and refuse to even move like they should. Anyone else have this issue? Protection system bug?

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. S-18 – doesn’t turn on.

20) Hydrophones still do not work at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc.

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers seem somewhat uninterested..

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Being able to open multiple outer doors and having the sound effect play

26) Making the TDC speed function bring up a "magic watch" to give the casual player an estimated speed of target Is this the Chronometer issue?

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate.

28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings not remembered, crew asleep when they weren’t before etc..

29) The deck gun doesn't repair.

30) There is no obvious visual way to ascertain true damage to the sub.

31) The ghost crew issue - crew are slightly transparent all the time with full settings and like ghosts in fog. The conning tower is transparent or semi transparent when using the periscope.

32) Anonmalies with torpedo damage... may be a "feature". Example 8 torpedos + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Buttons still missing like weather, rank, how long distance at this speed, id target.

34) Message log delay problem.

35) The sub not responding to waves correctly especially in rough seas. The wake behind the sub, especially in rough seas, floats above the waves.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets.

37) Fix open all tube doors. There is a mod which does fix his issue however.

38) Fix the radar and sonar – There may be a mod fix for this.. I (Dragon) haven’t tried it yet.

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft.. the skies are full of them! Far too many attacks. – there is a workaround for this in the mods forum.

41) Aircraft flight model – Collide with mountains rather easily and there is a tendancy for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Radar shown on external view whether the sub has one or not - Hydrophone. Also there is an animation bug – it doesn’t do a full rotation. Animation – it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.

46) Clouds are far too speedy. Possible Mod fix for this.

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”.

57) Is the Torpedo depth gauge running in metric when imperial settings are used?

tomoose
04-22-07, 09:16 AM
......is there any indication/info from Ubi that they are even working on another patch? (1.3, 1.4 etc ad naus)??? Are we posting bugs for nothing?

I don't have any mods installed yet as I knew they would cause issues with upcoming patches whether rolled back or not (lessons learned from SH III)! Despite the slight improvements with 1.2 I'm going to leave this game for a while and stick with SH III.

I think yougamers review is probably the most accurate so far (http://www.yougamers.com/reviews/2688_silent_hunter_4_-_wolves_of_the_pacific-page1/ ).

I'm surprised at some of the glowing reviews when it first came out considering the glaring issues that were so obvious.

Is it just me or does Ubi seem to get away with this kind of thing all the time?:hmm: :shifty:
Is this the straw that breaks the Ubi camel's back or do we repeat this procedure with the next Ubi product? I say that knowing full-well I enjoy my games as do we all. Having said that I returned Brothers In Arms many many moons ago as I considered that a flawed product (aka: a console game trying to pass as a PC game). OK, my rant is done, phew!! ;)

Bane
04-22-07, 09:36 AM
Here's a couple more from this morning:

---

16. Watch crew 'spots' ships in a friendly port. Surely they can be made to stop reporting contacts in this situation or they're all going overboard.

17. Any realism options you set from the main menu are not retained when you start a career. You have to set them again from your office to get them to stick.

---

Can anyone else confirm at least items 1, 2 and 3 from my post above? All those things happened again this morning, except this time the Return To Course button issued All Stop every time I pressed it. I had to move a waypoint on the nav map to get them to follow my plotted course.

tener
04-22-07, 09:44 AM
here,s one.
if u hit the jap mini sub with a torp it spins and flys over the land for ages.it just sank before the second patch.:-?

Krupp
04-22-07, 11:03 AM
(Propably mentioned before, but it is a such a serious matter that one cannot underline it too much).

1. Game doesen't convert from metric to imperial, when using manual TDC targeting.

2. It also gives us wrong dimension for some ships in the cfg-and sim-files.

3. Watch officer gives us the range that is too short compared to the actual distance to target.


Together these features makes the firing data awfully faulty. I have made some test to prove these arguments.
-------------------------------------------------------------------------------------
Test with the original cfg-files (data/sea/**)

Imperial:(at the range of 1094 yards or 1000m, Nagara Maru)

Attack scope---Observation scope---Watch officer
813----------------816-----------------2953(feet), should be 3280 feet

Metric: (at the range of 1000 meters, Nagara Maru)

Attack scope---Observation scope---Watch officer
813----------------812---------------900(meters), should be 1000 meters

We see that all the ranges are similar, no convertion happened (exept convertion from feet to meters, why feets? They should be given in yards).

---------------------------------------------------------------------------------------
And to point out the faulty ship dimension in the cfg files, I'll repeat the same test with the corrected cfg- and sim-values, using the mod I made. You can get the corrected files from here: http://www.subsim.com/radioroom/showthread.php?t=109953

With the "JP Ship Dimension Fix":

Imperial:(at the range of 1094 yards or 1000m, Nagara Maru)

Attack scope---Observation scope---Watch officer
989-----------------998-----------------2953(feet), should be 3280 feet)

Metric: (at the range of 1000 meters, Nagara Maru)

Attack scope---Observation scope---Watch officer
989----------------1003---------------900(meters), should be 1000 meters


Now we see that the metric values are very close to that 1000 meters measured in the mission editor. But the imperial and metric values are still the same (metric).
------------------------------------------------------------------------------------------

So, looking these values, we see that changing the scale to Imperial, doesen't take effect in the periscope stadimeter values, only metric scale gives us the right distance, when using manual targeting.

But, the Watch officer's range is wrong anyway by 10 %, with both, imperial and metric scale.

We can also see, that the ship dimensions are incorrect in the original form.

Good thing is, that even though the "Ship Dimension Fix" mod doesen't help Imperial-scale users (obviously, how could it magigally convert the meters to yards correctly), it fixes the range for metric-scale users.

The data used to fix the ship dimensions are from the developers themselves, in a form of a printed manual that came with the collector's edition. Only the heavy cruisers Maya and Takao had incorrect mastheight's, which had to be shortened 3 more meters to get a more precise range.

One more concern, is that the heights of the ships weren't the only dimension that needed fixing. Draught is the one that causes the biggest headache, the draught values, even when they are correct they don't correlate how deep the ships swim in the water. That makes the using of magnetic exploders all but useless, as far as they work at all.

Even thought it is a slim hope that any developer ever will read these, I thought to post this information here too. Other fellow skippers roam this forum thoroughly, so you propably are aware of it.


Krupp

DragonRR1
04-22-07, 12:20 PM
Here's a couple more from this morning:

---

16. Watch crew 'spots' ships in a friendly port. Surely they can be made to stop reporting contacts in this situation or they're all going overboard.

17. Any realism options you set from the main menu are not retained when you start a career. You have to set them again from your office to get them to stick.

---

Can anyone else confirm at least items 1, 2 and 3 from my post above? All those things happened again this morning, except this time the Return To Course button issued All Stop every time I pressed it. I had to move a waypoint on the nav map to get them to follow my plotted course.
I've taken the liberty of including some of your issues in the long list I've compiled. I can confirm 2) and 3) but I've put a general item that save games don't remember a lot of settings.

leeclose
04-22-07, 12:21 PM
Just wondering if any one was having random CTD's ive had a few since the new patch mostly when attacking convoys or single ships and occasionally when transitting from PD to surface:hmm:

DragonRR1
04-22-07, 12:31 PM
@leeclose

I haven't had any CTDs since 1.2 but I did have some like yours with 1.1. I installed 1.1 over the top of a "played" 1.0. A few people with similar issues claimed a fresh install helped. With 1.2 I did a completely clean install even deleting the SH4 folder in documents and settings.

leeclose
04-22-07, 12:56 PM
Yup had the same with 1.1 thats why i did a fresh install then did the 1.2 patch i'll wait and see if i get any more.

Bane
04-22-07, 01:32 PM
I've taken the liberty of including some of your issues in the long list I've compiled. I can confirm 2) and 3) but I've put a general item that save games don't remember a lot of settings.
I see that now, #28. Thanks for the confirmation, I was hoping it wasn't just me.

No CTD's with 1.2 yet. I installed, patched to 1.1, then 1.2 and then started the game for the first time.

E.Hartmann
04-22-07, 04:05 PM
This is a worthless thread is it not? The bugs in 1.1 are the same in 1.2. They never fixed the AA gunners view, or a host of other campaign issues with torps running a wrong depths, flying subs, etc.

OH wait! Yes they did. We got FSAA.. Ok all is good now.

Anyone seen a real patch please notify me ASAP! :rotfl:

Elder-Pirate
04-22-07, 04:08 PM
My NA must still be a rookie ( I mean after all he's just been on 4 patrols ) for he still calls 15 meter seas as 4 meters. I know its the NA, for the SH4 Devs would'nt do such a thing. :roll:
http://i4.photobucket.com/albums/y116/oleman/Noway4meter.jpg



Also the ship builders of these Tambor class submarines must of screwed up the AA operators vision port and starboard ( still in 1.2 patch ), I know its not the SH4 Devs fault. :roll:
http://i4.photobucket.com/albums/y116/oleman/AAgunnotfixedin1.jpg


Again the boat builders of these Submarines can't seem to figure out full RPM from 0 RPM. I know its not the SH4 Devs fault. :hmm:

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

Right PV ?

And please do not refer me to a mod that may fix these for it was your job in the first place.

E.Hartmann
04-22-07, 04:09 PM
Just wondering if any one was having random CTD's ive had a few since the new patch mostly when attacking convoys or single ships and occasionally when transitting from PD to surface:hmm:

usually my CTD are relate to TA. Trying to come out of it before I beach myself or colide with friendly shipping. I hit the NORMAL key too much I gues and it CTD.

E.Hartmann
04-22-07, 04:13 PM
I think the ship keel depth in the manual is way off. Manual saying the keel of X ship is 24 ft, I set a torp to 18 ft and it goes under the keel clearing by 4 or more feet. This has happend in calm smooth waters.
I know the devs were modding several "realisms", but I have a hard time believing that they modded torpedoes not running proper depth... Unless, there is someone in the "know" who can confirm this.

:yep:

Could the problem be that the torp depth guage on the TDC is in meters instead of feet????

I've had the same problem...get the draft from the manual (in feet), set the torp depth 3 to 5 feet below the keel, then fire. Each time, the torps run on target, but misses significantly below the keel.

With this in mind, I happened to be looking at the IPN poster that came with my game and noticed all the draft entries for each ship were given in meters. This gave me the idea that the torp depth gauge on the TDC could be in meters instead of feet. Now when I set the torp depth to 1 or 2 meters below the metric eqivalent of the imperical draft entry given in the manual, my torps have begun detonating below the keel as expected (as long as my firing solution is solid).

One more reason why I hate Imperial versus MEtric. I mean come on!! If they new this was a WWII US Subsim they should have put signs all over "REMEMBER TO USE IMPERIAL ON EVERYTHING AND NOT METRIC" The bad thing is even teh freak manual is in metric and blows the whole damn realism thing for me. :down:

E.Hartmann
04-22-07, 04:21 PM
I've got a merchant here; that I put a torpedo

into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard. This is something that should be corrected.

Here is the one I like. The torps still lag behind when on FAST (what did this patch fix?) and it blew off his rudder and props. Well those ole boys in that boat must havedropped paddles somewhere because that boat jsut kep going and zigzagging like I never hit him at all. I jsut watched as he sailed off in the sunset laughing the whole time "Stupid American Swine! You can't stop the Empire"

leeclose
04-22-07, 04:57 PM
Hmm i just had to put 5 fish into a DD to make the bugger stop and at that had to surface and take him out with me deck guns:damn:

subsimlee
04-22-07, 08:13 PM
Although there are issues yet unresolved with the 1.2 patch, there is not doubt the graphic controls we have been given ( thru our video card control panels usually ), greatly improve the appearance of the sim and therefore the sense of immersion BUT this having been said, there is NO SENSE OF IMMERSION ON THE WINDOWS DESKTOP !!!!!! The CTD s that patch 1.2 has introduced into the sim are totally unacceptable and MUST be addressed by the Devs as soon as possible ! I am not a flamer or intend to become one, but the state of my SH4 sim NOW is enough to make me spit.... All other problems pale in the face of random CTD s !

Pax
04-23-07, 02:38 AM
I have encountered a bug with the observation periscope in rough seas in an S-18: Being submerged 11m with the periscope clearly sticking out of the water, when looking through the scope it is constantly under water. No similar problems with the attack scope.

maerean_m
04-23-07, 03:05 AM
:ping: Have a look at http://www.subsim.com/radioroom/showpost.php?p=508996&postcount=19 for an workaround to use stadimeter in imperial measurement system.

The General
04-23-07, 03:20 AM
If you go to the Ubisoft website there's a book you can order for $29.99 called; 1,024 Workarounds for Silent Hunter 4. If you mention Neal you get 1% off!

Bargain! :up:

Scoochy
04-23-07, 03:35 AM
If you go to the Ubisoft website there's a book you can order for $29.99 called; 1,024 Workarounds for Silent Hunter 4. If you mention Neal you get 1% off!

Bargain! :up:

The Canadian book only has 52 work arounds though, and no bonus items. :lol:

mcoca
04-23-07, 03:48 AM
Two more problems I found, and have already described in the mod forum:

A developer "cheat" to reset the weather is still present in the release. Press Ctrl-N from the bridge or periscope to get automatic "average" weather. See http://www.subsim.com/radioroom/showthread.php?t=112806
Some ships can't fire their guns, presumably because they "think" the hull or rail obstructs the firing path. This includes the Subchaser with its main gun and, as far as I can tell, half the turrets in the Akizuki destroyer. See http://www.subsim.com/radioroom/showthread.php?t=112853

TopcatWA
04-23-07, 05:32 AM
:roll: After doing a fresh re-install & upgrading to the 1.02 patch & starting a new career I am finding the nav map is getting streaky lines through it like a TV screen that has not been tuned in.
This started to happen half way through my first patrol (initially it worked fine). The problem started to occur after I saved the game & reloaded the save. I never had this problem with the 1.01 patch so I don't think it is a video card problem since all the other game features work fine.The only mod I'm running which alters the menu 1024_768.ini file is the mini-chronometer.
To eliminate that as causing the error, I removed the mod but the nav screen error still remains. It only happens intermittently & usually cures itself if I reload the saved file. (sometimes more then once).
Any ideas what's causing the problem since it worked fine up until I installed the 1.02 patch. (note: I've already tried downloading & installing another patch incase the original had corrupt files but this has not solved the problem)

DragonRR1
04-23-07, 09:05 AM
Bug list v3b

Changelog:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the international date line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod fix for this issue.]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn´t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 (http://www.subsim.com/radioroom/showthread.php?t=112400) ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) REMOVED.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]

7) REMOVED.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) If volumetric fog is enabled the deck crew still appears transparent after some minutes.
[See also 31.)]

12) AA gun repair bug still there – AA gun doesn’t repair.
[Dragon – I haven’t had this issue.. anyone else? - Confirmed as a problem in 1.2 by Subman1.]

13) REMOVED.

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 (http://www.subsim.com/radioroom/showthread.php?t=112950) ]

20) Hydrophones still do not work at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc.

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?p=509856&posted=1#post509856 (http://www.subsim.com/radioroom/showthread.php?p=509856&posted=1#post509856) and this http://www.subsim.com/radioroom/showthread.php?t=112853 (http://www.subsim.com/radioroom/showthread.php?t=112853)

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Being able to open multiple outer doors and having the sound effect play

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before etc..

29) The deck gun doesn't repair. Several posters have commented on this.

30) There is no obvious visual way to ascertain true damage to the sub.

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and like ghosts in fog. The conning tower is transparent or semi transparent when using the periscope.

32) Anonmalies with torpedo damage... may be a "feature". Example 8 torpedos + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod/workaround for this but there doesn’t seem to be a good reason for the issue]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub, especially in rough seas, floats above the waves.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets.

37) Fix open all tube doors.
[There is a mod which does fix his issue]

38) Fix the radar and sonar
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft.. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendancy for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.

46) Clouds are far too speedy.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
[I own the game, do not use any no-cd or other antiprotection systems and have see the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

mookiemookie
04-23-07, 09:11 AM
Although there are issues yet unresolved with the 1.2 patch, there is not doubt the graphic controls we have been given ( thru our video card control panels usually ), greatly improve the appearance of the sim and therefore the sense of immersion BUT this having been said, there is NO SENSE OF IMMERSION ON THE WINDOWS DESKTOP !!!!!! The CTD s that patch 1.2 has introduced into the sim are totally unacceptable and MUST be addressed by the Devs as soon as possible ! I am not a flamer or intend to become one, but the state of my SH4 sim NOW is enough to make me spit.... All other problems pale in the face of random CTD s !
You say you're getting random CTDs but don't list any system specs or things that you're doing when these CTDs happen, all while screaming and making demands of the developers to magically know what the problems you're having are and to fix them "NOW!"

That's pretty unproductive.

I am not a flamer or intend to become one, but the state of my SH4 sim NOW is enough to make me spit.... All other problems pale in the face of random CTD s !
:roll:

I guess I'll go back to playing now. BTW, 30-50 hours of playtime on 1.2 with not a single CTD. :cool:

U-4053
04-23-07, 09:48 AM
I do not know if anyone else is experiancing this but I did a clean install twice yesterday and still I am having the same problem.
With the 1.2 patch I start a carer as normal, then when I reasch the Japanese coast I encounter an unknown object coming in, most likely a plane, so I hit the crash Dive button expecting to emergency dive to a safe depth.
Instead , the engins shut down and the sub goes dead in the water until I click the engine's again to start moving and I have to manually dive.
I have not encountered any Jap planes yet since the reinstall , but last known encounter the planes did unusual cartwhels in the are and crshed into the water next to my sub.
I htought this was a glitch , but it happened continually.



Charlie

mookiemookie
04-23-07, 09:54 AM
I do not know if anyone else is experiancing this but I did a clean install twice yesterday and still I am having the same problem.
With the 1.2 patch I start a carer as normal, then when I reasch the Japanese coast I encounter an unknown object coming in, most likely a plane, so I hit the crash Dive button expecting to emergency dive to a safe depth.
Instead , the engins shut down and the sub goes dead in the water until I click the engine's again to start moving and I have to manually dive.
I have not encountered any Jap planes yet since the reinstall , but last known encounter the planes did unusual cartwhels in the are and crshed into the water next to my sub.
I htought this was a glitch , but it happened continually.



Charlie

That is really odd. Are you using any mods that remap the keys? I have had no problems pressing "C" to crash dive.

Did not notice the plane issue in SH4. However I did get that behavior once in SH3 while playing a multiplayer mission...never knew what caused it then either.

tycho102
04-23-07, 12:21 PM
I've just run into two bugs.

One was fuel range. I have pictures documenting this but I'll have to get them posted tomorrow. Took some minor damage from a cargo boat while my deck gunners were getting practice. Got that all patched up and found I couldn't go more than 6000km with over a half-tank of diesel -- regardless of 1/3 or 2/3's speed. For the entire rest of the patrol, I've been running out of diesel way before what I should be. The cargo boat didn't do *that* much damage.

Plus, I am unable to "end patrol". I have pictures of this one, too. Still haven't finished the patrol even though I've completed about 5 objectives. DUDE. Boats were NOT out there for 6+ month "patrols" in 1943 -- I need to be able to end my patrol.


version 1.2, depth mod, battery mod, limited fuel and batteries, USS Balao out of Brisbane early '43, unable to get "end patrol" selection upon returning to either Pearl or Brisbane.

DragonRR1
04-23-07, 01:46 PM
I've just run into two bugs.

One was fuel range. I have pictures documenting this but I'll have to get them posted tomorrow. Took some minor damage from a cargo boat while my deck gunners were getting practice. Got that all patched up and found I couldn't go more than 6000km with over a half-tank of diesel -- regardless of 1/3 or 2/3's speed. For the entire rest of the patrol, I've been running out of diesel way before what I should be. The cargo boat didn't do *that* much damage.

Plus, I am unable to "end patrol". I have pictures of this one, too. Still haven't finished the patrol even though I've completed about 5 objectives. DUDE. Boats were NOT out there for 6+ month "patrols" in 1943 -- I need to be able to end my patrol.


version 1.2, depth mod, battery mod, limited fuel and batteries, USS Balao out of Brisbane early '43, unable to get "end patrol" selection upon returning to either Pearl or Brisbane.

Did you get minor damage to the engines or fuel tanks? I've had a similar issue and assumed it was down to the "true" damage done.

U-4053
04-23-07, 02:29 PM
I had the key fix last time but didnt put it back into the game when I reinstalled it yesterday, And I can crash dive all the way up till I get off the Japanese Coast, then It stops working, when I hit the " c " key the sub's Engines will just shut off until I manually start them again, and I have to dive manually after that occures.
I did thry the mapping key Mod but discarded it when I didnt like the configration, but that was before the clean install.


Charlie


PS:

Anyone else with the acrobatic japanese planes off teh coast of Japan ?

AVGWarhawk
04-23-07, 03:10 PM
I had the key fix last time but didnt put it back into the game when I reinstalled it yesterday, And I can crash dive all the way up till I get off the Japanese Coast, then It stops working, when I hit the " c " key the sub's Engines will just shut off until I manually start them again, and I have to dive manually after that occures.
I did thry the mapping key Mod but discarded it when I didnt like the configration, but that was before the clean install.


Charlie


PS:

Anyone else with the acrobatic japanese planes off teh coast of Japan ?

I have heard some instances of a rouge NO CD crack that cause this. Pirated discs as well. If these two are not the issue with your game, I have read many threads that stating a complete reinstall and just putting patch 1.2 corrects the problem.

The General
04-23-07, 03:34 PM
I have a few bugs to add:

1) You are able to add crew to the Damage Contol section whilst docked. Giving you more crew aboard than was historically accurate.

2) Clicking on 3D objects like the T.D.T. does not allow you to access them, as was possible in SH3.

3) Is the radar screen supposed to be blank when you have a SD Radar fitted?.

4) Radio messages are recieived underwater (any depth).

5) Watch-Officer freezes up, with arms outstretched.

6) The 'All Messages' Board does not display the messages you send and should.

7) I would like to reconfirm that some ships do not stop when their rudder and Props are destroyed.

dkunath
04-23-07, 04:06 PM
I finally managed to repair the deck and aa guns. It took a long time and I think the key here is too make sure the damage crew aren't active while submerged and the crew managing the guns aren't actived.

Dwayne

DragonRR1
04-23-07, 07:34 PM
Silent Hunter 4 - Bug list v3c

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod fix for this issue.]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) If volumetric fog is enabled the deck crew still appears transparent after some minutes.
[See also 31.)]

12) AA gun repair bug still there – AA gun doesn’t repair.
[Dragon – I haven’t had this issue.. anyone else? - Confirmed as a problem in 1.2 by Subman1.]

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 ]

20) Hydrophones still do not work at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc.

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 (http://www.subsim.com/radioroom/showthread.php?t=112904) and this http://www.subsim.com/radioroom/showthread.php?t=112853 (http://www.subsim.com/radioroom/showthread.php?t=112853)
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Being able to open multiple outer doors and having the sound effect play

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before etc..

29) The deck gun doesn't repair. Several posters have commented on this.

30) There is no obvious visual way to ascertain true damage to the sub.

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and like ghosts in fog. The conning tower is transparent or semi transparent when using the periscope.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod/workaround for this but there doesn’t seem to be a good reason for the issue which is still present to some degree in 1.2]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub, especially in rough seas, floats above the waves.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets.

37) Fix open all tube doors.
[There is a mod which does fix his issue]

38) Fix the radar and sonar
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft.. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.

46) Clouds are far too speedy.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
[I own the game, do not use any no-cd or other anti-protection systems and have see the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)

62) Radio messages can be received underwater.

63) Messages sent are not shown when “all messages” is selected.

64) Some shipping does not stop following loss of all props & rudder.

Provisional not included, need confirmation:

a)Query whether the radar screen should be blank with SD radar fitted.

b)Watch officer freezes up with arms outstretched.

c)Should you be able to add a damage crew to the ship when docked? Provides more crew than Historical.

leeclose
04-23-07, 07:44 PM
Heres another one to add to the list the sides of my TBT binocs are no longer there with the 1.2 patch where as before it was a solid border hope the piccy below helps. Oh and iver tried a fresh reinstall etc and still doing it.


http://i159.photobucket.com/albums/t128/leeclose/SH4Img21-4-2007_17.jpg

jhelix70
04-23-07, 07:55 PM
I put this in the main forum but realized it really belonged here.
Ever had enemy destroyers detect you on the surface way before you even see them? When you first sight them they are already headed straight for you. There is a reason.

There are two types of japanese radar are modelled in the game: type 13 which is only air search and type 21 which also detects surface targets. The bottom line is:

AIR SEARCH RADAR ON JAPANESE SHIPS IS DETECTING SURFACE TARGETS (IE. INCLUDING OUR SUB). See the mods forum for the thread detailing the detection of the problem.

The same bug exists for the radar on US subs. The problem is the air search radar is available much earlier than the type 21, so many enemy ships currently have an unrealistic detection capacity in the early war era, '42 to '43.

A possible fix is to put a "NULL" entry on the air search (type 13) radar for all ships while we figure out the radar error. This is done individually for each ship in a file called: Sea/Shipname/Shipname.sns

Special thanks to tater for helping me to nail this down.

UPDATE: Another was to fix this is to bork (disable) the type 13 radar in the AI_Sensors file (located under the library folder). You need a hex editor or the sh3 minitweaker. I changed the max range of the type 13 radar from 10000 to 1.

akdavis
04-23-07, 09:29 PM
Mogami during training school mission:
http://img339.imageshack.us/img339/3166/torp1wi8.jpg
Torpedo is not visible above as it has disappeared in the brief moment before detonation. Set to contact only. Setting was double-checked. There is no difference between contact-only and magnetic influence.

Something is fundamentally wrong with torpedos and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.

Torpex752
04-23-07, 10:35 PM
POSSIBLE Silent Running bug:

I was being tracked by four DD's..I was rigged for SR at battle stations with my DC team activated. I could not shake the DD's UNTIl I deactivated the DC team. Within minutes the DD's lost the scent. So I am not sure, but it was retested 2 times and each time it proved to work.

Frank
:cool:

LukeFF
04-23-07, 11:15 PM
There is no A-Scope display when boats (such as the S-class, at least) have only the SD Radar installed. This IS a bug, as this page here illustrates:

http://hnsa.org/doc/radar/part4.htm#pgSD-1

Range Markers on SD Radar display:

http://hnsa.org/doc/radar/img/fig4sd-4.jpg

Scoochy
04-23-07, 11:28 PM
Log book doesn't actually track ANYTHING correctly except the day you leave and the type ships that were sunk. These ships were all sunk throughout the patrol.........rest is self explanitory

http://aycu14.webshots.com/image/15773/2005529923491287423_rs.jpg (http://allyoucanupload.webshots.com/v/2005529923491287423)

LukeFF
04-23-07, 11:35 PM
Log book doesn't actually track ANYTHING correctly except the day you leave and the type ships that were sunk. These ships were all sunk throughout the patrol.........rest is self explanitory
Not to mention, the log book is using the game's internal names for ships, instead of their common names, such as "Medium Old Tanker."

The General
04-24-07, 03:08 AM
I have alot of graphical glitches in my game, like exploded polygons that form lines that stretch from model to the edge of the virtual space. I know it's something to do with my Nvidia 7600 card, 'cos the same thing happens in Tiger Woods '07. Does anybody know what the problem is? I've got the latest driver.

However, in Battlefield 2, with everything turned up to the Max, the game runs perfectly and the graphics are nearly as good as SH4. SH4 doesn't even have dynamic shadows and runs pretty badly. I guess it's the difference between a well made game and a bad one.

Reece
04-24-07, 03:54 AM
This is a fault caused generally by the GPU, could be getting hot or overclocked, try cleaning out the heat sink fins so the fan works better, if changing clock back to standard doesn't help then enter the bios & change video settings, if AGP set to 4x, don't know about PCIE. If all this fails better save your pennies for a new Video card!:)

DragonRR1
04-24-07, 05:12 AM
Silent Hunter 4 - Bug list v3d n

Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod fix for this issue.]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 (http://www.subsim.com/radioroom/showthread.php?t=112400) ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) If volumetric fog is enabled the deck crew still appears transparent after some minutes.
[See also 31.)]

12) AA gun repair bug still there – AA gun doesn’t repair.
[Dragon – I haven’t had this issue.. anyone else? - Confirmed as a problem in 1.2 by Subman1.]

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 (http://www.subsim.com/radioroom/showthread.php?t=112950) ]

20) Hydrophones still do not work at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc.

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 (http://www.subsim.com/radioroom/showthread.php?t=112904) and this http://www.subsim.com/radioroom/showthread.php?t=112853 (http://www.subsim.com/radioroom/showthread.php?t=112853)
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Being able to open multiple outer doors and having the sound effect play

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before etc..

29) The deck gun doesn't repair. Several posters have commented on this.

30) There is no obvious visual way to ascertain true damage to the sub.

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and like ghosts in fog. The conning tower is transparent or semi transparent when using the periscope.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub, especially in rough seas, floats above the waves.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)

37) Fix open all tube doors.
[There is a mod which does fix his issue]

38) Fix the radar and sonar
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft.. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.

46) Clouds are far too speedy.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
[I own the game, do not use any no-cd or other anti-protection systems and have see the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)

62) Radio messages can be received underwater.

63) Messages sent are not shown when “all messages” is selected.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..

66) Log book does not track items correctly – all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display – confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994, http://www.subsim.com/radioroom/showthread.php?t=112684 (http://www.subsim.com/radioroom/showthread.php?t=112684)

Provisional not included, need confirmation:

a) Watch officer freezes up with arms outstretched.

b) Should you be able to add a damage crew to the ship when docked? Provides more crew than Historical.

Krupp
04-24-07, 05:13 AM
I have alot of graphical glitches in my game, like exploded polygons that form lines that stretch from model to the edge of the virtual space.


I have seen this few times too and I also have a 7600 GT. It always happens to a crewmember.

edit: I just opened my pc and holy $%# the amount of dust covering the cooler and all! I could barely see heat sink fins. Looks like I really need to check that more often. CPU temperatures dropped a lot.

DimDoms
04-24-07, 06:26 AM
Provisional not included, need confirmation:

a) Watch officer freezes up with arms outstretched.



I can confirm this.

On another note, thanks for your efforts in putting this together.

Lets hope they get them all in the next patch.

D.:ping:

Egan
04-24-07, 06:44 AM
14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]


I have a similar issue - I wonder if they are related:

When saving underwater, upon reloading the game seems to confuse the dive plane posistion so that the bow planes are down when surfaced and up when dived - except when in the 'up' position the animation seems screwed up and they go all wierd. Avoid it by saving only on the surface.

Also one that I don't think has been listed. I got my rear dive plane tranmission destroyed last night but it really seems to have destroyed the rudder tranmission as diving speeds remained the same but I could no longer turn. They seem to be reversed.

U-Bones
04-24-07, 07:08 AM
I have alot of graphical glitches in my game, like exploded polygons that form lines that stretch from model to the edge of the virtual space. I know it's something to do with my Nvidia 7600 card, 'cos the same thing happens in Tiger Woods '07. Does anybody know what the problem is? I've got the latest driver.

However, in Battlefield 2, with everything turned up to the Max, the game runs perfectly and the graphics are nearly as good as SH4. SH4 doesn't even have dynamic shadows and runs pretty badly. I guess it's the difference between a well made game and a bad one.

Same card, 600W power supply, no problem. If your power supply is 350 or less, it probably struggles to keep your 7600 happy.

Uber Gruber
04-24-07, 07:25 AM
When saving underwater, upon reloading the game seems to confuse the dive plane posistion so that the bow planes are down when surfaced and up when dived - except when in the 'up' position the animation seems screwed up and they go all wierd. Avoid it by saving only on the surface.

I've noticed this also, so i'm pretty sure this should be added to the list.

AVGWarhawk
04-24-07, 08:41 AM
When saving underwater, upon reloading the game seems to confuse the dive plane posistion so that the bow planes are down when surfaced and up when dived - except when in the 'up' position the animation seems screwed up and they go all wierd. Avoid it by saving only on the surface.
I've noticed this also, so i'm pretty sure this should be added to the list.

Probably not a listable thing. This game is based heavily on the SH3 engine and theory. With SH3, if you saved submerged, near ships or at port, upon reload, everything went haywire. Ships appearing inside structures or half sunk, etc.

Rule of thumb in SH3, save: surfaced, out of port, away from ships. This probably applies here as well.

DragonRR1
04-24-07, 09:07 AM
I will be posting... yes I bet you all can't wait :) .. the updated bug list (3e) later tonight.

I do need help on the following issues:

Can anyone confirm that item 61) is actually a bug?

Issue 38) Fix the radar and sonar,... There are other issues which refer to this 2), 19), 67) and 68).. Can someone provide a detailed explanation on what needs fixing that isn’t covered (if anything)?

If anyone knows of any workarounds or mods which fix any of the issues please provide links and I’ll include them in the next (exciting instalment)

Reece
04-24-07, 09:57 AM
If they fix everything in the list in the next patch I will be satisfied, & happy!!:lol: Might take them a few days though!:yep:

Bane
04-24-07, 10:08 AM
Issue 38) Fix the radar and sonar,... There are other issues which refer to this 2), 19), 67) and 68).. Can someone provide a detailed explanation on what needs fixing that isn’t covered (if anything)? Well, for me personally, the first radar you can get on your first patrol for 500 renown doesn't do anything. SD I believe it is. I get no contacts, the station buttons don't do anything, and the 3D interface doesn't do anything either.

If you need more info I'll jump in the game when I get home and provide what you need.

The General
04-24-07, 01:00 PM
Well, for me personally, the first radar you can get on your first patrol for 500 renown doesn't do anything. SD I believe it is. I get no contacts, the station buttons don't do anything, and the 3D interface doesn't do anything either. I can confirm this.

I also wanna add that I made a mistake with the 'All Messages' issue. For some stupid reason, it displays your 'sent' messages at the top of the list. So, you have to scroll the list right back to the beginning to see those messages, which doesn't make sense if you take timelines into consideration.

Also, the issue with the on again, off again searchlights. I found that swithching off volumetric fog seemed to do the trick, which is a workaround and not a real solution. There seem to be so many problems related to the Fog that the Devs really need to do something about that alone.

stuntcow
04-24-07, 01:07 PM
I have been lucky compared to most I guess. Have not had CTD, map issues, the P or C key, and my Torps seem to fire ok. I did have the fuel not lasting problem but guessed that it was due to damage to the tanks and losses of fuel before damage was fixed. I play at 1280x1024 sometimes and 1024x768 when I have it running on my big screen.

Only problem I have had was when I was hit by a plane of the coast of Japan and was heavy in the bow. Had repair teams going full tilt and was able to get everything repaired. Was showing no damage other then the deck gun that would not repair no matter what. Was still down by the bow. I tried to go to P depth and went into a nose dive toward the bottom. Fired off all my forward tubes to liten the weight and back emergency with emergency blow and was just able to make it to surface. Tried sailing at slow speed for days and was never able to get her to leavel off. After shooting down 9-11 planes just to keep from diving, 2 dive planes and a bomber made me dive to P depth and went into another nose dive. Nothing stoped the dive. The damage screen showed nothing damaged all the way to the death screen. No damage, no flooding.

DragonRR1
04-24-07, 01:18 PM
Well, for me personally, the first radar you can get on your first patrol for 500 renown doesn't do anything. SD I believe it is. I get no contacts, the station buttons don't do anything, and the 3D interface doesn't do anything either. I can confirm this.

I also wanna add that I made a mistake with the 'All Messages' issue. For some stupid reason, it displays your 'sent' messages at the top of the list. So, you have to scroll the list right back to the beginning to see those messages, which doesn't make sense if you take timelines into consideration.

Also, the issue with the on again, off again searchlights. I found that swithching off volumetric fog seemed to do the trick, which is a workaround and not a real solution. There seem to be so many problems related to the Fog that the Devs really need to do something about that alone.

Issue 67) I believe covers the issue with SD radar.. do you agree?

Issue 63) Messages - removed, thanks General.

Added some more info regarding the searchlights. 6)

@stuntcow

Issue 6) covers the deck gun, thanks for confirming. I believe that nothing can be "fully" repaired (although the interface shows items fully repaired) without a "refit" although nobody seems to be certain exactly how damage works. (I.e. I could be completely wrong) Issue 30) is a request for more information on the interface.

Elder-Pirate
04-24-07, 02:39 PM
I have alot of graphical glitches in my game, like exploded polygons that form lines that stretch from model to the edge of the virtual space. I know it's something to do with my Nvidia 7600 card, 'cos the same thing happens in Tiger Woods '07. Does anybody know what the problem is? I've got the latest driver.

However, in Battlefield 2, with everything turned up to the Max, the game runs perfectly and the graphics are nearly as good as SH4. SH4 doesn't even have dynamic shadows and runs pretty badly. I guess it's the difference between a well made game and a bad one.



Go here:
http://www.systemrequirementslab.com/referrer/ubi_srl

click on Select product, then click on Silent hunter. Wolves of the Pacific-PC

This will tell you how qualified your computer is for the SH4 Sim.

Then go here to see if you need more memory and just what kind of memory. ( minimum speed ect. ). Click on: Start my system scan.
http://www.crucial.com/systemscanner/

Of course this is only one brand of memory but you will get the general idea of how much your computer and your wallet are at bay. :lol:

As a fairly old saying goes: "try it, you'll like it." :smug:


And most of all..............Good luck. :up:

mookiemookie
04-24-07, 03:16 PM
Provisional not included, need confirmation:

a) Watch officer freezes up with arms outstretched.


http://home.houston.rr.com/mookiemookiemook/SH4Img24-3-2007.JPG

DragonRR1
04-24-07, 03:24 PM
Silent Hunter 4 - Bug list v3e

Changelog 3d-3e
Added “Query” section at end – NEED FEEDBACK!!
Issue 11) has been removed.. Issue 31) provides more detailed information.
Issue 63) removed.
Updated 6), 14), 29), 30), 31) 35) 46) and 69) with additional information
Added possible mod fix for 2)
Item 27) and 37) wording changed.
Moved a provisional item to confirmed issue 69)
Added 1 provisional item
Added issue 70)

Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 ]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) Removed.

12) AA gun repair bug still there – AA gun doesn’t repair.
[Dragon – I haven’t had this issue.. anyone else? - Confirmed as a problem in 1.2 by Subman1.]

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]
[This is probably linked to issue 70) saving the game when submerged]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 ]

20) Hydrophones still do not work at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 and this http://www.subsim.com/radioroom/showthread.php?t=112853
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Being able to open multiple outer doors and having the sound effect play

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before etc..

29) The deck gun doesn't repair. Several posters have commented on this. One poster reported that his deck gun eventually repaired – isolated incident?

30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/showthread.php?t=112193&page=15

37) Please provide the ability to open all tube doors.
[There is a mod which does fix/workaround his issue]

38) Fix the radar and sonar.
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft.. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.

46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15
[It is possible that their home port has been moved without them noticing]

62) Radio messages can be received underwater.

63) Removed.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..

66) Log book does not track items correctly – all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display – confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994, http://www.subsim.com/radioroom/showthread.php?t=112684

69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Piccie here:
[http://www.subsim.com/radioroom/showthread.php?p=512457#post512457] (http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D)

70) Saving the game when underwater. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.

Provisional not included, need confirmation:

a) Should you be able to add a damage crew to the ship when docked? Provides more crew than Historical
b) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.

Query:

Can anyone confirm that item 61) is actually a bug?

Issue 38) Fix the radar and sonar,... There are other issues which refer to this 2) 19) 67) and 68).. Can someone provide a detailed explanation on what needs fixing that isn’t covered (if anything)? Thanks for the feedback so far!

If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment)

starbird
04-24-07, 05:09 PM
The (69) officers with outstretched arms is a bug that was also in SH3.

trimzeke
04-24-07, 06:58 PM
Provisional not included, need confirmation:

a) Watch officer freezes up with arms outstretched.


http://home.houston.rr.com/mookiemookiemook/SH4Img24-3-2007.JPG
Confirmed. Also, Watch Officer vanishes, then comes back and poses in this default t-pose.

Believe this to be a side effect of extensive use of time compression. Searching SH3 threads for possible fix. Right now, have to dive and surface to reset the watch officer pose.

LukeFF
04-24-07, 07:16 PM
b) Should you be able to add a damage crew to the ship when docked? Provides more crew than Historical.
Absolutely, positively NOT. The damage control personnel would be drawn from the regular watch stations, not some separate group of sailors who did nothing else on the boat (same deal with the deck and AA gun crews). Why this was changed from SH3 is a mystery to me. :nope:

So yes, in my opinion, this is a bug. Something tells me this isn't the way the dev team wanted the damage control and gun crews implemented.

LukeFF
04-24-07, 07:22 PM
Ah yes, speaking of crew bugs, here are some more that annoy me:

-No CPOs with the Command specialization can ever be found or recruited in the Crew Management screen while in port.

-No junior petty officers with the Guns specialization can ever be found or recruited in the Crew Management screen while in port.

-All seamen are either Seamen Recruits or Seamen (post-war rank names) at the beginning of a patrol. There are no Seamen Apprentices available in the Crew Management screen while in port.

-There are no Ensigns by default in your starting crew, no matter the boat. Totally unhistorical.

kakemann
04-24-07, 07:46 PM
Do you guys really think there will be a 1.3 patch?
I wonder if it will... Hope so!

The most annoying bug is the poor destroyer escort AI.

When the destroyers are cruising in small groups or alone they are lethal.

However:

Sometimes i run into task forces or convoys which have really strange behaving escorts. After hitting these convoys or taskforces I would guess they would be alerted and start searching. Sometimes they do - sometimes they don't...
Sometimes they just stop and wait. Sometimes they just keep cruising. When dark - sometimes they don't turn on a single searchlight and behave like nothing happens even when I am hitting several of the ships in a convoy!

This should be added as a high priority bug!

DragonRR1
04-24-07, 07:47 PM
Ah yes, speaking of crew bugs, here are some more that annoy me:

-No CPOs with the Command specialization can ever be found or recruited in the Crew Management screen while in port.

-No junior petty officers with the Guns specialization can ever be found or recruited in the Crew Management screen while in port.

-All seamen are either Seamen Recruits or Seamen (post-war rank names) at the beginning of a patrol. There are no Seamen Apprentices available in the Crew Management screen while in port.

-There are no Ensigns by default in your starting crew, no matter the boat. Totally unhistorical.

Oh dear ... I can feel another update coming on... :damn:

I also need to update the AA and Deck gun repair to final bit can only be repaired if they are manned!?! Don't know why but I've just verified it.

DragonRR1
04-24-07, 07:50 PM
Do you guys really think there will be a 1.3 patch?
I wonder if it will... Hope so!

The most annoying bug is the poor destroyer escort AI.

When the destroyers are cruising in small groups or alone they are lethal.

However:

Sometimes i run into task forces or convoys which have really strange behaving escorts. After hitting these convoys or taskforces I would guess they would be alerted and start searching. Sometimes they do - sometimes they don't...
Sometimes they just stop and wait. Sometimes they just keep cruising. When dark - sometimes they don't turn on a single searchlight and behave like nothing happens even when I am hitting several of the ships in a convoy!

This should be added as a high priority bug!

Already in there issue 23) searchlights covered elsewhere .. the list is quite extensive you know :)

kakemann
04-24-07, 08:05 PM
OOps! Sorry :oops:

akdavis
04-24-07, 10:36 PM
Campaign rendered unplayable due to CTD errors. Most recent might have been associated with watch change, as it occured at 0400 hours.


AppName: sh4.exe AppVer: 1.2.0.0 ModName: unknown
ModVer: 0.0.0.0 Offset: 00020037


Also,
-There are no Ensigns by default in your starting crew, no matter the boat. Totally unhistorical.
Actually, there is usually (always?) an ensign in the 1st watch sensors compartment. Not a historical task for an ensign, however.

Sailor Steve
04-25-07, 10:16 AM
Maybe they want to make sure there are no Ensign Parkers to screw things up.

Vorkapitan
04-25-07, 11:19 AM
Hi All,

I had radar with range lines etc. after patch 1.1 and 1.2, but now I can not find radar on any sub.

Anyone else have this problem?


Joe

Nightmare
04-25-07, 11:38 AM
I’m not sure if my problem is specific to 1.2 or not, however it has been my first CTD so far. I’m on my 3rd patrol and my objective is to patrol slightly west of the Marshall Islands during 1943. Once my objective is complete I can either radio in to get a new objective or just set course to a shipping lane (never seen any ships in the Marshall’s), either way it will CTD when I’m roughly 100 miles from my old objective. Doesn’t matter on heading either.

I’ve also tried reloading from a previous save in base, but I’m always given that same objective and it will always crash. To eliminate that possibility, I disabled all my mods last night and I was able to reproduce the issue.

My Specs:
BadAxe2 Motherboard
Intel E6600 (at stock speed)
2 gigs DDR2 800
EVGA 8800GTS 320 megs
XP Pro

Mods:
Captain Midnight's CBS News Mod
jimimadrid's HUD Lamp Color
Radio contact fix
Real Fairbanks Motor sound mod

AVGWarhawk
04-25-07, 12:42 PM
I’m not sure if my problem is specific to 1.2 or not, however it has been my first CTD so far. I’m on my 3rd patrol and my objective is to patrol slightly west of the Marshall Islands during 1943. Once my objective is complete I can either radio in to get a new objective or just set course to a shipping lane (never seen any ships in the Marshall’s), either way it will CTD when I’m roughly 100 miles from my old objective. Doesn’t matter on heading either.

I’ve also tried reloading from a previous save in base, but I’m always given that same objective and it will always crash. To eliminate that possibility, I disabled all my mods last night and I was able to reproduce the issue.

My Specs:
BadAxe2 Motherboard
Intel E6600 (at stock speed)
2 gigs DDR2 800
EVGA 8800GTS 320 megs
XP Pro

Mods:
Captain Midnight's CBS News Mod
jimimadrid's HUD Lamp Color
Radio contact fix
Real Fairbanks Motor sound mod

Sounds to me like a corrupt save somewhere along the way. I have run into this with SH3 as well. From what I understand the best way to save for both games is while surfaced, away from port and away from ships. I suggest you start at the last save on your second patrol and go from there. See what happens.

DragonRR1
04-25-07, 02:42 PM
Silent Hunter 4 - Bug list v3f

Changelog 3e-3f
Moved a provisional issue to confirmed issue 71)
Added 2 Provisional issues – Crew recruitment problems and Default Ensigns missing
More information added to 29) The deck gun and AA gun can be repaired but only when crewed.

Changelog 3d-3e
Added “Query” section at end – NEED FEEDBACK!!
Issue 11) has been removed.. Issue 31) provides more detailed information.
Issue 63) removed.
Updated 6), 14), 29), 30), 31) 35) 46) and 69) with additional information
Added possible mod fix for 2)
Item 27) and 37) wording changed.
Moved a provisional item to confirmed issue 69)
Added 1 provisional item
Added issue 70)

Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 ]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) Removed.

12) AA gun repair bug still there – AA gun doesn’t repair.
[Dragon – I haven’t had this issue.. anyone else? - Confirmed as a problem in 1.2 by Subman1.]

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]
[This is probably linked to issue 70) saving the game when submerged]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 ]

20) Hydrophones still do not work at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 and this http://www.subsim.com/radioroom/showthread.php?t=112853
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Being able to open multiple outer doors and having the sound effect play

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before etc..

29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion.

30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/showthread.php?t=112193&page=15

37) Please provide the ability to open all tube doors.
[There is a mod which does fix/workaround his issue]

38) Fix the radar and sonar.
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft.. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.

46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15
[It is possible that their home port has been moved without them noticing]

62) Radio messages can be received underwater.

63) Removed.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..

66) Log book does not track items correctly – all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display – confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994, http://www.subsim.com/radioroom/showthread.php?t=112684

69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Picture here:
[ http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D ]

70) Saving the game when underwater. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.

71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board.

Provisional not included, need confirmation:

a)Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.
b)Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable.
c)There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment.


Query:

Can anyone confirm that item 61) is actually a bug?

Issue 38) Fix the radar and sonar,... There are other issues which refer to this 2) 19) 67) and 68).. Can someone provide a detailed explanation on what needs fixing that isn’t covered (if anything)? Thanks for the feedback so far!

If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment)

I am hoping that this bug list is approaching final for issues since patch 1.2.

minsc_tdp
04-25-07, 03:14 PM
DragonRR1, you seem to have the right skills and motivation - would you like to be an admin with full control over bugs on sh4bugs.com?

DragonRR1
04-25-07, 04:45 PM
DragonRR1, you seem to have the right skills and motivation - would you like to be an admin with full control over bugs on sh4bugs.com?

Minsc - I'll PM you to discuss

ccruner13
04-25-07, 05:52 PM
in my gar i set to contact and then shot 6 torpedos at a huge carrier task force and well...all but 1 blew up within 30 seconds of launch and the last one missed. 'feature' who knows

DragonRR1
04-25-07, 06:58 PM
in my gar i set to contact and then shot 6 torpedos at a huge carrier task force and well...all but 1 blew up within 30 seconds of launch and the last one missed. 'feature' who knows

I've come across this myself. I have seen a number of torps detonate early. I assumed it is a feature. I'm sure some of the more experienced members will be able to enlighten us :)

LukeFF
04-25-07, 07:49 PM
http://img.photobucket.com/albums/v258/LukeFF/SH4Img25-4-2007_17.jpg


No comment.

Elder-Pirate
04-25-07, 10:26 PM
No comment.


What Mod are you useing? That 'Game control panel' dosn't look right.

LukeFF
04-25-07, 11:09 PM
No comment.

What Mod are you useing? That 'Game control panel' dosn't look right.

What, the Improved Status Indicator mod?

cecrowder
04-26-07, 12:09 AM
After running the sim a couple of times, the ability to fire torpedoes stops working.

LukeFF
04-26-07, 02:41 AM
New one I came across today:

The player can man and fire the deck gun and the flak guns, even when the weather is too severe to allow the AI to man them. To me, this just makes no sense. You can't send out a proper crew to aim the guns and load new ammo in them, but you, as a captain, can go out and do the job all on your own? Hardly realistic. Again, another feature that worked perfectly fine in SH3 - if the crew can't man the guns, then neither could the captain on his own.

LukeFF
04-26-07, 03:05 AM
And another:

The right-hand dive plane operator in the S-class boat (on the right-hand side) will attempt to turn the wheel when diving, but the wheel stays almost entirely locked in place (unlike the one on the left).

The General
04-26-07, 03:15 AM
1) The early war A.I. doesn't seem to be that great at spotting the old periscope. In reality, on a calm day, 12 odd foot of shiny Periscope sticking up should be spottable from a distance. The Jap crews must sleep during the day! The same at night, the guys on the searchlights should lock onto you and focus on that position.

2) The planes are too easily destroyed.

Beery
04-26-07, 04:21 AM
in my gar i set to contact and then shot 6 torpedos at a huge carrier task force and well...all but 1 blew up within 30 seconds of launch and the last one missed. 'feature' who knows

I've come across this myself. I have seen a number of torps detonate early. I assumed it is a feature. I'm sure some of the more experienced members will be able to enlighten us :)

This is a feature. US torpedoes were very prone to early detonation. In fact there's a well known example in the real war where almost exactly the same thing happened - six torpedoes in a row - all duds.

Beery
04-26-07, 04:24 AM
1) The early war A.I. doesn't seem to be that great at spotting the old periscope. In reality, on a calm day, 12 odd foot of shiny Periscope sticking up should be spottable from a distance. The Jap crews must sleep during the day! The same at night, the guys on the searchlights should lock onto you and focus on that position...

The game uses AI with variable experience levels. Rookies simply aren't going to see a periscope even at close range. That's as true in real life as it is in the game.

Avance
04-26-07, 07:13 AM
Hello everybody,
Many CTD since the patch 1.2. :cry: Never before with the patch 1.1.
This game is now unplayable due to CTD errors.:damn:
It occurs at any time but notably when I use torpedos against ships...

My specs :
Vista 32 bits, ASUS P5B, Intel Core Duo 6600 2.4 Ghz, NVidia 7950 GT 512, (Forceware 158.18), 2 Go Ram DDRII 667.

AVGWarhawk
04-26-07, 10:04 AM
Hello everybody,
Many CTD since the patch 1.2. :cry: Never before with the patch 1.1.
This game is now unplayable due to CTD errors.:damn:
It occurs at any time but notably when I use torpedos against ships...

My specs :
Vista 32 bits, ASUS P5B, Intel Core Duo 6600 2.4 Ghz, NVidia 7950 GT 512, (Forceware 158.18), 2 Go Ram DDRII 667.

Give us a little more info, ie. How you loaded the game, patch over 1.1 to 1.2, mods installed at time of patch, etc. Have you attempted a complete reinstall totally clean?

joea
04-26-07, 10:06 AM
1) The early war A.I. doesn't seem to be that great at spotting the old periscope. In reality, on a calm day, 12 odd foot of shiny Periscope sticking up should be spottable from a distance. The Jap crews must sleep during the day! The same at night, the guys on the searchlights should lock onto you and focus on that position...
The game uses AI with variable experience levels. Rookies simply aren't going to see a periscope even at close range. That's as true in real life as it is in the game.
Indeed, at night how would the crews know where to point the searchlights to illuminate your scope for that matter??

Avance
04-26-07, 11:39 AM
Hello everybody,
Many CTD since the patch 1.2. :cry: Never before with the patch 1.1.
This game is now unplayable due to CTD errors.:damn:
It occurs at any time but notably when I use torpedos against ships...

My specs :
Vista 32 bits, ASUS P5B, Intel Core Duo 6600 2.4 Ghz, NVidia 7950 GT 512, (Forceware 158.18), 2 Go Ram DDRII 667.

Give us a little more info, ie. How you loaded the game, patch over 1.1 to 1.2, mods installed at time of patch, etc. Have you attempted a complete reinstall totally clean?

With the game patched on 1.1, I never had any CTD. With the 1.2 (downloaded from Ubi the day it was out) I had many CTD. I changed my drivers NVdia (Forceware 100.65 to 158.18). I desinstalled the game, reinstalled it and directly patched it on 1.2 from the game (UpgradeLauncher). Since, I have many CTD in many circumstances... :damn:

PS : I don't have any mods.

Thanks for your concern. ;)

AVGWarhawk
04-26-07, 11:44 AM
Hello everybody,
Many CTD since the patch 1.2. :cry: Never before with the patch 1.1.
This game is now unplayable due to CTD errors.:damn:
It occurs at any time but notably when I use torpedos against ships...

My specs :
Vista 32 bits, ASUS P5B, Intel Core Duo 6600 2.4 Ghz, NVidia 7950 GT 512, (Forceware 158.18), 2 Go Ram DDRII 667.
Give us a little more info, ie. How you loaded the game, patch over 1.1 to 1.2, mods installed at time of patch, etc. Have you attempted a complete reinstall totally clean?
With the game patched on 1.1, I never had any CDT. With the 1.2 (downloaded from Ubi the day it was out) I had many CDT. I changed my drivers NVdia 100.65 to 158.18). I desinstalled the game, reinstalled it and directly patched on 1.2 from the game (UpgradeLauncher). Since, I have many CDT in many circumstances... :damn:

PS : I don't have any mods.

Just a suggestion because I see that you went right for patch 1.2 after the fresh install of the original, install patch 1.1 then 1.2. I have read that some people lost key functionality when just using 1.2. They corrected it by installing patch 1.1 then 1.2 over that. So once again, uninstall then load original game, 1.1 then 1.2. Unless you did this already then I'm at a loss.:oops:

Avance
04-26-07, 11:51 AM
Thanks, I try this right away ! ;)

AVGWarhawk
04-26-07, 12:18 PM
Thanks, I try this right away ! ;)

Let us know if it works. There are so many ways to getting the darn thing to work I lost count

DragonRR1
04-26-07, 12:24 PM
@Avance

If you didn't do it.. try completely removing the sh4 folder in documents and settings after uninstalling.

AVGWarhawk
04-26-07, 12:31 PM
@Avance

If you didn't do it.. try completely removing the sh4 folder in documents and settings after uninstalling.

Good point, hope he caught this in time!

Herr Karl
04-26-07, 12:43 PM
I read here somewhere that there is a registry key that needs to be removed also for a clean install?

:hmm:

U-Bones
04-26-07, 02:07 PM
I read here somewhere that there is a registry key that needs to be removed also for a clean install?

:hmm:

I have seen this theory floated. I would like to see exactly what the registry entry is that would cause a runtime problem. The reinstall will simply overwrite whatever is there. I am seriously dubious.

AVGWarhawk
04-26-07, 02:17 PM
I read here somewhere that there is a registry key that needs to be removed also for a clean install?

:hmm:

Many thought so in SH3 but it was found it was not needed. At any rate, a good registry cleaner program is always a help not only with games but everything. I use RegCleaner. Works well.

DragonRR1
04-26-07, 03:04 PM
Silent Hunter 4 - Bug list - Version 4 (Yup I work in hex)

Changelog 4
Added an issue 72)
Removed issue 23) - see 29)
Issue 25) is now combined with issue 37)
Added link - issue 6)
Added note - issue 25)
Added 6 no. provisional issues
Updated 23) - more information.
Updated 23) - partial workaround.

Changelog 3e-3f
Moved a provisional issue to confirmed issue 71)
Added 2 Provisional issues – Crew recruitment problems and Default Ensigns missing
More information added to 29) The deck gun and AA gun can be repaired but only when crewed.

Changelog 3d-3e
Added “Query” section at end – NEED FEEDBACK!!
Issue 11) has been removed.. Issue 31) provides more detailed information.
Issue 63) removed.
Updated 6), 14), 29), 30), 31) 35) 46) and 69) with additional information
Added possible mod fix for 2)
Item 27) and 37) wording changed.
Moved a provisional item to confirmed issue 69)
Added 1 provisional item
Added issue 70)

Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 ]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]
See also 23)

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) Removed.

12) Removed.

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]
[This is probably linked to issue 70) saving the game when submerged]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 ]

20) Hydrophones still do not work at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 and this http://www.subsim.com/radioroom/showthread.php?t=112853
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]
Early war AI doesn’t see the periscope very often, At night searchlights don’t lock on – feature or bug?
There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem:
http://www.subsim.com/radioroom/showthread.php?t=113232

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25)Combined with issue 37)

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before etc..

29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion.

30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/showthread.php?t=112193&page=15

37) Feature request -Please provide the ability to open all tube doors with sound effect.
[There is a mod which does fix/workaround his issue]

38) Fix the radar and sonar.
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.

46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15
[It is possible that their home port has been moved without them noticing]

62) Radio messages can be received underwater.

63) Removed.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..

66) Log book does not track items correctly – all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display – confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994, http://www.subsim.com/radioroom/showthread.php?t=112684

69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Picture here:
[ http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D ]

70) Saving the game when underwater. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.

71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board.


72) Confirmed issue: It is possible to manually man the deck gun in rough seas but not crew the deck gun.


Provisional not included, need confirmation:

a) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.

b) Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable.

c) There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment.


d) Rudder not shown on damage screen, is it possible for it to be destroyed without notification?

e) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be!

f) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpdoes which do blow up are not reported as duds.

g) Crewmember’s head through roof! http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335

h) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator’s wheel I stuck!

i) The main or observation periscope does not rotate in external view, always points forward.

j) 1280x720 resolution is not available/doesn’t work.


Query:

Can anyone confirm that item 61) is actually a bug?

Issue 38) Fix the radar and sonar,... There are other issues which refer to this 2) 19) 67) and 68).. Can someone provide a detailed explanation on what needs fixing that isn’t covered (if anything)? Thanks for the feedback so far!

If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment)


Thanks for the PMs of support peeps, you know who you are ;)

I am STILL hoping that this bug list is approaching final for issues since patch 1.2.

jhelix70
04-26-07, 03:17 PM
I'm not sure if this is a bug or not...but my hydrophone is picking up sampans and such that dont have engines or props! Its listed as "merchant". I don't think we should be able to "hear" sailing vessels (perhaps combine with bug number 37)

DragonRR1
04-26-07, 03:33 PM
I'm not sure if this is a bug or not...but my hydrophone is picking up sampans and such that dont have engines or props! Its listed as "merchant". I don't think we should be able to "hear" sailing vessels (perhaps combine with bug number 37)

I know that at some point most of them had engines.. But apparently they weren't used when on sail.. Anyone else care to comment?

LukeFF
04-26-07, 03:43 PM
72) Confirmed issue: It is possible to manually man the deck gun in rough seas but not crew the deck gun.

Just so you know, this also applies to the AA guns.

Personally, I would word it like this:

"Player can fire the deck gun and the AA guns with no crew at the station."

LukeFF
04-26-07, 03:55 PM
Bug: no crew on the deck of the Coastal Composite Freighter and Small Split Freighter.

u48
04-26-07, 04:01 PM
51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]


Tell me about it.......I have been assigned the same mission now 5 times in a row...." Patrol the Mariana Islands " I have been playing on Normal level........Patrol the same area really really gets on your nerves....Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr.... ..:damn:

DragonRR1
04-26-07, 04:16 PM
72) Confirmed issue: It is possible to manually man the deck gun in rough seas but not crew the deck gun.
Just so you know, this also applies to the AA guns.

Personally, I would word it like this:

"Player can fire the deck gun and the AA guns with no crew at the station."
It would appear my bug list has another bug :)

mcoca
04-26-07, 04:20 PM
I'm not sure if this is a bug or not...but my hydrophone is picking up sampans and such that dont have engines or props! Its listed as "merchant". I don't think we should be able to "hear" sailing vessels (perhaps combine with bug number 37)
I know that at some point most of them had engines.. But apparently they weren't used when on sail.. Anyone else care to comment?
Since the hydrophone also picks up life rafts, and even downed pilots (because, you know, they are really noisy swimmers :D), I'm pretty sure this is a badly implemented feature. Also, if you listen to the hydrophones yourself, you don't get any engine noise from the sampans.

mcoca
04-26-07, 04:27 PM
72) Confirmed issue: It is possible to manually man the deck gun in rough seas but not crew the deck gun.
Just so you know, this also applies to the AA guns.

Personally, I would word it like this:

"Player can fire the deck gun and the AA guns with no crew at the station."

I think the crew do man the gun when you go there yourself (or is it when calling battle stations?). This despite rough weather.

Actually, today I noticed an odd thing when using the AA guns and submerging at the same time. If I leave the station as it goes underwater, and go to external view, the crew remain at their posts underwater. I have a screenshot of my AA crew at their guns with the sub at 130 feet :D

DragonRR1
04-26-07, 04:30 PM
I'm not sure if this is a bug or not...but my hydrophone is picking up sampans and such that dont have engines or props! Its listed as "merchant". I don't think we should be able to "hear" sailing vessels (perhaps combine with bug number 37)
I know that at some point most of them had engines.. But apparently they weren't used when on sail.. Anyone else care to comment?
Since the hydrophone also picks up life rafts, and even downed pilots (because, you know, they are really noisy swimmers :D), I'm pretty sure this is a badly implemented feature. Also, if you listen to the hydrophones yourself, you don't get any engine noise from the sampans.

Will be in V4a ;) probably under the life raft, pilot detection issue.

ccruner13
04-26-07, 04:56 PM
had another ctd when i clicked the binocs tab this time from external view instead of from the map room

U-4053
04-26-07, 08:49 PM
I mentioned this issue a few days ago, since then I have noticed that this problem only occurs when I am tasked with transporting and dropping off a spy to infiltrate one of the islands.
I have come across several Merchants but could not use torpedos on them as they would not fire manually, or by pushing the red fire buton next to the attack scope.
Any Idea what could be causing this ?


Charlie

Bane
04-26-07, 10:22 PM
Here's a couple more I found tonight:

Bridge compass: on the Gar class boats it's off approximately 90 degrees. Not sure about other classes.

Follow Nearest Contact button: doesn't light up when selected. The sonar man does follow the contact though.

LukeFF
04-26-07, 11:19 PM
I think the crew do man the gun when you go there yourself (or is it when calling battle stations?). This despite rough weather.

EDIT

I just checked this again, and here's the situation:

-With crew assigned to the deck gun and flak guns, the efficiency bar will fill up in the Crew Management screen and the guns will operate as normal when the player moves to one of these positions. This is not a bug

-With crew assigned to the deck gun and flak guns, they will fire at any target, regardless of the weather conditions. This is a bug, as the file for each boat lists a maximum allowable wind speed of 7m/s.

-With no crew assigned to the deck gun or flak guns, the player can operate the weapons 100% normally. This is a bug, at least the way I'm seeing it and comparing it to SH3.

-With or without crew assigned to the deck guns, the player can take over either of these positions and fire on targets, regardless of the weather conditions. This is a bug.

Phew! Now I hope that sorts it out. :D


Now, a couple of other ones:

-Sound man does not call out when depth charges have been dropped in the water.

-Sound man does not report when a destroyer is pinging for the boat.

-Radar defaults to Focus mode when the player moves to one of the displays.

-Certain boats have no second man at the right-hand dive planes station, but rather somewhere else in the control room. Only when battlestations is called does this slot get filled.

Avance
04-27-07, 08:59 AM
Hello everybody,
Many CTD since the patch 1.2. :cry: Never before with the patch 1.1.
This game is now unplayable due to CTD errors.:damn:
It occurs at any time but notably when I use torpedos against ships...

My specs :
Vista 32 bits, ASUS P5B, Intel Core Duo 6600 2.4 Ghz, NVidia 7950 GT 512, (Forceware 158.18), 2 Go Ram DDRII 667.
Give us a little more info, ie. How you loaded the game, patch over 1.1 to 1.2, mods installed at time of patch, etc. Have you attempted a complete reinstall totally clean?
With the game patched on 1.1, I never had any CDT. With the 1.2 (downloaded from Ubi the day it was out) I had many CDT. I changed my drivers NVdia 100.65 to 158.18). I desinstalled the game, reinstalled it and directly patched on 1.2 from the game (UpgradeLauncher). Since, I have many CDT in many circumstances... :damn:

PS : I don't have any mods.

Just a suggestion because I see that you went right for patch 1.2 after the fresh install of the original, install patch 1.1 then 1.2. I have read that some people lost key functionality when just using 1.2. They corrected it by installing patch 1.1 then 1.2 over that. So once again, uninstall then load original game, 1.1 then 1.2. Unless you did this already then I'm at a loss.:oops:

As said above, I desinstalled the game. I also deleted the SilentHunter Directory located at C:/User/AppData/Local/VirtualStore/ProgramFiles/Ubisoft.
I reinstalled the game, patched it on 1.1 then on 1.2.
It worked fine until I checked "Env Effects" in the video settings (I'm playing in 1680*1050 60Hz). And then, again, CTD !!!! :damn:
So, I went backward and unchecked it. And since, no more CTD up to now....
Thanks for your advices. I'll keep you informed if these f... CTD come back. :o

Bane
04-27-07, 09:45 AM
Dive plane indicators: in the Gar class boats the dive plane indicators in the command room are totally wrong. The left indicator points to dive when rising and rise when diving. The right indicator is just a copy of the left one so it's pointing to the blank half of the gauge.

It would also appear that the crewmen rotate the wheels the wrong way as well because their rotation matches the gauges.

AVGWarhawk
04-27-07, 10:03 AM
Hello everybody,
Many CTD since the patch 1.2. :cry: Never before with the patch 1.1.
This game is now unplayable due to CTD errors.:damn:
It occurs at any time but notably when I use torpedos against ships...

My specs :
Vista 32 bits, ASUS P5B, Intel Core Duo 6600 2.4 Ghz, NVidia 7950 GT 512, (Forceware 158.18), 2 Go Ram DDRII 667.
Give us a little more info, ie. How you loaded the game, patch over 1.1 to 1.2, mods installed at time of patch, etc. Have you attempted a complete reinstall totally clean?
With the game patched on 1.1, I never had any CDT. With the 1.2 (downloaded from Ubi the day it was out) I had many CDT. I changed my drivers NVdia 100.65 to 158.18). I desinstalled the game, reinstalled it and directly patched on 1.2 from the game (UpgradeLauncher). Since, I have many CDT in many circumstances... :damn:

PS : I don't have any mods.
Just a suggestion because I see that you went right for patch 1.2 after the fresh install of the original, install patch 1.1 then 1.2. I have read that some people lost key functionality when just using 1.2. They corrected it by installing patch 1.1 then 1.2 over that. So once again, uninstall then load original game, 1.1 then 1.2. Unless you did this already then I'm at a loss.:oops:
As said above, I desinstalled the game. I also deleted the SilentHunter Directory located at C:/User/AppData/Local/VirtualStore/ProgramFiles/Ubisoft.
I reinstalled the game, patched it on 1.1 then on 1.2.
It worked fine until I checked "Env Effects" in the video settings (I'm playing in 1680*1050 60Hz). And then, again, CTD !!!! :damn:
So, I went backward and unchecked it. And since, no more CTD up to now....
Thanks for your advices. I'll keep you informed if these f... CTD come back. :o

That environment option is a processor cruncher for sure. I'm able to use it but lose some FPS. No CTD, knock on wood. I do play at the standard 1024x768. Any higher and forget it. Might have to be a trade off for you on resolution or environment option checked. I traded these two as well. I took the lower resolution for the environment option. I'm happy with it.:yep:
Looks like you are getting it together for trouble free game play. Good news.:up:

DragonRR1
04-27-07, 12:16 PM
Silent Hunter 4 - Bug list v4a

Changelog 4a
Updated 56) More information
Updated 72) More information
Updated 47) More information
Updated 45) More information
Updated 23) More information
Added issue 73)
Added issue 74)
Added issue 77)
Escalated 2 no. Provisional issues to issues 75) and 76)
Added 6 no. Provisional issues
Added Player help/information section.

Changelog 4
Added an issue 72)
Removed issue 23) - see 29)
Issue 25) is now combined with issue 37)
Added link - issue 6)
Added note - issue 25)
Added 6 no. provisional issues
Updated 23) - more information.
Updated 23) - Partial workaround.

Changelog 3e-3f
Moved a provisional issue to confirmed issue 71)
Added 2 Provisional issues – Crew recruitment problems and Default Ensigns missing
More information added to 29) The deck gun and AA gun can be repaired but only when crewed.

Changelog 3d-3e
Added “Query” section at end – NEED FEEDBACK!!
Issue 11) has been removed.. Issue 31) provides more detailed information.
Issue 63) removed.
Updated 6), 14), 29), 30), 31) 35) 46) and 69) with additional information
Added possible mod fix for 2)
Item 27) and 37) wording changed.
Moved a provisional item to confirmed issue 69)
Added 1 provisional item
Added issue 70)

Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 (http://www.subsim.com/radioroom/showthread.php?t=112400) ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]
See also 23)

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) Removed.

12) Removed.

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]
[This is probably linked to issue 70) saving the game when submerged]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 (http://www.subsim.com/radioroom/showthread.php?t=112950) ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]

20) Hydrophones still do not work at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 (http://www.subsim.com/radioroom/showthread.php?t=112904) and this http://www.subsim.com/radioroom/showthread.php?t=112853 (http://www.subsim.com/radioroom/showthread.php?t=112853)
Another reference to the same problem here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455)
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]
Early war AI doesn’t see the periscope very often, At night searchlights don’t lock on – feature or bug?
There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem:
http://www.subsim.com/radioroom/showthread.php?t=113232 (http://www.subsim.com/radioroom/showthread.php?t=113232)

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Combined with issue 37)

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before etc..

29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion.

30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)

37) Feature request - Please provide the ability to open all tube doors with sound effect.
[There is a mod which does fix/workaround his issue]

38) Fix the radar and sonar.
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.
Sound man does not call out when a depth charge is dropped in the water.
Sound man does not report when a destroyer is pinging the sub.

46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.
Note: Sampans, life boats and even downed pilots are picked up as contacts by the hydrophone. None of these have engines, needs fixing.
In addition it appears that surface radar picks up Sampans which shouldn’t be radar reflective?


48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
Many users report the striped map problem, screenshot here: http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1)
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)
[It is possible that their home port has been moved without them noticing]

62) Radio messages can be received underwater.

63) Removed.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..

66) Log book does not track items correctly – all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display – confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994 (http://www.subsim.com/radioroom/showthread.php?t=112994), http://www.subsim.com/radioroom/showthread.php?t=112684 (http://www.subsim.com/radioroom/showthread.php?t=112684)

69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Picture here:
[ http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D (http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D) ]

70) Saving the game when underwater. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.

71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board.

72) Confirmed issue: Deck and AA guns problems:
With crew assigned to the deck or AA guns they will fire at any target regardless of the weather conditions (Note that it isn’t always possible to get the crew to man the deck gun in rough seas).
The player can fire the deck and AA guns manually without an assigned crew.
Regardless of weather conditions AND regardless of whether the desk or AA guns have crew assigned the player is able to manually fire. According to the file for each boat the maximum wind speed allowed is 7m/s.

73) Some ship weapons are unable to fire:
The Subchaser is unable to fire its main gun at all. If you mod the Subchaser to have a second gun in a raised position where the AA gun is it will fire this gun.
The Akizuki DD has a similar issue, of the four guns it has only the two guns on the raised platforms actually fire.

74) It is well known that CTRL+N resets the weather – feature or bug?

75) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.

76) Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable.

77) The follow nearest contact button doesn’t light up when selected although the sonar man does follow the contact.

Provisional not included, need confirmation:

a) There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment.

b) Rudder not shown on damage screen, is it possible for it to be destroyed without notification?

c) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be!

d) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpedoes which do blow up are not reported as duds.

e) Crewmember’s head through roof! http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335 (http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335)

f) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator’s wheel I stuck!

g) The main or observation periscope does not rotate in external view, always points forward.

h) 1280x720 resolution is not available/doesn’t work.

i) There is no visible crew on the deck of the Coastal Composite Freighter and the Small Split Freighter

j) The bridge compass on the Gar class and possibly other subs if off by 90 degrees.

k) The radar defaults to focus mode when the player moves to one of the displays.

l) Some boats have no second man at the right hand dive planes station but rather somewhere else in the station. The slot gets filled only when battlestations is selected.
Gar class boat left dive plane indicator points to dive when surfacing, right hand indicator mirrors so it points to nothing.
Gar class boat – crewman MAY rotate the wheels the wrong way.

m) If you leave the AA gun stations as the boat goes underwater the crew can be seen manning the AA gun underwater from the external view.

n) Surface radar sweeps only at up to around 8x time compression (may be system dependent) at higher speeds the radar turns off.


Query:

Can anyone confirm that item 61) is actually a bug?

Issue 38) Fix the radar and sonar,... There are other issues which refer to this 2) 19) 67) and 68).. Can someone provide a detailed explanation on what needs fixing that isn’t covered (if anything)? Thanks for the feedback so far!

If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment)


Player help/Information:

Many users report that they have CTDs with patch 1.2. Many, but not all, of these users have found that the following steps have helped to removed the CTDs (myself included)
1. Uninstall SH4 using the uninstaller.
2. Check to see whether the SH4 game folder still exists, if it does delete it.
3. Completely delete the SH4 user folder here C:\Documents and Settings\yourname\My Documents\SH4.
4. Reinstall SH4. Do not run it.
5. Apply only patch 1.2, if the CTD still persists go back to step 1 and try 1.1 patch followed by 1.2.

Running the game with a NOCD crack is KNOWN to cause issues! Even if the game appears to work flawlessly you will almost certainly get issues like, striped nav maps, 2d crewmembers, headless bodies, inability to launch torpedoes at random times, problems with crash diving and keyboard shortcuts.Note to Devs - there is still a probable issue with protection kicking in for clean players.

There is an explanation of crew efficiency by a developer here: http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4 (http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4)

Thanks for the PMs of support peeps, you know who you are ;)

I need confirmation of the remaining provisional issues so that they can be either removed or escalated.

GnarPow
04-27-07, 06:34 PM
Well I found a nice juicy task force with a few flattops and cruisers so worrying about a CTD with my eyes on this I saved the game underwater. I sunk a flat-top and a destroyer but couldnt load torpedoes in time for another round so I decided to reload and see if I could do better.

Before the save I had a damaged deck gun and a damaged AA gun. Upon reload only the AA gun was damaged.

My real problem was that NEITHER periscope would go up. They both acted as if they were destroyed (i've had them get destroyed b4 and they dont work at all after that). Quite an issue being that I am in the middle of patrol and dont feel like restarting but it seems I must.

So my bug is Saving Underwater related, yet another one.

Periscopes do not work after saving underwater.

Beery
04-27-07, 07:18 PM
I sunk a flat-top and a destroyer but couldnt load torpedoes in time for another round so I decided to reload and see if I could do better.

My real problem was that NEITHER periscope would go up. They both acted as if they were destroyed (i've had them get destroyed b4 and they dont work at all after that). Quite an issue being that I am in the middle of patrol and dont feel like restarting but it seems I must...

This is a feature. The developers decided that disabling the periscopes was the best way to punish cheating. I think this is a great feature.

leeclose
04-27-07, 07:39 PM
Well I found a nice juicy task force with a few flattops and cruisers so worrying about a CTD with my eyes on this I saved the game underwater. I sunk a flat-top and a destroyer but couldnt load torpedoes in time for another round so I decided to reload and see if I could do better.

Before the save I had a damaged deck gun and a damaged AA gun. Upon reload only the AA gun was damaged.

My real problem was that NEITHER periscope would go up. They both acted as if they were destroyed (i've had them get destroyed b4 and they dont work at all after that). Quite an issue being that I am in the middle of patrol and dont feel like restarting but it seems I must.

So my bug is Saving Underwater related, yet another one.

Periscopes do not work after saving underwater.



This is a feature. The developers decided that disabling the periscopes was the best way to punish cheating. I think this is a great feature

Um beery hows this cheating mate kinda threw me there or you just joking about? Looks liek yet another SNAFU with the game:up:

GnarPow
04-27-07, 08:31 PM
I sunk a flat-top and a destroyer but couldnt load torpedoes in time for another round so I decided to reload and see if I could do better.

My real problem was that NEITHER periscope would go up. They both acted as if they were destroyed (i've had them get destroyed b4 and they dont work at all after that). Quite an issue being that I am in the middle of patrol and dont feel like restarting but it seems I must...

This is a feature. The developers decided that disabling the periscopes was the best way to punish cheating. I think this is a great feature.

I hope your kidding because I own a copy of this game. Either way EVERYTHING works BUT the periscopes, i just dont understand it... I call shenanigans on my scopes

Beery
04-27-07, 11:06 PM
I was, of course, kidding. :arrgh!:

Such a thing would only be a feature in a game I designed. I had nothing to do with this game's design, so this particular anti-cheat feature must be unintended.

To the 'How is it cheating' question: It's cheating because when you save before an attack and restart if the attack goes poorly that's like retaking a goal kick - it's about the most blatant form of cheating you can possibly get. Those who can't see it as cheating need to play some games in real life with real life opponents and see if their opponents allow them to retake kicks at goal after they miss: it ain't gonna happen.

If you retake a torpedo attack you're only cheating yourself, but it's still cheating even if the person you're cheating doesn't care. Games are tools that teach us how to be better in the game of life, but when we cheat we make the whole exercise useless. Why buy a game if you're going to force success? Part of what gaming is about is dealing with failure - if you don't accept all the results (good and bad) the whole process becomes meaningless.

U-4053
04-27-07, 11:50 PM
When ever a Jap plane gets close to my sub they can drop their bombs but then they crash into the Ocean next to my Sub.

GnarPow
04-28-07, 01:34 AM
Deleted because it doesnt really matter :p

Irrelevant to this all, Sorry I let myself stoop to someone else's level.

Back to bugs kids

Beery
04-28-07, 02:41 AM
Thanks for the code of ethics there bub, I was so lost in life before this post.

Some folks take my posts waaaay too seriously. Anyway, if you feel that guilty about it you're taking the game too seriously too. Lighten up. The fact that I think you're cheating shouldn't have that much effect. I mean why do you care what I think?

Spectre-63
04-28-07, 03:51 AM
Thanks for the code of ethics there bub, I was so lost in life before this post. This is actually one of the first times I actually got in sight of a decent task force and wanting to take another crack at it is part of the f'ing game. Sorry I had fun shooting at them and wanted to try it again to have more fun, apparently I broke beery's code of ethics. Dude Im a really nice guy but in the future answer the question or shut your f'ing mouth and dont try and shove your BS down my throat. I made a bug post about the situation behind my periscopes not working, I didnt do that to get some flak from the ethics police on "Why saving before attacking is ruining children in the world!"

I am sorry for this rant but there is some real self righteous people on here that need to get a clue that IT IS A GAME TO HAVE FUN

...and, God knows, the dripping sarcasm and the whole "shut your f'ing mouth" bit does wonders for proving your point 'bout being "a really nice guy", right? :huh: :roll:

fire-fox
04-28-07, 04:14 AM
dont no if this is in here someware (probibly is) but after 1.2 dont think ive got an air contact from the SD set. ive been attact and i no the display is for the SJ but thay never pic the pleans up, only get air contacts from the deck watch.

and yes i have a fresh radar guy on the sets 24/7

GnarPow
04-28-07, 06:43 AM
...and, God knows, the dripping sarcasm and the whole "shut your f'ing mouth" bit does wonders for proving your point 'bout being "a really nice guy", right? :huh: :roll:

Look at every one of my other posts and they are either on topic or telling someone how they did something well:smug: .. Sorry I let dumass people get to me and sorry you even read that :D

AVGWarhawk
04-28-07, 07:08 AM
Beery looks to have made a joke that just did not go off to well.;) Ok, we will not steer him in the direction of being a comedian as a career. Back to the bugs:shifty:

Beery
04-28-07, 07:52 AM
Beery looks to have made a joke that just did not go off to well.;)

It wasn't meant to be that funny. I seriously think restarting is cheating - the worst kind of cheating even - the kind where the player cheats himself of a fun game experience. I just figured I'd say it in a lighthearted way.

U-Bones
04-28-07, 10:03 AM
I sunk a flat-top and a destroyer but couldnt load torpedoes in time for another round so I decided to reload and see if I could do better.

My real problem was that NEITHER periscope would go up. They both acted as if they were destroyed (i've had them get destroyed b4 and they dont work at all after that). Quite an issue being that I am in the middle of patrol and dont feel like restarting but it seems I must...
This is a feature. The developers decided that disabling the periscopes was the best way to punish cheating. I think this is a great feature.
WOW. I can definately state that if it is a feature to turn the periscope off for copy protection, then the feature is buggy. I went through days of head scratching over this, and eventually refreshed the 1.1 files over my install. This corrected the issue, it has not resurfaced before or after patching to 1.2.

My DVD has NEVER left the drive since I installed the game, nor have I copied it, nor have I EVER run anything but the supplied SH4.exe

Bane
04-28-07, 10:24 AM
In addition to #77 on the list:

This may be related. I press the Follow Nearest button, it doesn't light up but he does what he's told. I press it again so he'll go back to a normal sonar sweep, but he doesn't. He continues to follow the nearest contact.

As far as I can tell there's no way to stop follow nearest once you start it short of surfacing the boat.

Beery
04-28-07, 10:33 AM
WOW. I can definately state that if it is a feature to turn the periscope off for copy protection, then the feature is buggy.

I was just joking - saying it was a feature to punish saving and restarting.

Sub Libertate Quietem
04-28-07, 12:27 PM
Clean install of SH4, updated to v1.2: I was toward the end of my third patrol, and I had saved the game five times during the patrol. I lost all five. Game will not reload the saved files, but instead crashes to the desktop. I have had saved games refuse to load and crash me to the desktop in v1.2 multiple times. Normally, reverting to the previous saved file allowed me to at least salvage some of the feets my patrol. Losing the entire patrol is a real kick in the groin :doh:! Morale: Zero! Fixing this problem is critical. Being able to save/load a game is a necessity when one does not have the free time to complete a patrol in one sitting.

Asus Crosshair MB
Windows XP Home (32 bit)
AMD Athlon 64 X2 Dual Core 3Ghz
4 Gb RAM
2x GeForce 7950 GT/KO SLI config

Elder-Pirate
04-28-07, 01:09 PM
Clean install of SH4, updated to v1.2: I was toward the end of my third patrol, and I had saved the game five times during the patrol. I lost all five. Game will not reload the saved files, but instead crashes to the desktop. I have had saved games refuse to load and crash me to the desktop in v1.2 multiple times. Normally, reverting to the previous saved file allowed me to at least salvage some of the feets my patrol. Losing the entire patrol is a real kick in the groin :doh:! Morale: Zero! Fixing this problem is critical. Being able to save/load a game is a necessity when one does not have the free time to complete a patrol in one sitting.

Asus Crosshair MB
Windows XP Home (32 bit)
AMD Athlon 64 X2 Dual Core 3Ghz
4 Gb RAM
2x GeForce 7950 GT/KO SLI config




Some of your problem may be in your RAM? Win XP does not like 4 Gigs of random access memory and will cause conflicks. Take out one gig and then see what happens.
You want 4 gigs Ram ( or more ) change over to Vista.

aanker
04-28-07, 01:28 PM
33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

Moon phases (I have eyes) but more importantly Moonrise and Moonset times would be nice for dropping off Agents... less chance of being spotted and could time the dropoff time/date for No moonlight conditions. Also could time night surface attacks etc for total darkness.

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

Agreed, please make retirement optional.

Thanks,

Spectre-63
04-28-07, 02:29 PM
Some of your problem may be in your RAM? Win XP does not like 4 Gigs of random access memory and will cause conflicks. Take out one gig and then see what happens.
You want 4 gigs Ram ( or more ) change over to Vista.

Elder-Pirate:

I'm not sure where you got your information, but it's not accurate. XP has no problems with 4 gigs of RAM. It's only when you exceed 4 gigs (for which you need a 64-bit machine and a 64-bit OS) that there would be an issue. I've run numerous machines, both servers and workstations, for years with 4 gigs of memory and never seen an issue.

Elder-Pirate
04-28-07, 03:54 PM
Some of your problem may be in your RAM? Win XP does not like 4 Gigs of random access memory and will cause conflicks. Take out one gig and then see what happens.
You want 4 gigs Ram ( or more ) change over to Vista.

Elder-Pirate:

I'm not sure where you got your information, but it's not accurate. XP has no problems with 4 gigs of RAM. It's only when you exceed 4 gigs (for which you need a 64-bit machine and a 64-bit OS) that there would be an issue. I've run numerous machines, both servers and workstations, for years with 4 gigs of memory and never seen an issue.


I received this information over two years ago via phone straight from the horses mouth..............as in M$. Go figure.:roll:

Other than that all I personally know is at present my Asus A7N8X Deluxe REv 2.0 motherboard will only support 3 Gigs and thats what shes got.

My bad then. :oops: Should have known better. :damn:

Sub Libertate Quietem
04-28-07, 04:05 PM
Clean install of SH4, updated to v1.2: I was toward the end of my third patrol, and I had saved the game five times during the patrol. I lost all five. Game will not reload the saved files, but instead crashes to the desktop. I have had saved games refuse to load and crash me to the desktop in v1.2 multiple times. Normally, reverting to the previous saved file allowed me to at least salvage some of the feets my patrol. Losing the entire patrol is a real kick in the groin :doh:! Morale: Zero! Fixing this problem is critical. Being able to save/load a game is a necessity when one does not have the free time to complete a patrol in one sitting.

Asus Crosshair MB
Windows XP Home (32 bit)
AMD Athlon 64 X2 Dual Core 3Ghz
4 Gb RAM
2x GeForce 7950 GT/KO SLI config




Some of your problem may be in your RAM? Win XP does not like 4 Gigs of random access memory and will cause conflicks. Take out one gig and then see what happens.
You want 4 gigs Ram ( or more ) change over to Vista.


Windows XP Home Edition does have an issue with too much RAM, which I was aware of. Under Start>My Computer> Properties, Windows will only recognize that my system has 3.25 Gb of RAM. However, it has never caused any problems. Windows XP Home does not recommend using more than 3 Gb. Again, I've never had an issue with the 4 Gb in the past.
All that being said, I removed 2 Gb of RAM (they work in pairs) and I am still having an issue re-loading saved games. Which I am somewhat happy about, as I need more than 2 Gb of RAM to enable my video card SLI configuration. If scaling back to 2 Gb had worked, I'd have had a little dilemma on my hands.
Thanks for the suggestion though. I appreciate it.

Reece
04-28-07, 08:19 PM
@ Sub Libertate Quietem, Spectre-63 & Elder-Pirate, I have just had a discussion on this issue when you have 4gig & 3 gig only shows, on some computers in the bios there is a setting for "memory hole", enable this if you have the option & should now have 4 gig! (so I have been told).:yep:

Cobber
04-28-07, 09:56 PM
The issues I've had since installing Patch 1.2:

1. I've had about 3 critical CTBGBSOD (Crash To The Bill Gates Blue Screen Of Death) where the machine commences to do a memory dump before rebooting.
:down: :down: :down: :down:

2. Using the S-18 in Career Mode, moving to Surabaya after the fall of Manila. When Java falls can not return to Surabaya as it obviously becomes Japanese. If I try to go to Fremantle or Brisbane as alternates I only get the option to Refit or Postpone. I don't have the option to End Patrol.

3. Some vessels seem to brush off Torpedo hits as if nothing has happened (rare) while medium composites take upto 3 hits to sink, seems over the top.

I don't have Torpedo tracking but that doesn't really bother me, everything else sems to work fine. Even with the above issues I'm really enjoying SH4.

kakemann
04-29-07, 12:26 PM
23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 (http://www.subsim.com/radioroom/showthread.php?t=112904) and this http://www.subsim.com/radioroom/showthread.php?t=112853 (http://www.subsim.com/radioroom/showthread.php?t=112853)
Another reference to the same problem here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455)
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]
Early war AI doesn’t see the periscope very often, At night searchlights don’t lock on – feature or bug?
There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem:
http://www.subsim.com/radioroom/showthread.php?t=113232 (http://www.subsim.com/radioroom/showthread.php?t=113232)


Another incidence of this AI bug:

http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455

By the way:

There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem:
http://www.subsim.com/radioroom/showthread.php?t=113232 (http://www.subsim.com/radioroom/showthread.php?t=113232) (http://www.subsim.com/radioroom/showthread.php?t=113232)

Can you update this thread to the new one:

http://www.subsim.com/radioroom/showthread.php?p=517755#post517755

Thanks!

Spectre-63
04-29-07, 01:59 PM
The issues I've had since installing Patch 1.2:

1. I've had about 3 critical CTBGBSOD (Crash To The Bill Gates Blue Screen Of Death) where the machine commences to do a memory dump before rebooting.
:down: :down: :down: :down:

Most of the time, a BSOD is due to an issue outside the game in question (driver issues, etc). What file does it reference in the BSOD? It usually says something like "error 0x7c in <filename>." What's the filename in your case?

DragonRR1
04-29-07, 02:50 PM
This is a minor updated version a 4a, hence 4a+, the changes are mainly to issue 20)

Silent Hunter 4 - Bug list v4a+

Changelog 4a+
Updated 20) More information
Updated 56) More information
Updated 72) More information
Updated 47) More information
Updated 45) More information
Updated 23) More information
Added issue 73)
Added issue 74)
Added issue 77)
Escalated 2 no. Provisional issues to issues 75) and 76)
Added 6 no. Provisional issues
Added Player help/information section.

Changelog 4
Added an issue 72)
Removed issue 23) - see 29)
Issue 25) is now combined with issue 37)
Added link - issue 6)
Added note - issue 25)
Added 6 no. provisional issues
Updated 23) - more information.
Updated 23) - Partial workaround.

Changelog 3e-3f
Moved a provisional issue to confirmed issue 71)
Added 2 Provisional issues – Crew recruitment problems and Default Ensigns missing
More information added to 29) The deck gun and AA gun can be repaired but only when crewed.

Changelog 3d-3e
Added “Query” section at end – NEED FEEDBACK!!
Issue 11) has been removed.. Issue 31) provides more detailed information.
Issue 63) removed.
Updated 6), 14), 29), 30), 31) 35) 46) and 69) with additional information
Added possible mod fix for 2)
Item 27) and 37) wording changed.
Moved a provisional item to confirmed issue 69)
Added 1 provisional item
Added issue 70)

Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 (http://www.subsim.com/radioroom/showthread.php?t=112400) ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]
See also 23)

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) Removed.

12) Removed.

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]
[This is probably linked to issue 70) saving the game when submerged]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 (http://www.subsim.com/radioroom/showthread.php?t=112950) ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]

20) Hydrophones still do not work at periscope depth.
Jungman wrote:
Change a value -9 to -4 inside Sensors_sub_US.sim the MaxSensorHeight of the hydrophones. Now you can hear it yourself and your crew. This allows it to work in more shallow water. See various threads. Easy fix. Some changed it less, some changed all three ocurrances.

See Documis FTT Mod for an exact answer to what works best all around for all submarines. They have different sizes. Never proven if devs wanted this as a feature, or IRL you could use Hyrophones at shallow depth. After all, the Escorts hunting you use them on the surface. We agreee you should be able to use them at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 (http://www.subsim.com/radioroom/showthread.php?t=112904) and this http://www.subsim.com/radioroom/showthread.php?t=112853 (http://www.subsim.com/radioroom/showthread.php?t=112853)
Another reference to the same problem here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455)
Another here: http://forums.ubi.com/eve/forums/a/t...5/m/2721069455 (http://forums.ubi.com/eve/forums/a/t...5/m/2721069455)
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]
Early war AI doesn’t see the periscope very often, At night searchlights don’t lock on – feature or bug?
There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem:
http://www.subsim.com/radioroom/showthread.php?t=113232 (http://www.subsim.com/radioroom/showthread.php?t=113232)
Updated version of Kakemann’s mod here:
http://www.subsim.com/radioroom/showthread.php?p=517755#post517755 (http://www.subsim.com/radioroom/showthread.php?p=517755#post517755)

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Combined with issue 37)

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before etc..

29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion.

30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)

37) Feature request - Please provide the ability to open all tube doors with sound effect.
[There is a mod which does fix/workaround his issue]

38) Fix the radar and sonar.
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.
Sound man does not call out when a depth charge is dropped in the water.
Sound man does not report when a destroyer is pinging the sub.

46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.
Note: Sampans, life boats and even downed pilots are picked up as contacts by the hydrophone. None of these have engines, needs fixing.
In addition it appears that surface radar picks up Sampans which shouldn’t be radar reflective?


48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
Many users report the striped map problem, screenshot here: http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1)
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)
[It is possible that their home port has been moved without them noticing]

62) Radio messages can be received underwater.

63) Removed.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..

66) Log book does not track items correctly – all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display – confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994 (http://www.subsim.com/radioroom/showthread.php?t=112994), http://www.subsim.com/radioroom/showthread.php?t=112684 (http://www.subsim.com/radioroom/showthread.php?t=112684)

69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Picture here:
[ http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D (http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D) ]

70) Saving the game when underwater. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.

71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board.

72) Confirmed issue: Deck and AA guns problems:
With crew assigned to the deck or AA guns they will fire at any target regardless of the weather conditions (Note that it isn’t always possible to get the crew to man the deck gun in rough seas).
The player can fire the deck and AA guns manually without an assigned crew.
Regardless of weather conditions AND regardless of whether the desk or AA guns have crew assigned the player is able to manually fire. According to the file for each boat the maximum wind speed allowed is 7m/s.

73) Some ship weapons are unable to fire:
The Subchaser is unable to fire its main gun at all. If you mod the Subchaser to have a second gun in a raised position where the AA gun is it will fire this gun.
The Akizuki DD has a similar issue, of the four guns it has only the two guns on the raised platforms actually fire.

74) It is well known that CTRL+N resets the weather – feature or bug?

75) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.

76) Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable.

77) The follow nearest contact button doesn’t light up when selected although the sonar man does follow the contact.

Provisional not included, need confirmation:

a) There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment.

b) Rudder not shown on damage screen, is it possible for it to be destroyed without notification?

c) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be!

d) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpedoes which do blow up are not reported as duds.

e) Crewmember’s head through roof! http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335 (http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335)

f) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator’s wheel I stuck!

g) The main or observation periscope does not rotate in external view, always points forward.

h) 1280x720 resolution is not available/doesn’t work.

i) There is no visible crew on the deck of the Coastal Composite Freighter and the Small Split Freighter

j) The bridge compass on the Gar class and possibly other subs if off by 90 degrees.

k) The radar defaults to focus mode when the player moves to one of the displays.

l) Some boats have no second man at the right hand dive planes station but rather somewhere else in the station. The slot gets filled only when battlestations is selected.
Gar class boat left dive plane indicator points to dive when surfacing, right hand indicator mirrors so it points to nothing.
Gar class boat – crewman MAY rotate the wheels the wrong way.

m) If you leave the AA gun stations as the boat goes underwater the crew can be seen manning the AA gun underwater from the external view.

n) Surface radar sweeps only at up to around 8x time compression (may be system dependent) at higher speeds the radar turns off.


Query:

Can anyone confirm that item 61) is actually a bug?

Issue 38) Fix the radar and sonar,... There are other issues which refer to this 2) 19) 67) and 68).. Can someone provide a detailed explanation on what needs fixing that isn’t covered (if anything)? Thanks for the feedback so far!

If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment)


Player help/Information:

Many users report that they have CTDs with patch 1.2. Many, but not all, of these users have found that the following steps have helped to removed the CTDs (myself included)
1. Uninstall SH4 using the uninstaller.
2. Check to see whether the SH4 game folder still exists, if it does delete it.
3. Completely delete the SH4 user folder here C:\Documents and Settings\yourname\My Documents\SH4.
4. Reinstall SH4. Do not run it.
5. Apply only patch 1.2, if the CTD still persists go back to step 1 and try 1.1 patch followed by 1.2.

Running the game with a NOCD crack is KNOWN to cause issues! Even if the game appears to work flawlessly you will almost certainly get issues like, striped nav maps, 2d crewmembers, headless bodies, inability to launch torpedoes at random times, problems with crash diving and keyboard shortcuts.Note to Devs - there is still a probable issue with protection kicking in for clean players.

There is an explanation of crew efficiency by a developer here: http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4 (http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4)

Thanks for the PMs of support peeps, you know who you are ;)

I need confirmation of the remaining provisional issues so that they can be either removed or escalated

Bane
04-29-07, 04:45 PM
Regarding #20:

The hydrophones on my Gar class boat work just fine at periscope depth. I verified it just now before posting.

I'm not sure what their effective range is supposed to be, but they do seem a little short in that regard. That or I just haven't had an opportunity to pick up a contact nearer their maximum range yet.

Elder-Pirate
04-29-07, 05:26 PM
First of all here are all the Mods that I have and at the time of this possible bug. ( I say bug because I do not believe it is my computers fault nor the Mods that are loaded. ( Yeah where have you heard that before :roll: ) The following Mods are: "RetoNavTools" by 'Zamboni', "Improved Ammo Mod" by 'shad43',"ParaB's fewer radio contacts" by 'ParaB',"RealisticEngineSoundsFX v0.9" by ' WilhelmTell', Thats it for now and will be others to follow later. Now for the so called creepy bug.

Crusing along the coast of a Japanese island ( NNE of main island ) I was having an excedrin headache with Zeros. I had a very good AA operator rated at 96 with guns and he was knocking them down like flies,never had a shell hit the sub or bomb when a bomber came along. In fact the AA gunner was racking up so may destroyed planes that I think the guy was enjoying himself. :lol: The Sub was moving along at 2/3 speed all this time, then I clicked the . key and saw this:
http://i4.photobucket.com/albums/y116/oleman/SHscrewup3.jpg

It is 10:49 ( ck right lower corner ) and the stern is below water in seas of 7 meters per sec. There is no watch nor is the AA operator at the AA gun. There has not been a dive of any sort for at least 24 hours but the depth gauge shows 27 feet instead of 15 feet.

I checked the management station ( F10 ) also at 10:49, it shows the AA gunner off duty,I never authorized this but if Sim thinks Sub is diving then AA gunner is off the gun and I never gave the dive order. The weather is fairly calm so that could not have messed things up.

http://i4.photobucket.com/albums/y116/oleman/Shscrewup2.jpg

I noticed that the on duty crew was in poor shape except the watch and AA gunner whom were off duty. Possibly because of the crew on duty being in poor shape I may have saved a game 1/2 hour before or after the shift changes and that will screw them up for sleep. Even if I did that does'nt explain why the boats bulkheads are filling with water ( if they are but not showing it ). On the above pic ( or below pic ) there is no indication of flooding or anything wrong with the boat.



Here ( still at 10:49 ) is a pic of "Damage Management" ( Y key ):

http://i4.photobucket.com/albums/y116/oleman/SHscrewup1.jpg

Pic shows not a thing wrong with the entire Sub but yet my a$$ is draging by 12 feet and even thats not enough for the watch and the AA gunner to go back to quarters.

Back to F11 and we get this: ( only now its 10:52 and 26 feet dragging a$$ :damn: )

http://i4.photobucket.com/albums/y116/oleman/SHscrewup4.jpg
I thought maybe call "surface the boat" would do the trick but no dice, instead like an idiot I called for pariscope depth and of course the Sub now was like a solid rock and I said hello to Davey Jones. :roll:

I say its a BUGGY mess and I'm about to call out my cat. :arrgh!: :lol:
http://i4.photobucket.com/albums/y116/oleman/ak47cat2hv1.gif

Just kidding with the cat Devs for he's really a pussy cat ( groan ). :sunny:

OK somewhere along the line it may be my fault? Whats your opinion Captains? Should I be court marshalled and shot for flooding my boat, keelhauled or just hope the SH4 Devs fix it right.? ( If it is a bonafied bug that is? )

kakemann
04-29-07, 05:50 PM
Another here: http://forums.ubi.com/eve/forums/a/t...5/m/2721069455 (http://forums.ubi.com/eve/forums/a/t...5/m/2721069455)


Under number 23. Looks like "cut'n paste" screwed up the link.

Try again. Here is the whole link as text (without http):

forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455

Thanks a lot for adding the changes fast!

Cobber
04-30-07, 04:26 AM
The issues I've had since installing Patch 1.2:

1. I've had about 3 critical CTBGBSOD (Crash To The Bill Gates Blue Screen Of Death) where the machine commences to do a memory dump before rebooting.
:down: :down: :down: :down:

Most of the time, a BSOD is due to an issue outside the game in question (driver issues, etc). What file does it reference in the BSOD? It usually says something like "error 0x7c in <filename>." What's the filename in your case?

Thanks Spectre but I don't know. I'll have a look next time it happens. In the meantime I'm off to get the latest driver for my graphics card (ATI EAX1600PRO, 512MB DDR2).

vindex
04-30-07, 05:21 AM
Here's my encountered bug list (patched to 1.2). I'm sure it's repetitive with what other people have already posted, but at the very least it should confirm people's experiences:

* Frequently encounter "clunking" noise when decelerating from time compression. Only heard at time=1. Persists until game is saved and reloaded.

* Bow planes always remain in up (or sometimes 3/4 up) position after a loading a game that was saved while submerged. Resaving while surfaced and reloading will make bow planes work properly again.

* 1st Watch often incurs fatigue (often to 90%+) after loading a saved game. No reasonably explanation. Never affects other watches.

* SD radar either doesn't work properly or it isn't clear how it's supposed to work.

* Manual range finder does not provide accurate solutions for most Japanese ships. From what I read, this may be due to incorrect data (fixable with mods) as well as missing conversion from meters to yards when using Imperial measurements (not fixable without patch).

* Chronometer cannot be used to measure speed.

* No radio message to inform sub when home base is changed.

* Upon loading a saved game, the radio repeats all news reports and other "events" from the start date of the patrol, including repeat log entries. This is quite annoying and ruins the intended immersion effect.

* Convoy escorts seem very passive and ineffectual. Many surface ships, such as battleships, do not seem to fire on surfaced subs. Ships in port do not "awaken" when attacked, as they did in SH3 -- in fact, nobody seems to react at all (you would expect the entire port to go berserk and light up like a X-mas tree if a carrier or battleship suddenly blew up).

These are the main issues I have encountered that I consider "serious" and should be addressed ASAP. I realize that some can be modded, and I have done so, but I figure they are worth mentioning so 1.3 includes fixes.

Detonator
04-30-07, 05:49 AM
Lots of bugs from one encounter.

Spotted a Task Force, sent a sighting report, got a new task sink a major warship.

Sank the 15K ton Heavy Cruiser with one torpedo.

Then I attacked the 6 Small Passenger Carriers, got hits on all of them, don't know how but all the hits were on the propellers, free cam showed all the propellers knocked off, yet the ships still sailed ahead at 6 knots with no propellers.

Pesky Destroyer kept coming near me, I hit it 5 seperate times, despite being on fire from bow to stern was still doing 16 knots when it rejoined the task force.

Chased down the still moving propellerless transports, heavy seas, deck gun under water most of the time, so got really close and fired even when the gun was underwater, I put the gun crew there, better them than me!, but they wouldn't fire, so I did.

And after all that, sank 1 Destoyer (not the 5 hit one), 1 Heavy Cruiser and 4 Transports, in a storm and I still didn't get a task complete message. So I sent a message with my status of undamaged but with 1 torpedo left, but I got no reply.

Question: I see from some of the screen shots that the active icons on the bottom left are in green. Is this a mod? If so can someone direct me to it pls?

Detonator
04-30-07, 05:56 AM
Another bug ffs on a different save.

Sailed on patrol from Java to South China sea. Got damaged desided to go back to port, didn't notice the anchor had gone from Java.

Where was the message? Wasn't one.

Nearest friendly port was Dawin, managed to get there on fumes, but no anchor = no refuel, even though Darwin was full of allied shipping. So I'm in an allied port with no fuel and no chance to get any. Gay.

joea
04-30-07, 07:41 AM
Another bug ffs on a different save.



Ok, so your last two posts were problems after saving? Sadly this has been an issue since SH3. Don't save unless you are on the surface and there are no enemy units around! Underwater saves, and saves with enemy units in visible range (or even as contact reports) cause problems most of the time. Too bad the save system was never fixed...but use the workaround for now.

Pax
04-30-07, 09:06 AM
A while after you have started playing, the F11 external view and next/prev unit views forces the view downwards automatically. E.g. for the F11 view you have to contiously drag the mouse upwards to counter this downwards movement.

DragonRR1
04-30-07, 09:14 AM
Another here: http://forums.ubi.com/eve/forums/a/t...5/m/2721069455 (http://forums.ubi.com/eve/forums/a/t...5/m/2721069455)


Under number 23. Looks like "cut'n paste" screwed up the link.

Try again. Here is the whole link as text (without http):

forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455

Thanks a lot for adding the changes fast!

Damn and blast, will fix it!

U-4053
04-30-07, 09:53 AM
I've been playing it for a couple weeks and I havent even seen the sonar or radar even work yet.
I've clicked every button I can see in the Sonar and radar rooms and they light up but the screen doesnt come on .



Charlie

joea
04-30-07, 10:10 AM
I've been playing it for a couple weeks and I havent even seen the sonar or radar even work yet.
I've clicked every button I can see in the Sonar and radar rooms and they light up but the screen doesnt come on .



Charlie

Well you have to use home and end to turn sonar head...for radar what kind of radar do you have?

Bane
04-30-07, 11:39 AM
Event camera: when being attacked by planes your sub will often be shown either 90 degrees from it's own wake or sticking straight up out of the water for a short while before it pops back into proper position.

Elder-Pirate
04-30-07, 02:07 PM
Event camera: when being attacked by planes your sub will often be shown either 90 degrees from it's own wake or sticking straight up out of the water for a short while before it pops back into proper position.


That must be something like my #402 post above only I have "Event camera" disabled. Very disturbing and if not a bug I'd like to know the reason for it's not being so.

Is there a SH4 Dev in the house? please. :)

DragonRR1
04-30-07, 02:38 PM
Event camera: when being attacked by planes your sub will often be shown either 90 degrees from it's own wake or sticking straight up out of the water for a short while before it pops back into proper position.

That must be something like my #402 post above only I have "Event camera" disabled. Very disturbing and if not a bug I'd like to know the reason for it's not being so.

Is there a SH4 Dev in the house? please. :)
I had something like your problem in either 1.0 or 1.1 but haven't seen it in 1.2. the problem is that running any mod unless just sound or graphical makes it difficult to say whether the issue would have happened without mod "x" altho the mods you mention aren't likely to cause the problem you have had...imo.

The only thing that springs to mind.. If your sub had some hidden damage i.e. the pressure hull somehow got damaged and then repaired without you noticing? You have a damage control team already assigned in one of your pics....

I think.. but I don't know! that the event camera issue has more to do with the issue you get if the game is paused and you switch to an external view... which is mentioned as a known issue in the readme I think....

Elder-Pirate
04-30-07, 04:40 PM
Event camera: when being attacked by planes your sub will often be shown either 90 degrees from it's own wake or sticking straight up out of the water for a short while before it pops back into proper position.

That must be something like my #402 post above only I have "Event camera" disabled. Very disturbing and if not a bug I'd like to know the reason for it's not being so.

Is there a SH4 Dev in the house? please. :)

The only thing that springs to mind.. If your sub had some hidden damage i.e. the pressure hull somehow got damaged and then repaired without you noticing? You have a damage control team already assigned in one of your pics....


Although not pro typical I keep the Damage quarters full all the time ( but only on duty if necessary, they won't do a thing if not activated ) with a space left for the AA gunner if I want him in quarters when sub is under water during an attack as this Sim likes to hurt the AA gunner and gun under sea. The way the Sim is written I've had no problems so far ( That I know of that is. :hmm: ) keeping the damage quarters full as they get plenty of rest when not activated for damage control.
I keep a pretty good eye on the messages and or both F10 an Y screens for damage but I certainly can and probably have missed a report or two.
This Sim so far is not the greatest for giving the right and proper message at the right time in most instances just when you need to see it.
Oh well better luck to us all next time. ( If there is a next time. :hmm: )

Bane
04-30-07, 07:36 PM
Regarding #51:

I do not have unlimited fuel on and I've been sent from Pearl Harbor to Honshu three times in fracking row. I even had the 'Japan wants New Guinea so we're setting up a sub patrol zone around the Solomons' movie and I still got sent to Honshu. Frack Honshu.

I'd like to see some of these new missions before I get forcibly retired while I'm on the subject.

AND I'd like to be able to spend renown to get a different boat as well as have them offered to me, not just the latter. If it ain't broke don't fix it.

:mad: :nope:

kakemann
04-30-07, 08:19 PM
6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]


It's related to the weather conditions.

If there is heavy clouds, daytime - or nighttime the DD's will turn on their searchlights.

See this post:
http://www.subsim.com/radioroom/showthread.php?t=113687&highlight=searchlights

Cobber
05-01-07, 08:18 AM
The issues I've had since installing Patch 1.2:

1. I've had about 3 critical CTBGBSOD (Crash To The Bill Gates Blue Screen Of Death) where the machine commences to do a memory dump before rebooting.
:down: :down: :down: :down:

Most of the time, a BSOD is due to an issue outside the game in question (driver issues, etc). What file does it reference in the BSOD? It usually says something like "error 0x7c in <filename>." What's the filename in your case?

Thanks Spectre but I don't know. I'll have a look next time it happens. In the meantime I'm off to get the latest driver for my graphics card (ATI EAX1600PRO, 512MB DDR2).

Since updating my video driver no more CTBGBSOD. I uninstalled the game and reinstalled with only patch 1.2 and found I was getting extra radio traffic to send me to Fremantle, now I can end my patrol. SD radar still doesn't seem to work but for now everything else seems fine.

Probably not the right thread for this but for those of you who have taken your boat to Fremantle the island indicated as Carnac is actually Garden Island (GI) and the base there is aproximately where the modern day HMAS Stirling is (home of the Collins Class). The island aprox NW/NNW of GI is Rottnest Island with Carnac Island being a small island more north of, and closer to GI, not even appearing on the map. All are quite viewable from Google Earth and I've fished around them all this summer (didn't catch anything but the beer was cold).

Dogster
05-01-07, 12:29 PM
When I secure from Battlestations: It says secure from battlestions/relieve the watch at the same time(mostly when I'm playing in career mode).

My computer still crashes sometimes(not as much).

SYSTEM

MoBo: Asus M2N-E
CPU: AMD Athlon 64 5600 X2
GPU: EVGA 8800 GTS 640 MB "Superclocked"
HDD: 2 WD Caviar 160's SATA 3.0 gb/s (RAID 0)
RAM: 2 GB Kingston Valueram
SC: SB Audigy 5.1 Gamer
PSU: Mushkin 550W

sotilas87
05-01-07, 02:35 PM
I did find one large fleet and what i get... my crew don't launch any torpedoes and i start cry and I cry a lot :). And sometime my crew is 2d and BIG BIG eyes.... like they have too much pressure in their body :damn:

AVGWarhawk
05-01-07, 03:41 PM
I did find one large fleet and what i get... my crew don't launch any torpedoes and i start cry and I cry a lot :). And sometime my crew is 2d and BIG BIG eyes.... like they have too much pressure in their body :damn:

2D crew and bug eye crew are and example of the protection system working. Known causes for this to happen:

Bad load of a legitimate copy.....recommend a reinstall.
Use of NO CD crack....use the original disc for starting the game.
Pirated copy of the game.....purchase a copy made by UBI.

DragonRR1
05-01-07, 04:11 PM
Silent Hunter 4 - Bug list v4b

Changelog 4b
Updated 6) More information
Updated 20) More information
Fixed mod link in 23)
Updated 23) More information
Updated 28) More information
Added player note issue 28)
Updated 51) More information
Updated 61) More information
Combined issue 70) with issue 28)
Added provisional issue o)
Removed some queries

Changelog 4a+
Updated 20) More information
Updated 56) More information
Updated 72) More information
Updated 47) More information
Updated 45) More information
Updated 23) More information
Added issue 73)
Added issue 74)
Added issue 77)
Escalated 2 no. Provisional issues to issues 75) and 76)
Added 6 no. Provisional issues
Added Player help/information section.

Changelog 4
Added an issue 72)
Removed issue 23) - see 29)
Issue 25) is now combined with issue 37)
Added link - issue 6)
Added note - issue 25)
Added 6 no. provisional issues
Updated 23) - more information.
Updated 23) - Partial workaround.

Changelog 3e-3f
Moved a provisional issue to confirmed issue 71)
Added 2 Provisional issues – Crew recruitment problems and Default Ensigns missing
More information added to 29) The deck gun and AA gun can be repaired but only when crewed.

Changelog 3d-3e
Added “Query” section at end – NEED FEEDBACK!!
Issue 11) has been removed.. Issue 31) provides more detailed information.
Issue 63) removed.
Updated 6), 14), 29), 30), 31) 35) 46) and 69) with additional information
Added possible mod fix for 2)
Item 27) and 37) wording changed.
Moved a provisional item to confirmed issue 69)
Added 1 provisional item
Added issue 70)

Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 (http://www.subsim.com/radioroom/showthread.php?t=112400) ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]
See also 23)
Kakemann in this thread appears to have a full description of the issue which basically involves weather rather then time of day:
http://www.subsim.com/radioroom/showpost.php?p=520452&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=520452&postcount=1)

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) Removed.

12) Removed.

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]
[This is probably linked to issue 70) saving the game when submerged]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 (http://www.subsim.com/radioroom/showthread.php?t=112950) ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]

20) Hydrophones still do not work at periscope depth.
Jungman wrote:
Change a value -9 to -4 inside Sensors_sub_US.sim the MaxSensorHeight of the hydrophones. Now you can hear it yourself and your crew. This allows it to work in more shallow water. See various threads. Easy fix. Some changed it less, some changed all three ocurrances.
See Documis FTT Mod for an exact answer to what works best all around for all submarines. They have different sizes. Never proven if devs wanted this as a feature, or IRL you could use Hyrophones at shallow depth. After all, the Escorts hunting you use them on the surface. We agreee you should be able to use them at periscope depth.
Bane pointed out that the hydrophones on a Gar class boat seem to work correctly at periscope depth, although the range seemed short.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 (http://www.subsim.com/radioroom/showthread.php?t=112904) and this http://www.subsim.com/radioroom/showthread.php?t=112853 (http://www.subsim.com/radioroom/showthread.php?t=112853)
Another reference to the same problem here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455)
Another here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455)
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]
Early war AI doesn’t see the periscope very often, At night searchlights don’t lock on – feature or bug?
There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem:
http://www.subsim.com/radioroom/showthread.php?t=113232 (http://www.subsim.com/radioroom/showthread.php?t=113232)
Updated version of Kakemann’s mod here:
http://www.subsim.com/radioroom/showthread.php?p=517755#post517755 (http://www.subsim.com/radioroom/showthread.php?p=517755#post517755)
AI in ports, for example if a ship Japanese ship is torpedoed is also very passive.

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Combined with issue 37)

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues:
NOTE: With patch 1.2 it is suggested that players save the game only when on the surface and not near enemy shipping.
External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before, fatigued crew. One player has mentioned that the radio repeats news reports and events from the start of the patrol including log entries.
Saving the game when underwater is problematic and not recommended. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.

29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion.

30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)

37) Feature request - Please provide the ability to open all tube doors with sound effect.
[There is a mod which does fix/workaround his issue]

38) Fix the radar and sonar.
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.
Sound man does not call out when a depth charge is dropped in the water.
Sound man does not report when a destroyer is pinging the sub.

46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.
Note: Sampans, life boats and even downed pilots are picked up as contacts by the hydrophone. None of these have engines, needs fixing.
In addition it appears that surface radar picks up Sampans which shouldn’t be radar reflective?

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]
One user reports here: http://www.subsim.com/radioroom/showpost.php?p=520431&postcount=417 (http://www.subsim.com/radioroom/showpost.php?p=520431&postcount=417) that he still had repetitive missions without infinite fuel on.

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
Many users report the striped map problem, screenshot here: http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1)
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)
[It is possible that their home port has been moved without them noticing]
Some users mention that there is no notification that their home port has been changed.

62) Radio messages can be received underwater.

63) Removed.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..

66) Log book does not track items correctly – all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display – confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994 (http://www.subsim.com/radioroom/showthread.php?t=112994), http://www.subsim.com/radioroom/showthread.php?t=112684 (http://www.subsim.com/radioroom/showthread.php?t=112684)

69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Picture here:
[ http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D (http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D) ]

70) Combined with 28)

71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board.

72) Confirmed issue: Deck and AA guns problems:
With crew assigned to the deck or AA guns they will fire at any target regardless of the weather conditions (Note that it isn’t always possible to get the crew to man the deck gun in rough seas).
The player can fire the deck and AA guns manually without an assigned crew.
Regardless of weather conditions AND regardless of whether the desk or AA guns have crew assigned the player is able to manually fire. According to the file for each boat the maximum wind speed allowed is 7m/s.

73) Some ship weapons are unable to fire:
The Subchaser is unable to fire its main gun at all. If you mod the Subchaser to have a second gun in a raised position where the AA gun is it will fire this gun.
The Akizuki DD has a similar issue, of the four guns it has only the two guns on the raised platforms actually fire.

74) It is well known that CTRL+N resets the weather – feature or bug?

75) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.

76) Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable.

77) The follow nearest contact button doesn’t light up when selected although the sonar man does follow the contact.

Provisional not included, need confirmation:

a) There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment.

b) Rudder not shown on damage screen, is it possible for it to be destroyed without notification?

c) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be!

d) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpedoes which do blow up are not reported as duds.

e) Crewmember’s head through roof! http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335 (http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335)

f) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator’s wheel I stuck!

g) The main or observation periscope does not rotate in external view, always points forward.

h) 1280x720 resolution is not available/doesn’t work.

i) There is no visible crew on the deck of the Coastal Composite Freighter and the Small Split Freighter

j) The bridge compass on the Gar class and possibly other subs if off by 90 degrees.

k) The radar defaults to focus mode when the player moves to one of the displays.

l) Some boats have no second man at the right hand dive planes station but rather somewhere else in the station. The slot gets filled only when battlestations is selected.
Gar class boat left dive plane indicator points to dive when surfacing, right hand indicator mirrors so it points to nothing.
Gar class boat – crewman MAY rotate the wheels the wrong way.

m) If you leave the AA gun stations as the boat goes underwater the crew can be seen manning the AA gun underwater from the external view.

n) Surface radar sweeps only at up to around 8x time compression (may be system dependent) at higher speeds the radar turns off.

o) Event camera, when showing the sub being attacked by planes, often shows the sub 90 degrees from it’s own wake or sticking up out of the water before everything pops back into position.


Query:

If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment)


Player help/Information:

Many users report that they have CTDs with patch 1.2. Many, but not all, of these users have found that the following steps have helped to removed the CTDs (myself included)
1. Uninstall SH4 using the uninstaller.
2. Check to see whether the SH4 game folder still exists, if it does delete it.
3. Completely delete the SH4 user folder here C:\Documents and Settings\yourname\My Documents\SH4.
4. Reinstall SH4. Do not run it.
5. Apply only patch 1.2, if the CTD still persists go back to step 1 and try 1.1 patch followed by 1.2.

Running the game with a NOCD crack is KNOWN to cause issues! Even if the game appears to work flawlessly you will almost certainly get issues like, striped nav maps, 2d crewmembers, headless bodies, inability to launch torpedoes at random times, problems with crash diving and keyboard shortcuts. Note to Devs - there is still a probable issue with protection kicking in for clean players.

There is an explanation of crew efficiency by a developer here: http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4 (http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4)

Thanks for the PMs of support peeps, you know who you are ;)

I need confirmation of the remaining provisional issues so that they can be either removed or escalated

cecrowder
05-01-07, 11:59 PM
I am suffering from constant CTDs. They happen somewhat randomly. A couple of times it happened when I pressed a key (not the same one each time)

sotilas87
05-02-07, 12:44 AM
I reinstall SH4 and it work fine this time. but still has this torpedo launch system... one time fore torpedoes did make amazing thing... torpedoes make U-Turn when launched :) so that kind of torpedoes i dont sunk anything :) NOTICE: it was automatic aiming :)

ccruner13
05-02-07, 01:54 AM
radar doesnt turn back on after surfacing?

vindex
05-02-07, 02:13 AM
Destroyers (and possibly subchasers) have a terrible time navigating ports. I sunk a merchant ship in one of the Okinawan ports and a destroyer came looking for me. It went straight into a wall and kept bumping it until it finally sank. I reloaded and the second time it got into the port area and tried to turn but couldn't complete the turn, hit a wall and kept bumping it until it sank. Pathetic!

I also think the port areas themselves should be more shallow -- too shallow for a sub to range freely at periscope depth. Periscope depth just outside the port is fine, but inside? Okay, I know, this last point is not a "bug," but I figured I'd mention it.

leeclose
05-02-07, 08:05 AM
So Dragon just a wee list you have now i can remmber about 2 weeks ago when we first spoke there was about 20 bugs maybe less and a fortnight later well over 60 thats kinda scary and have we got a eta for the next patch. In the mean time ive shelved sh4 as its not fun to play at teh moment.:down:

Bane
05-02-07, 08:26 AM
Regarding #75:

I can confirm that the destruction of the rear dive plane transmission does not prevent the boat from diving/surfacing nor prevent the planes from moving. Mine was completely destroyed, the tooltip number for the vertical red bar was 1.000 and the crew was unable to repair it at sea.

I was on my way back to Pearl Harbor and didn't perform any course changes so I'm unable to confirm whether the rudder was affected.

DragonRR1
05-02-07, 08:33 AM
Regarding #75:

I can confirm that the destruction of the rear dive plane transmission does not prevent the boat from diving/surfacing nor prevent the planes from moving. Mine was completely destroyed, the tooltip number for the vertical red bar was 1.000 and the crew was unable to repair it at sea.

I was on my way back to Pearl Harbor and didn't perform any course changes so I'm unable to confirm whether the rudder was affected.

Thanks, will add a confirmation note.

DragonRR1
05-02-07, 08:54 AM
So Dragon just a wee list you have now i can remmber about 2 weeks ago when we first spoke there was about 20 bugs maybe less and a fortnight later well over 60 thats kinda scary and have we got a eta for the next patch. In the mean time ive shelved sh4 as its not fun to play at teh moment.:down:

Well the first list I did was a combination of bugs listed by Reece and Neal Stevens along with others of my own and gathered ones. Total was around 30. Yes it is rather larger now altho not all issues listed are unfixable by modders or critical (imo).

I really don't know whether we are going to see a patch or not, nor when. I do think there is a reasonable chance to see 1.3, less 1.4...

tomoose
05-02-07, 04:46 PM
I haven't played SH4 for 3 weeks and am telling my buddies not to buy it until at least another patch is done.

Having said that, has there been ANY indication from the developers that they are even working on a 1.3 patch? They were quick enough with their cute little "malfunctioning torpedoes" post to indicate they were working on 1.2, since then......nothing!

It would be nice to know if they're even paying attention to the bug list and complaints etc.

:-?

klh
05-02-07, 04:47 PM
I hope it's still OK to add to this thread on the subject of bugs. I tried to read through so as not to duplicate other's lists, but this thread has taken a few detours along the way and I got tired. So, here's my wish list of items to fix. Please accept my apologies if none of them are new.

First with a positive note. I'm on my second patrol with patch 1.2 vanilla (I won't mod much until Ubi is done patching) and am really enjoying it, despite some of the issues. You have to admit, there's some nice touches here, like the light signals a Japanese task force uses after you attack them.

Now for the issues. While I really like the fact that COMSUBPAC has given me a crew (much better than Pacific Aces in that sense), I'm really beginning to question their competence.

1) My bow (I think) planesman keeps leaving his post. No promotions for him. I'm thinking about a court martial.

2) When I stood down from general quarters, the shift on watch were tired, so they just went to sleep at their posts. I'm thinking about another court martial.

3) When I reloaded a save game after setting up a perfect surface night attack in front of a task force, the engine room went to all stop from flank. Not good timing for a coffee break. I'm probably going to have to court martial them too.

4) I installed the air radar after my first patrol, but it still isn't working (at least nobody tells me of the planes before they are spotted visually). Who should I court martial about this - my radar operators or the folks back at Pearl?

5) I hate the fact that I can't see out of my periscope and use hydrophones at the same time (I know - this has been mentioned a few times already). It's probably not his fault, but I'm thinking about court-martialing the hydrophones operator anyway.

6) After spending several days running around the patrol mission objective point (Honshu), I still haven't completed my objective. I'm out of torpedoes and need to go home. I guess they're going to court martial me too.

After all is said and done, I'm really enjoying this, but I may have to go back to SH3 and fight for the Axis for a while since I won't have a crew anymore after all of them are in the klink.

Vorkapitan
05-02-07, 06:00 PM
Hi All,

After returning from "compressed time", I lose egine and all environment sounds but not voice sounds.

Anyone else?

Joe :hmm:

Vorkapitan
05-02-07, 07:28 PM
When I fire a torpedo, at time of impact, there is a 3 to 5 second delay (screen freezes) then the torp explodes with sound.

ccruner13
05-02-07, 10:33 PM
some time ago pre 1.2 i was free camera-ing and for some reason or another it got stuck going down like im pushing num pad 1. just now i was doing the same and i was using forward arrow and numpad 1 and it got stuck down a few times but i pushed some buttons and it stopped. now it is stuck in the down again. i can only hold position by pressing num pad 7 to cancel the down but cant go higher. anyone else?

DelphianSpectre
05-02-07, 11:41 PM
After reading the patch notes I wonder if UBI even has a team of beta testers.
Just for the record. I'll beta test

:know::up::|\\

Mikkow
05-03-07, 12:04 AM
When I fire a torpedo, at time of impact, there is a 3 to 5 second delay (screen freezes) then the torp explodes with sound.

Sounds like real sound delay. With the sound options maxed out, it will take the sound some time to travel and reach your ears. The speed of sound to be exact.

vindex
05-03-07, 03:21 AM
Just noticed that when you are in port (between missions) and you look at your patrol log, all of the sinking times and dates are the same -- the hour/day your patrol began. No variation at all.

I think this may be related to the radio bug, where after loading a saved game, all radio "events" from the start of the patrol on are rebroadcast. Obviously the saved game does record date-of-save; so when you reload, time and date is the same as when you saved. But the game does not seem to be retreiving this information for all of the relevant purposes.

DelphianSpectre, I do not believe this game was beta-tested at all. Maybe alpha tested. We are the beta-testers. (Don't mean to insult any beta-testers out there, or even the devs, it's not your fault, it's the publisher).

Ping Jockey
05-03-07, 08:44 AM
Has the Dev team said there well be a 1.3 patch?????

DragonRR1
05-03-07, 10:08 AM
Has the Dev team said there well be a 1.3 patch?????

There has been no official, nor unofficial announcement as far as I'm aware.

Elder-Pirate
05-03-07, 11:00 AM
If SH4 $ were a football and UBI were a football player then it seems as UBI is way over the 50 yard line heading for a touchdown. :damn:

ccruner13
05-03-07, 09:22 PM
i crashed again when i clicked on binoc tab this time from the map room. (51k ton manual double refit patrol down the tuuubes)

Elder-Pirate
05-03-07, 11:07 PM
This may have been in here somewhere but nothing on search that I need to know.
Question: WHY do they always whisper that there is a ship sighted,or your taking damage,etc., when your NOT under water and NOT at "Silent Running"? Geeze that BUGS me. I've "Master Volume" turned wide open,"Sound effects" 3/4 way up,"Music" slider half way and "Voice" volume slider all the way up. Cruising along out in the middle of nowhere and all of a sudden there a very low whisper "Ship Spotted so & so bearing". The ship reported is 8,000 yards away and couldn't hear you talk if he tried and on top of that your subs engines sounds drown you out if you happen to be at the bridge. But if you call periscope depth, crash dive or whatever the VERY loud klaxon sounds off AAHHOOOGAA and your ears are splitting under the 5.1 home speaker system that was turned half way up.:damn: Say what?? :huh: Then your looking at top of screen hopeing it is printed just where the ship is he whispered about. Sometimes it is not listed on the message text at top and sometimes when ship sighted there isn't any red/blue icon anywhere on the map ( was he hallucinating? :o ) Yeah I know turn down my speaker volume ( all 6 of them ), well that's what I purchased the speaker system for so I could hear sounds you won't with two or three speakers and there are a lot of extra sounds with a 5.1 system.
Has this been listed as a bug? I sure hope so. Maybe there is a work around? Is there? :hmm:

Now I can't even hear myself think. :lol:

DragonRR1
05-04-07, 03:03 AM
the VERY loud klaxon sounds off AAHHOOOGAA and your ears are splitting under the 5.1 home speaker system that was turned half way up.:damn: Say what?? :huh: \Then your looking at top of screen hopeing it is printed just where the ship is he whispered about. Sometimes it is not listed on the message text at top and sometimes when ship sighted there isn't any red/blue icon anywhere on the map ( was he hallucinating? :o ) Yeah I know turn down my speaker volume ( all 6 of them ), well that's what I purchased the speaker system for so I could hear sounds you won't with two or three speakers and there are a lot of extra sounds with a 5.1 system.
Has this been listed as a bug? I sure hope so. Maybe there is a work around? Is there? :hmm:

Now I can't even hear myself think. :lol:

And they say it is difficult to express oneself in text! :rotfl::rotfl::rotfl:

Bane
05-04-07, 01:56 PM
A few more:

1. If you scroll down the torpedo supply list and then drag/drop one from the list to an empty slot in your sub the list jumps back up to the top, forcing you to scroll down again. Highly annoying imho.

2. Deck gun and AA gun ammo reserves are not listed anywhere accept when manning the gun yourself.

3. There's no way to tell your deck gun crew what ammo to use unless you man the gun yourself and switch ammo types for them. It's unknown to me at this time how long they keep firing that type once you set it in this fashion: one shot, until that ammo is gone, until you cease fire?

Scoochy
05-05-07, 06:47 PM
I have a stern mounted deck gun. But on the crew screen it shows I have both a stern and bow deck gun, and can't man either on with crew. I can man the stern gun myself though.

http://aycu37.webshots.com/image/14076/2003299941820161562_rs.jpg (http://allyoucanupload.webshots.com/v/2003299941820161562)

Elder-Pirate
05-06-07, 01:01 PM
I have a stern mounted deck gun. But on the crew screen it shows I have both a stern and bow deck gun, and can't man either on with crew. I can man the stern gun myself though.




Have the same thing Scoochy. :-? Sh4 seems not to be healthy with all the creepy crawling Bugs. :arrgh!: Wish I could take my Sub to port and put in a requisition for some bug spray, I guarantee you it would get a good spraying. :lol:

sean705
05-06-07, 01:12 PM
Hi all,

I've just really gotten into these boards, so excuse me if this has already been posted as observed.
I purchased the game shortly after the 1.2 patch came out, and have been playing it now for the better part of a week. From the beginning I chose to go out in S-18 class boats for every career. During one week of playing (2-3 ours a day), I never saw a CTD. I had assumed that the 1.2 patch had fixed this issue (for the most part). Just last night, I decided to start a new career in a Salmon class boat. In 3 hours of playing, I had at least 5 CTD's. I'm wondering if the CTD's aren't related to specific boats and their stations. On the Salmon class boat I was on last night, it happened when trying to switch from map view to the bridge.

Just a thought.

DragonRR1
05-06-07, 05:46 PM
Silent Hunter 4 - Bug list v4c - minor update

Changelog 4c
Updated 1) Workaround/fix by Ducimus
Updated 60) More information
Updated 75) Confirmation
Added issue 78)
Added issue 79)

Changelog 4b
Updated 6) More information
Updated 20) More information
Fixed mod link in 23)
Updated 23) More information
Updated 28) More information
Added player note issue 28)
Updated 51) More information
Updated 61) More information
Combined issue 70) with issue 28)
Added provisional issue o)
Removed some queries

Changelog 4a+
Updated 20) More information
Updated 56) More information
Updated 72) More information
Updated 47) More information
Updated 45) More information
Updated 23) More information
Added issue 73)
Added issue 74)
Added issue 77)
Escalated 2 no. Provisional issues to issues 75) and 76)
Added 6 no. Provisional issues
Added Player help/information section.

Changelog 4
Added an issue 72)
Removed issue 23) - see 29)
Issue 25) is now combined with issue 37)
Added link - issue 6)
Added note - issue 25)
Added 6 no. provisional issues
Updated 23) - more information.
Updated 23) - Partial workaround.

Changelog 3e-3f
Moved a provisional issue to confirmed issue 71)
Added 2 Provisional issues – Crew recruitment problems and Default Ensigns missing
More information added to 29) The deck gun and AA gun can be repaired but only when crewed.

Changelog 3d-3e
Added “Query” section at end – NEED FEEDBACK!!
Issue 11) has been removed.. Issue 31) provides more detailed information.
Issue 63) removed.
Updated 6), 14), 29), 30), 31) 35) 46) and 69) with additional information
Added possible mod fix for 2)
Item 27) and 37) wording changed.
Moved a provisional item to confirmed issue 69)
Added 1 provisional item
Added issue 70)

Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.
The following provides a workaround/fix: - credit to - Ducimus
At the top of your data/UPCData/UPCCampaignData/flotillas.upc file you should see the departure co-ordinates for Pearl Harbor. Change the DepartureDescriptionOut1 to the following:
DepartureDescriptionOut1= 21438780, 3367405, 270.000000

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 (http://www.subsim.com/radioroom/showthread.php?t=112400) ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]
See also 23)
Kakemann in this thread appears to have a full description of the issue which basically involves weather rather then time of day:
http://www.subsim.com/radioroom/showpost.php?p=520452&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=520452&postcount=1)

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) Removed.

12) Removed.

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]
[This is probably linked to issue 70) saving the game when submerged]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 (http://www.subsim.com/radioroom/showthread.php?t=112950) ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]

20) Hydrophones still do not work at periscope depth.
Jungman wrote:
Change a value -9 to -4 inside Sensors_sub_US.sim the MaxSensorHeight of the hydrophones. Now you can hear it yourself and your crew. This allows it to work in more shallow water. See various threads. Easy fix. Some changed it less, some changed all three ocurrances.
See Documis FTT Mod for an exact answer to what works best all around for all submarines. They have different sizes. Never proven if devs wanted this as a feature, or IRL you could use Hyrophones at shallow depth. After all, the Escorts hunting you use them on the surface. We agreee you should be able to use them at periscope depth.
Bane pointed out that the hydrophones on a Gar class boat seem to work correctly at periscope depth, although the range seemed short.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 (http://www.subsim.com/radioroom/showthread.php?t=112904) and this http://www.subsim.com/radioroom/showthread.php?t=112853 (http://www.subsim.com/radioroom/showthread.php?t=112853)
Another reference to the same problem here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455)
Another here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455)
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]
Early war AI doesn’t see the periscope very often, At night searchlights don’t lock on – feature or bug?
There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem:
http://www.subsim.com/radioroom/showthread.php?t=113232 (http://www.subsim.com/radioroom/showthread.php?t=113232)
Updated version of Kakemann’s mod here:
http://www.subsim.com/radioroom/showthread.php?p=517755#post517755 (http://www.subsim.com/radioroom/showthread.php?p=517755#post517755)
AI in ports, for example if a ship Japanese ship is torpedoed is also very passive.

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Combined with issue 37)

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues:
NOTE: With patch 1.2 it is suggested that players save the game only when on the surface and not near enemy shipping.
External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before, fatigued crew. One player has mentioned that the radio repeats news reports and events from the start of the patrol including log entries.
Saving the game when underwater is problematic and not recommended. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.

29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion.

30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)

37) Feature request - Please provide the ability to open all tube doors with sound effect.
[There is a mod which does fix/workaround his issue]

38) Fix the radar and sonar.
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.
Sound man does not call out when a depth charge is dropped in the water.
Sound man does not report when a destroyer is pinging the sub.

46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.
Note: Sampans, life boats and even downed pilots are picked up as contacts by the hydrophone. None of these have engines, needs fixing.
In addition it appears that surface radar picks up Sampans which shouldn’t be radar reflective?

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]
One user reports here: http://www.subsim.com/radioroom/showpost.php?p=520431&postcount=417 (http://www.subsim.com/radioroom/showpost.php?p=520431&postcount=417) that he still had repetitive missions without infinite fuel on.

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
Many users report the striped map problem, screenshot here: http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1)
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]
Confirmation screenshot here: http://www.subsim.com/radioroom/showpost.php?p=525401&postcount=447 (http://www.subsim.com/radioroom/showpost.php?p=525401&postcount=447) although this shows an inability to man either deck gun with dual deck guns.

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)
[It is possible that their home port has been moved without them noticing]
Some users mention that there is no notification that their home port has been changed.

62) Radio messages can be received underwater.

63) Removed.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..

66) Log book does not track items correctly – all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display – confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994 (http://www.subsim.com/radioroom/showthread.php?t=112994), http://www.subsim.com/radioroom/showthread.php?t=112684 (http://www.subsim.com/radioroom/showthread.php?t=112684)

69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Picture here:
[ http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D (http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D) ]

70) Combined with 28)

71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board.

72) Confirmed issue: Deck and AA guns problems:
With crew assigned to the deck or AA guns they will fire at any target regardless of the weather conditions (Note that it isn’t always possible to get the crew to man the deck gun in rough seas).
The player can fire the deck and AA guns manually without an assigned crew.
Regardless of weather conditions AND regardless of whether the desk or AA guns have crew assigned the player is able to manually fire. According to the file for each boat the maximum wind speed allowed is 7m/s.

73) Some ship weapons are unable to fire:
The Subchaser is unable to fire its main gun at all. If you mod the Subchaser to have a second gun in a raised position where the AA gun is it will fire this gun.
The Akizuki DD has a similar issue, of the four guns it has only the two guns on the raised platforms actually fire.

74) It is well known that CTRL+N resets the weather – feature or bug?

75) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.Issue confirmed by Bane.

76) Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable.

77) The follow nearest contact button doesn’t light up when selected although the sonar man does follow the contact.

78) Unless the deck and AA guns are manned there is no way to tell what the ammo reserves actually are.

79) There isn’t any obvious way to tell the gun crews what ammo they should be using.



Provisional not included, need confirmation:

a) There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment.

b) Rudder not shown on damage screen, is it possible for it to be destroyed without notification?

c) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be!

d) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpedoes which do blow up are not reported as duds.

e) Crewmember’s head through roof! http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335 (http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335)

f) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator’s wheel I stuck!

g) The main or observation periscope does not rotate in external view, always points forward.

h) 1280x720 resolution is not available/doesn’t work.

i) There is no visible crew on the deck of the Coastal Composite Freighter and the Small Split Freighter

j) The bridge compass on the Gar class and possibly other subs if off by 90 degrees.

k) The radar defaults to focus mode when the player moves to one of the displays.

l) Some boats have no second man at the right hand dive planes station but rather somewhere else in the station. The slot gets filled only when battlestations is selected.
Gar class boat left dive plane indicator points to dive when surfacing, right hand indicator mirrors so it points to nothing.
Gar class boat – crewman MAY rotate the wheels the wrong way.

m) If you leave the AA gun stations as the boat goes underwater the crew can be seen manning the AA gun underwater from the external view.

n) Surface radar sweeps only at up to around 8x time compression (may be system dependent) at higher speeds the radar turns off.

o) Event camera, when showing the sub being attacked by planes, often shows the sub 90 degrees from it’s own wake or sticking up out of the water before everything pops back into position.


Query:

If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment)


Player help/Information:

Many users report that they have CTDs with patch 1.2. Many, but not all, of these users have found that the following steps have helped to removed the CTDs (myself included)
1. Uninstall SH4 using the uninstaller.
2. Check to see whether the SH4 game folder still exists, if it does delete it.
3. Completely delete the SH4 user folder here C:\Documents and Settings\yourname\My Documents\SH4.
4. Reinstall SH4. Do not run it.
5. Apply only patch 1.2, if the CTD still persists go back to step 1 and try 1.1 patch followed by 1.2.

Running the game with a NOCD crack is KNOWN to cause issues! Even if the game appears to work flawlessly you will almost certainly get issues like, striped nav maps, 2d crewmembers, headless bodies, inability to launch torpedoes at random times, problems with crash diving and keyboard shortcuts. Note to Devs - there is still a probable issue with protection kicking in for clean players.

There is an explanation of crew efficiency by a developer here: http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4 (http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4)

Thanks for the PMs of support peeps, you know who you are ;)

I need confirmation of the remaining provisional issues so that they can be either removed or escalated

esa
05-06-07, 07:38 PM
You can cut through large boulders on the seafloor as if they are made out of cheese.
Don´t know if that counts as a bug.

U-4053
05-07-07, 12:04 AM
Ok I htink I have another Bug here.

I set up a Multiplay game on Ubi site, and when I surface and atempt to use my deck gun, I can deploy Approx 5-6 rounds down range after which the game Abruptly crashes to my desk top.
I do not know if this has been reported yet or not ?




Charlie

ccruner13
05-07-07, 12:57 AM
anyone else notice that ships going left to right with the position keeper ADD distance instead of subtract? im in s-18 if class has anytihng to do with it.

DragonRR1
05-07-07, 04:56 AM
You can cut through large boulders on the seafloor as if they are made out of cheese.
Don´t know if that counts as a bug.

They're just decoration really :)

DragonRR1
05-07-07, 04:57 AM
Ok I htink I have another Bug here.

I set up a Multiplay game on Ubi site, and when I surface and atempt to use my deck gun, I can deploy Approx 5-6 rounds down range after which the game Abruptly crashes to my desk top.
I do not know if this has been reported yet or not ?




Charlie

Can anyone else confirm this? I haven't tried MP at all.

crucible
05-07-07, 08:56 AM
Hello, I'd thought I'd add a couple of things I've noticed in the week I've had SH4 and 1.2:

1. Japanese ships seem to announce in English: in external view right up next a Mizuki destroyer in '44, I heard a watch change announcement in English. I'm fairly sure other messages are in in English as well.
2. While not silent running but in the middle of a periscoped depth stalk of a small convoy (and escorts looking for me), my crew did the (loud) naval whistle and yelled for a crew change-kinda silly.

Regarding #30 above, I surfaced at night in fog after hitting two destroyers with one torp each, leaving them on fire and damaged (one dead in the water, the other able to go straight at 4 knots). When I surfaced for a flank speed run away, one opened fire and made several hits from 4000 yards-many of which were visible on the sub such as missing outer hull sections, etc. Just FWIW (I couldn't see that my guns were damaged however and they were reported as such.)

C-

Elder-Pirate
05-07-07, 08:42 PM
:lol: So SH4 is a shooting gallery after all. :rotfl:

http://i4.photobucket.com/albums/y116/oleman/OHWee-oooo.jpg

Or else it is some new camouflage. :arrgh!:
Well that's twice since 1.2. I checked at the time of pic taken my graphic card ( Nvidia 7800GS OC ) temp. and was normal at 48c also checked CPU ( AMD Athlon XP 3200+ ) and it was actually running cool. Must have been one of my three 1 Gig memory sticks got temp. alzheimer's. :lol:

strelnikov
05-07-07, 08:54 PM
hi! sorry for problem but only one question - where is TDC data reset button? Can someone help pls?

wetwarev7
05-08-07, 03:28 PM
I noticed a minor rendering issue with 1.2: Seems the UZO view doesn´t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.

System specs are P4 3,4 running Geforce 7800 GT (512 MB) and Windows XP.

http://img359.imageshack.us/img359/7496/sh4img174200718222462cq9.th.jpg (http://img359.imageshack.us/img359/7496/sh4img174200718222462cq9.jpg)


I get the exact same thing at 1280x1024....

vindex
05-09-07, 12:22 AM
My gun just got damaged and I noticed a couple things:

1) The crew was injured even though they were not manning the gun at the time. I heard about this bug, but I thought it was fixed. Or maybe that was them getting injured while submerged. Anyway, I can see if they're doing maintenance around the gun, but if they're sleeping they shouldn't get injured. Better yet, their injuries should be tied to some other compartment if sleeping.

2) No matter how hard I tried, I could not fix the gun. Everything else got fixed, but after several days no progress reported on the gun. But it did look like I could go to the gun station and fire it myself.

3) Several bulkheads were damaged as well, and were reported fixed, but I did NOT encounter the problem other people have talked about -- namely, the sub plunging to the bottom even after hull damage being fixed. The damage repair SEEMED to work. When damaged, I was able to go smoothly down to periscope depth, although the creaking was quite loud and I wouldn't have dared go any further. Once the bulkheads were fixed, it seemed like everything was fine. I didn't try to dive further, though.

DimDoms
05-09-07, 06:39 AM
...is the reoccuring "Awards Ceremony" after each patrol I'm being reawarded the same "wounded medal" for the "0 patrol of USS Gunnel" even though my current boat is "USS Balao". Didn't see this in the latest version of the buglist.

I've also never seen rain, some high seas, but never any rain. I miss the four week storms in the Atlantic.

Thanks for the good work.

D.:ping:

Adm. Ahab
05-09-07, 02:41 PM
Some users are missing sounds, there have been a few post here and on Ubi.

Namely damage, like pipe breaking, sparks, etc, but there are others as well.

I use a x-fi, but I also tried removing it and using my on-board audio (Realtek) but that didn’t change anything. Here is my original thread:

http://www.subsim.com/radioroom/showthread.php?t=113500

There was suppose to be a fix for sound volume, I wonder if this is somehow related.

From 1.2 Change Log
1. Fixed a sound volume issue where some sound volumes were ignored in the game.

DragonRR1
05-10-07, 04:27 AM
...is the reoccuring "Awards Ceremony" after each patrol I'm being reawarded the same "wounded medal" for the "0 patrol of USS Gunnel" even though my current boat is "USS Balao". Didn't see this in the latest version of the buglist.

I've also never seen rain, some high seas, but never any rain. I miss the four week storms in the Atlantic.

Thanks for the good work.

D.:ping:

I haven't had the recurring wounded medal problem myself... can anyone else confirm?

I'm pretty sure I've seen rain... anyone else care to comment?

Neither issue you mention is currently in the list.

DragonRR1
05-10-07, 04:30 AM
Some users are missing sounds, there have been a few post here and on Ubi.

Namely damage, like pipe breaking, sparks, etc, but there are others as well.

I use a x-fi, but I also tried removing it and using my on-board audio (Realtek) but that didn’t change anything. Here is my original thread:

http://www.subsim.com/radioroom/showthread.php?t=113500

There was suppose to be a fix for sound volume, I wonder if this is somehow related.

From 1.2 Change Log
1. Fixed a sound volume issue where some sound volumes were ignored in the game.


I'll add a provisional issue for this problem pointing to the thread in the next list.

t0maz
05-10-07, 09:07 AM
Some missions bugs:

http://www.subsim.com/radioroom/showthread.php?t=114284
http://www.subsim.com/radioroom/showthread.php?t=114330

DragonRR1
05-10-07, 12:47 PM
Silent Hunter 4 - Bug list v4d

Bug list compiled by Dragon (DragonRR1)
The latest version of this list will be posted in this thread:
http://www.subsim.com/radioroom/showthread.php?t=112193 (http://www.subsim.com/radioroom/showthread.php?t=112193)

Changelog 4d
Updated 24) More information
Updated 29) More information
Updated 51) More information
Updated a) More information
Updated b) More information - escalated
Updated e) More information
Updated g) More information
Updated j) More information- escalated
Updated k) More information
Updated n) More information
Updated p) More information
Added issue 81)
Escalated provisional item on rudder damage to issue 80)
Escalated provisional item on the bridge compass to issue 82)
Added provisional issue q)
Added provisional issue r)
Updated the Query section with a link for posting.


Changelog 4c
Updated 1) Workaround/fix by Ducimus
Updated 60) More information
Updated 75) Confirmation
Added issue 78)
Added issue 79)

Changelog 4b
Updated 6) More information
Updated 20) More information
Fixed mod link in 23)
Updated 23) More information
Updated 28) More information
Added player note issue 28)
Updated 51) More information
Updated 61) More information
Combined issue 70) with issue 28)
Added provisional issue o)
Removed some queries

Changelog 4a+
Updated 20) More information
Updated 56) More information
Updated 72) More information
Updated 47) More information
Updated 45) More information
Updated 23) More information
Added issue 73)
Added issue 74)
Added issue 77)
Escalated 2 no. Provisional issues to issues 75) and 76)
Added 6 no. Provisional issues
Added Player help/information section.

Changelog 4
Added an issue 72)
Removed issue 23) - see 29)
Issue 25) is now combined with issue 37)
Added link - issue 6)
Added note - issue 25)
Added 6 no. provisional issues
Updated 23) - more information.
Updated 23) - Partial workaround.

Changelog 3e-3f
Moved a provisional issue to confirmed issue 71)
Added 2 Provisional issues – Crew recruitment problems and Default Ensigns missing
More information added to 29) The deck gun and AA gun can be repaired but only when crewed.

Changelog 3d-3e
Added “Query” section at end – NEED FEEDBACK!!
Issue 11) has been removed.. Issue 31) provides more detailed information.
Issue 63) removed.
Updated 6), 14), 29), 30), 31) 35) 46) and 69) with additional information
Added possible mod fix for 2)
Item 27) and 37) wording changed.
Moved a provisional item to confirmed issue 69)
Added 1 provisional item
Added issue 70)

Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.
The following provides a workaround/fix: - credit to - Ducimus
At the top of your data/UPCData/UPCCampaignData/flotillas.upc file you should see the departure co-ordinates for Pearl Harbor. Change the DepartureDescriptionOut1 to the following:
DepartureDescriptionOut1= 21438780, 3367405, 270.000000

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 (http://www.subsim.com/radioroom/showthread.php?t=112400) ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]
See also 23)
Kakemann in this thread appears to have a full description of the issue which basically involves weather rather then time of day:
http://www.subsim.com/radioroom/showpost.php?p=520452&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=520452&postcount=1)

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) Removed.

12) Removed.

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]
[This is probably linked to issue 70) saving the game when submerged]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 (http://www.subsim.com/radioroom/showthread.php?t=112950) ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]

20) Hydrophones still do not work at periscope depth.
Jungman wrote:
Change a value -9 to -4 inside Sensors_sub_US.sim the MaxSensorHeight of the hydrophones. Now you can hear it yourself and your crew. This allows it to work in more shallow water. See various threads. Easy fix. Some changed it less, some changed all three ocurrances.
See Documis FTT Mod for an exact answer to what works best all around for all submarines. They have different sizes. Never proven if devs wanted this as a feature, or IRL you could use Hyrophones at shallow depth. After all, the Escorts hunting you use them on the surface. We agreee you should be able to use them at periscope depth.
Bane pointed out that the hydrophones on a Gar class boat seem to work correctly at periscope depth, although the range seemed short.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 (http://www.subsim.com/radioroom/showthread.php?t=112904) and this http://www.subsim.com/radioroom/showthread.php?t=112853 (http://www.subsim.com/radioroom/showthread.php?t=112853)
Another reference to the same problem here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455)
Another here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455)
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]
Early war AI doesn’t see the periscope very often, At night searchlights don’t lock on – feature or bug?
There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem:
http://www.subsim.com/radioroom/showthread.php?t=113232 (http://www.subsim.com/radioroom/showthread.php?t=113232)
Updated version of Kakemann’s mod here:
http://www.subsim.com/radioroom/showthread.php?p=517755#post517755 (http://www.subsim.com/radioroom/showthread.php?p=517755#post517755)
AI in ports, for example if a ship Japanese ship is torpedoed is also very passive.

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back. AVGWarhawk reports that the ticking is still present.

25) Combined with issue 37)

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues:
NOTE: With patch 1.2 it is suggested that players save the game only when on the surface and not near enemy shipping.
External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before, fatigued crew. One player has mentioned that the radio repeats news reports and events from the start of the patrol including log entries.
Saving the game when underwater is problematic and not recommended. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.

29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion.Can we get a response from the devs on this feature or bug?

30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)

37) Feature request - Please provide the ability to open all tube doors with sound effect.
[There is a mod which does fix/workaround his issue]

38) Fix the radar and sonar.
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.
Sound man does not call out when a depth charge is dropped in the water.
Sound man does not report when a destroyer is pinging the sub.

46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.
Note: Sampans, life boats and even downed pilots are picked up as contacts by the hydrophone. None of these have engines, needs fixing.
In addition it appears that surface radar picks up Sampans which shouldn’t be radar reflective?

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]
One user reports here: http://www.subsim.com/radioroom/showpost.php?p=520431&postcount=417 (http://www.subsim.com/radioroom/showpost.php?p=520431&postcount=417) that he still had repetitive missions without infinite fuel on. AVGWarhawk recommends completing all mission objectives and in particular radioing in to report, for example radio in after finding a convoy when it is listed as an objective.

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
Many users report the striped map problem, screenshot here: http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1)
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]
Confirmation screenshot here: http://www.subsim.com/radioroom/showpost.php?p=525401&postcount=447 (http://www.subsim.com/radioroom/showpost.php?p=525401&postcount=447) although this shows an inability to man either deck gun with dual deck guns.

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)
[It is possible that their home port has been moved without them noticing]
Some users mention that there is no notification that their home port has been changed.

62) Radio messages can be received underwater.

63) Removed.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..

66) Log book does not track items correctly – all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display – confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994 (http://www.subsim.com/radioroom/showthread.php?t=112994), http://www.subsim.com/radioroom/showthread.php?t=112684 (http://www.subsim.com/radioroom/showthread.php?t=112684)

69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Picture here:
[ http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D (http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D) ]

70) Combined with 28)

71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board.

72) Confirmed issue: Deck and AA guns problems:
With crew assigned to the deck or AA guns they will fire at any target regardless of the weather conditions (Note that it isn’t always possible to get the crew to man the deck gun in rough seas).
The player can fire the deck and AA guns manually without an assigned crew.
Regardless of weather conditions AND regardless of whether the desk or AA guns have crew assigned the player is able to manually fire. According to the file for each boat the maximum wind speed allowed is 7m/s.

73) Some ship weapons are unable to fire:
The Subchaser is unable to fire its main gun at all. If you mod the Subchaser to have a second gun in a raised position where the AA gun is it will fire this gun.
The Akizuki DD has a similar issue, of the four guns it has only the two guns on the raised platforms actually fire.

74) It is well known that CTRL+N resets the weather – feature or bug?

75) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn. Issue confirmed by Bane.

76) Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable.

77) The follow nearest contact button doesn’t light up when selected although the sonar man does follow the contact.

78) Unless the deck and AA guns are manned there is no way to tell what the ammo reserves actually are.

79) There isn’t any obvious way to tell the gun crews what ammo they should be using.

80) Rudder not shown on damage screen, is it possible for it to be destroyed without notification?
Mcoca: Confirmed issue – plus once destroyed it cannot be repaired even after a refit, savegames, screenshots available.

81) When the boat is rammed by a destroyer (for example) the destroyer generally comes of worse and often explodes posts here:
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/8251011855 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/8251011855)

82) The bridge compass on the Gar class and possibly other subs if off by 90 degrees.
Mcoca: confirmed plus Gato boat has the same problem and compasses in the control room don’t work


Provisional not included, need confirmation:

a) There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment.
Skweetis has commented that the original poster may have been looking at surface vessels...

b) Escalated to issue 80)

c) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be!

d) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpedoes which do blow up are not reported as duds.

e) Crewmember’s head through roof! http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335 (http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335)
Skweetis suggests that this applies only to boats without a hatch – S class boats, Porpoise

f) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator’s wheel I stuck!

g) The main or observation periscope does not rotate in external view, always points forward.
Mcoca: Confirmed – both scopes.

h) 1280x720 resolution is not available/doesn’t work.

i) There is no visible crew on the deck of the Coastal Composite Freighter and the Small Split Freighter

j) Escalated to issue 82)

k) The radar defaults to focus mode when the player moves to one of the displays.
Confirmed by Skweetis and AVGWarhawk and Mcoca although most suggest this isn’t really an issue.

l) Some boats have no second man at the right hand dive planes station but rather somewhere else in the station. The slot gets filled only when battlestations is selected.
Gar class boat left dive plane indicator points to dive when surfacing, right hand indicator mirrors so it points to nothing.
Gar class boat – crewman MAY rotate the wheels the wrong way.

m) If you leave the AA gun stations as the boat goes underwater the crew can be seen manning the AA gun underwater from the external view.

n) Surface radar sweeps only at up to around 8x time compression (may be system dependent) at higher speeds the radar turns off.
Mcoca: Confirmed however noticed at higher speeds, new contacts are reported, older contacts stop updating.

o) Event camera, when showing the sub being attacked by planes, often shows the sub 90 degrees from it’s own wake or sticking up out of the water before everything pops back into position.

p) the camera in the conning tower tilts the opposite of the motion of the boat. When diving, the camera tilts down aftward, when surfacing the camera tilts up Aftward. If you stand facing the ladder to the bridge – you are facing starboard. When diving the conning tower SHOULD appear to tilt downward on your left (which is the bow of the boat) instead the effect is reversed. Noted on the porpoise and salmon classes.

q) Missing sounds: Reported by Adm. Ahab. A number if posters have claimed that some sounds, pipes breaking, sparks, damage are missing. Ahab mentions that he has an X-Fi but tried using on board realtek which made no difference.

r) Tomaz reports mission bugs:
Photo Surabaya - http://www.subsim.com/radioroom/showthread.php?t=114284 (http://www.subsim.com/radioroom/showthread.php?t=114284) the thread includes are workaround.
The battle of Midway - http://www.subsim.com/radioroom/showthread.php?t=114330 (http://www.subsim.com/radioroom/showthread.php?t=114330) the thread includes a POSSIBLE workaround.


Query:

If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment) please post any fixes/workarounds confirmations here:
http://www.subsim.com/radioroom/showthread.php?t=114115 (http://www.subsim.com/radioroom/showthread.php?t=114115)
Thanks to the posters there for their assistance and support!


Player help/Information:

Many users report that they have CTDs with patch 1.2. Many, but not all, of these users have found that the following steps have helped to removed the CTDs (myself included)
1. Uninstall SH4 using the uninstaller.
2. Check to see whether the SH4 game folder still exists, if it does delete it.
3. Completely delete the SH4 user folder here C:\Documents and Settings\yourname\My Documents\SH4.
4. Reinstall SH4. Do not run it.
5. Apply only patch 1.2, if the CTD still persists go back to step 1 and try 1.1 patch followed by 1.2.

Running the game with a NOCD crack is KNOWN to cause issues! Even if the game appears to work flawlessly you will almost certainly get issues like, striped nav maps, 2d crewmembers, headless bodies, inability to launch torpedoes at random times, problems with crash diving and keyboard shortcuts. Note to Devs - there is still a probable issue with protection kicking in for clean players.

There is an explanation of crew efficiency by a developer here: http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4 (http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4)

Thanks for the PMs of support peeps, you know who you are ;)

I need confirmation of the remaining provisional issues so that they can be either removed or escalated

Capt. Shark Bait
05-10-07, 08:09 PM
game save bug? i've just tried several saves, the largest being just over 20MB, and the last tried at around 15MB, which resulted in a not responding in taskman, and where 2 i tried i had to restart cuz SH4 seems to have locked up. out of a total of 15 saves, didn't try every one of them, but an earlier save will load, being smaller in the KB range. or, could it be the over all number of saves? these saves are all surface. also, i've been getting taking damage when i was able to load saves.

Jace11
05-11-07, 08:27 PM
CVEAkitsu modelhas a problem with the rudder. When in amidships position the rudder is under the boat as it should be. When the CVEAkitsu enters a turn to port or starboard the rudder leaves the ship and floats about 20 m to port or starboard. Suggest a problem with the dat file model, center of rotation for rudder is the cause of this floating weirdness..

TheTrueHorror
05-12-07, 05:05 PM
I am having the CTD problem when completing a mission (on Vista). As soon as I get within range of the home docks I CTD. This is happening on the first career mission, and I am not sure that I will be able to play the game at all.

The General
05-13-07, 04:21 AM
Hey, does anybody remember in some of the screenshots that came out before SH4's release there was what appeared to be a depth of field effect i.e. objects in the background of the one your looking at are out of focus. You see it in lots of games these days but my version of SH4 doesn't seem to have it. Has anybody seen this effect in their version or did the the Devs decide not to implement it?

Bane
05-13-07, 07:13 PM
These are for S-class boats:

1. Using the position of the periscopes as a reference the engine sounds come from the bow of the boat when in the command room. They come from the stern when on the bridge.

2. The 'Man the AA Gun' button is on and cannot be turned off even though there is no AA gun on the boat. The button should be grayed out.

3. All the Aux. Ballast and compressed air (?) dials in the command room (18 of them in a big cluster) point to 12 o'clock, rotate in unison clockwise a seemingly random amount around the dial and then return to the 12 o'clock position. This repeats every couple of seconds.

Stary Wuj
05-14-07, 03:36 AM
Textures flickering on distant object!

More info: http://www.subsim.com/radioroom/showthread.php?t=112382

Ugly bug, ATI and Nvidia newest graphic cards.

We know: It occurs with range (disappears zoomed in)
Not a graphic option
Damage = 0 does reduce it on some ships
Its not a normal map, cause I removed the normal maps from the yamato and although the ship looked a bit weird (light coloured) the warping was still there.

Best Regards

Koci

huevo
05-14-07, 03:53 AM
CTD when total tonnage sank over 100000 :nope: and returning to base from patrol off Japan. first ever ctd experienced when running on time compresion and daylight nav map changes to night time settings. :cry:


Asus P5N32-SLI SE Deluxe, E6600, 8800GTX 1280x1024 60~70fps, X-fi, 2GB ram, no overclocking.

tomoose
05-14-07, 04:50 PM
Is there any indication from the developers that another Patch is being worked on? It would be nice to know.:D

The General
05-15-07, 07:54 AM
I think another patch is on its way. SH4 is dangerously close to being the fantastic sim it should've been in the first place. The Devs must wanna complete their task.

On the subject of the sim in its current state. I rolled back my GFX card driver and the game actually runs a bit better. Less exploded polygons etc. So, if anyone is experiencing similar problems with a Nvidia 7600 GT, I recommend giving it a try.

On the disappearing spotlights etc. You can see the light on the water's surface at the edge of the screen when the ships themselves are off-screen. Which means the spotights are working, just not when anything's on-screen. Very bizarre.:shifty:

Elder-Pirate
05-15-07, 10:36 AM
I don't really blame the SH4 Devs for all these buggy happenings as I'm sure they must be faithfull to their big bosses.......But that is another evil story. http://i4.photobucket.com/albums/y116/oleman/Grumble1.gif

Capt. Shark Bait
05-15-07, 09:15 PM
i'd also like to see AA/AF put back in and res @ 1280*1024. after all, if it's in the drop down menu in graphics....

fire-fox
05-16-07, 12:36 AM
CTD when ever you postpone a spy/commando raid:damn:

heartc
05-18-07, 01:44 PM
I wanted to comment on this thread here, by saying the same what I said in the "News about Patch 1.3" thread:


In my opinion, one thing which makes promoting a further patch difficult ARE the so called "buglists" in the different forums. They are a hammer, and any dev looking into them while knowing he has only so much resources left to put into this game will just leave not only that thread, but also the whole damn forum and never look back.

I only know the "buglist" from here but I can imagine on other boards they look similar. Knowing my countrymen, I don't even WANT to see the German "buglist".
As to the buglist on this forum here, it seems as soon as someone mentions some trivial issues he might have had or might have percieved with the game, it gets added to the list. 80+ bugs left to fix? Don't kid yourselves. Most of this is trivial bull. The dive planes don't lower from time to time? Soooo, is this a showstopper?? You're watching a movie or playing a subsim? The only genuine buglist, with real must be fixed bugs, is the one Neal has brought up in his Patch 1.3 promotion thread. Everything else is bull and wishfull thinking, which would ultimately lead to the "perfect" game which has never and will never happen.
Get real.

DragonRR1
05-19-07, 12:19 PM
I wanted to comment on this thread here, by saying the same what I said in the "News about Patch 1.3" thread:


In my opinion, one thing which makes promoting a further patch difficult ARE the so called "buglists" in the different forums. They are a hammer, and any dev looking into them while knowing he has only so much resources left to put into this game will just leave not only that thread, but also the whole damn forum and never look back.

I only know the "buglist" from here but I can imagine on other boards they look similar. Knowing my countrymen, I don't even WANT to see the German "buglist".
As to the buglist on this forum here, it seems as soon as someone mentions some trivial issues he might have had or might have percieved with the game, it gets added to the list. 80+ bugs left to fix? Don't kid yourselves. Most of this is trivial bull. The dive planes don't lower from time to time? Soooo, is this a showstopper?? You're watching a movie or playing a subsim? The only genuine buglist, with real must be fixed bugs, is the one Neal has brought up in his Patch 1.3 promotion thread. Everything else is bull and wishfull thinking, which would ultimately lead to the "perfect" game which has never and will never happen.
Get real.
Just because you think some bugs are trivial and unimportant does not mean that everyone else thinks this way. I personally would agree that many bugs I included in the list I maintain here are minor. However I tried to be impartial and include ALL genuine issues. There are very few "perfect" games out there if any but simply looking at the patch list for some clearly shows that many publishers choose to fix even minor issues. As an example Medieval Total War II had minor animation issues fixed in the latest patch; Supreme Commander had some wheel animation fixed on engineers which you hardly ever zoom in close enough to see..

Do you honestly think that a game developer doesn't want the game they have laboured on to be 100%? In my opinion the only problem the devs have is when there are posts saying "this game sux" etc..

From my own point of view the fairly recent silence from UBI suggested that we may not see a patch at all. If you look at some of my posts elsewhere you would see that I was trying to get feedback from players and modders about which of the listed issues could be fixed with mods. This was so that I could create a secondary list covering these more critical issues which cannot be worked around or modded in the hope that we would get a 1.3 to fix them. The list has helped to provide as much information as possible about these critical issues.

In essense there is no reason why players here shouldn't expect that they should get fixes for all listed issues.. So what if the game is a subsim?? The fact that we can be 99% certain now that the best we can expect is for UBI to allow the devs to fix critical issues doesn't mean that the people who complained about the dive planes are wrong and that they should never have expected them to be fixed in the first place.

Dragon

LukeFF
05-19-07, 08:30 PM
Might've been mentioned before, so my apologies if I'm just repeating info already known: :shifty:

These range rings have been missing since the game was patched to 1.0:

http://www.subsim.com/sh4/sh4_669.jpg

Kind of hard to get a range and bearing to a target without them, eh?

Torpex752
05-20-07, 10:02 AM
Possible Bug:

After repairing 2 of the 4 diesel engines, 2 remained out of comission. On the same note the same situation with 2 of the 4 electric motors. The repaired diesels and electric motors were on the same side so I should have had at least 50% propulsion to get me home. I did not the boat would not move fwd or reverse submerged or surfaced.


Frank
:cool:

PepsiCan
05-22-07, 12:01 PM
Hi

This occured with my USS Gar boat in the Chinese Sea, east of Okinawa in february 1942.

My boat was submerged at periscope depth. When I used the external camera, I saw that sometimes the whole conning tower and bits of the deck would become visble in the trough of the waves. It seems to be related to heavy weather and it seems the sub is not 'bouncing' up and down with the flow of the waves.

At the same time, in such rough weather it can happen that the whole conning tower is engulfed by a high wave when surfaced.

I guess the conclusion then is that the boat is somewhat 'static'. It is pinned down in a position and does not interact (fully) with the stormy world around it.

1) can someone confirm?
2) was this behaviour in SH3 as well?
3) can it be modded?

Thanks!

p.s.: can't reproduce anymore. Two destroyers got me when I stayed in one position too long while launching torps at the 8 merchants. It's not very deep there so no escape....

Jace11
05-22-07, 01:37 PM
Sargo class sub, aft tubes. On the torp management screen, I have Mark 10s in tubes 5 and 6 Mark 14s in 7 and 8.

On the periscope screen I selected speed for 7 and 8 and couldn't change it from slow. however 5 and 6 could be selected as fast or slow (even though they are mark 10s)

LukeFF
05-23-07, 05:15 PM
Bug: the range settings on the deck gun are given in meters instead of yards.

Lt. Cobra
05-23-07, 09:40 PM
I uninstalled SH4 leaving no folders to exist and then did a defrag of my computer after having specific CTDs at specific times in a campaign and then even finally online. I reinstalled SH4 and did not run it. I then promptly applied patch 1.2 and the problem persisted. So, I redid everything again and applied patch 1 followed by patch 1.2. It played for a few days but then went from being a specific CTD at a specific time to now being random CTDs although maybe not as bad. The last time was just now as I was closing in on Japan and got a notice while in the map room that aircraft was spotted. When I chose to go to periscope depth, BANG! CTD! :damn: I will be so glad when my SH3 comes in that I ordered today from this web site. I’m done with SH4 unless they fix it! :down:

Dimension E521
Athlon 64 3200+(2.00GHz, 512K)
2GB DDR2 SDRAM at over 600 MHz
256MB ATI Radeon X1300 Pro
Windows XP Home

Vanilla
05-24-07, 04:07 AM
Do i understand correctly that control room and conning tower both are reversed 180? You can confirm it by ordering emergency surfacing - the room tilts as the boat's pitch increases but it tilts from right to left, i.e. steering control part of the room (which should be facing forward) 'descends' instead of raising. BTW this can explain 180 sound bug - it is not the sound that is wrong but the whole compartment is wrongly oriented, i.e. the sound is coming from proper direction it is just the room that is disoriented.
Or am I wrong?

Lt. Cobra
05-24-07, 11:47 AM
You are correct.

AVGWarhawk
05-24-07, 02:01 PM
I uninstalled SH4 leaving no folders to exist and then did a defrag of my computer after having specific CTDs at specific times in a campaign and then even finally online. I reinstalled SH4 and did not run it. I then promptly applied patch 1.2 and the problem persisted. So, I redid everything again and applied patch 1 followed by patch 1.2. It played for a few days but then went from being a specific CTD at a specific time to now being random CTDs although maybe not as bad. The last time was just now as I was closing in on Japan and got a notice while in the map room that aircraft was spotted. When I chose to go to periscope depth, BANG! CTD! :damn: I will be so glad when my SH3 comes in that I ordered today from this web site. I’m done with SH4 unless they fix it! :down:

Dimension E521
Athlon 64 3200+(2.00GHz, 512K)
2GB DDR2 SDRAM at over 600 MHz
256MB ATI Radeon X1300 Pro
Windows XP Home

What kind of soundcard are you running? I have simular specs as you but only 1 gig RAM and X1300 512mb vidcard. I have had 3 CTD none since 1.2. I use onboard sound. I find others with CTD because of aftermarket soundcards.

Lt. Cobra
05-26-07, 05:06 PM
I uninstalled SH4 leaving no folders to exist and then did a defrag of my computer after having specific CTDs at specific times in a campaign and then even finally online. I reinstalled SH4 and did not run it. I then promptly applied patch 1.2 and the problem persisted. So, I redid everything again and applied patch 1 followed by patch 1.2. It played for a few days but then went from being a specific CTD at a specific time to now being random CTDs although maybe not as bad. The last time was just now as I was closing in on Japan and got a notice while in the map room that aircraft was spotted. When I chose to go to periscope depth, BANG! CTD! :damn: I will be so glad when my SH3 comes in that I ordered today from this web site. I’m done with SH4 unless they fix it! :down:

Dimension E521
Athlon 64 3200+(2.00GHz, 512K)
2GB DDR2 SDRAM at over 600 MHz
256MB ATI Radeon X1300 Pro
Windows XP Home
What kind of soundcard are you running? I have simular specs as you but only 1 gig RAM and X1300 512mb vidcard. I have had 3 CTD none since 1.2. I use onboard sound. I find others with CTD because of aftermarket soundcards.I’m sorry but I’m just now seeing your post. I have a Creative Sound Blaster Audigy SE with clear 24-bit Advanced HD Audio Quality that I installed myself. My SH3 game just came in today and so it looks like that I will be scrubbing SH4 to play SH3 unless I can figure out what's causing my problem or they can do something to help those of us that are having these CTDs. I have never seen a game where so many people were having as many “hardware” and seemingly “internal” issues with their computers to get a game to run. Thank you for your suggestions and thoughts, AVGWarhawk! They are much appreciated. :up:

Seeweed
05-27-07, 03:05 PM
Seems like I had my own personal bugs worked out finally until a good couple of hours(realtime) into the campaign when an ordinary dive to 100 ft and Bingo...major flooding, major failures and major...death. Tried again from a previous save and it happened again at a different point. Haven't read about this. Is this another bug? And it's just happened again when I dove under thermal layer at about 170'. Is this below crush depth?

wteapot
06-02-07, 11:57 PM
Silent Hunter - The Nightmare Version

http://i62.photobucket.com/albums/h100/wteapot/noeyes.jpg

Yeah, i have a bought boxed copy of the game, patched to 1.2 [now with a LOT of mods installed]
Maybe a Vista issue with the copy protection drivers

wteapot
06-03-07, 12:00 AM
An old one, that used to be in SH3 as well

This dial is in the Radar/Sonar room - at the back of the room

http://i62.photobucket.com/albums/h100/wteapot/reversedial.jpg

THE_MASK
06-03-07, 02:24 AM
The only time i have seen crew with no eyes was once at night . Maybe it has something to do with the red overlay . Needs fixing or modding .

starvingartist507
06-03-07, 04:08 PM
Destroyers sink themselves with depth charges on occasion, if not sunk, will show damage animation (exploding components) and continue on. I don't have a screenshot, but I have directly observed a destroyer being sunk by its own depth charges via external cam.
*At least one other thread about this:
http://www.subsim.com/radioroom/showthread.php?t=115911

"estimate range to target" in sonar tab only returns the current range entered into the TDC. if an obviously incorrect range is entered into the TDC via the stadimeter, sonar will still return that range. When actually sitting at the sonar station, the active sonar works correctly.
*No other known threads (off the top of my head), but just load and test it, its easy enough to see!

Numerous slow / stupid ships. I saw an entire convoy moving at one seventh of a knot, and saw an entire convoy (including escorts) stop dead after I sunk one of their ships.
*Tons of threads on this subject. including a mod fix @:
http://www.subsim.com/radioroom/showthread.php?t=115525
I should mention that I still saw this happening after the mod was installed, though.

Sorry if anyone mentioned these.
I don't think I saw them in the bug list.

IRONxMortlock
06-03-07, 06:38 PM
As per this thread - http://www.subsim.com/radioroom/showthread.php?t=116021

It's possible to get stuck in the subnets due thanks to a clipping issue.

vindex
06-05-07, 12:16 AM
I found a minor graphic bug last night.

In the command room, on the dials near the plane wheels, there is are 2 gauges that show whether the sub is diving or rising. THE GAUGE IS REVERSED. When you are diving the needle points to "RISE", when you are rising the needle points to "DIVE".

Not exactly a game-breaker, but it should be fixed (along with the engine sound coming from the wrong direction).

Vanilla
06-06-07, 05:15 PM
Problem with Time-to-Impact indication when having torpedoes launched and having non-1024x786 resolution:
- with multiple torpedoes launched their icons in TBT/Periscope are displayed in a wrong position: when you click on them to see another torpedo timing nothing happens, you should click in the areas below the torpedo icons box, then cursor changes its shape and you get audible 'click'.
- even if you click in that box, the chronometer is not swithced to another torpedo but simply turns itself off and it is impossible to switch it on to see time-to-impact again.

TwistedFemur
06-08-07, 04:50 AM
was cruising on surface spotted ship and clicked the watch station (binocs) and went to black screen and sound looped/froze then ctd. weak...


Happened to me twice already in my first patrol since the patch except I was on the nav map and double clicked the binoc icon wemt to black screen and then CTD

Demon777
06-09-07, 04:47 AM
Hi guys!

Help me pls. I've installed 1.2 patch, and have the problem that sometimes I cannot launch torpedoes...neither by clicking launch button, not by using keyboard!
Also, after loading saved career file, when clicking navigation map, the map is all in some sort of stripes... so I cannot read such a map at all. If I load this file again, tha map is OK, but torpedoes cannot be launched :cry:

I use v1.2 with NOCD.

3,2Ghz, GF6800GT, 2Gb RAM