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Gizzmoe
04-17-07, 09:42 AM
Link to the Subsim *** The Patch 1.2 Discussion Thread *** (http://www.subsim.com/radioroom/showthread.php?t=112176)


Silent Hunter 4 patch v1.3: Where? When? What? (http://www.subsim.com/radioroom/showthread.php?t=114690) thread

Download and install the SH4 v1.2 Patch before posting in this thread!

Official Ubi Server (http://patches.ubi.com/silent_hunter_4/silent_hunter_4_1.2.exe)
Gamespot (http://www.gamespot.com/pc/sim/silenthunter4/download.html?sid=6169157)
Filefront (http://files.filefront.com/Silent+Hunter+4+Wolves+of+the+Pacific+v12+Patch/;7255051;;/fileinfo.html)
Boomtown (http://download.boomtown.net/en_uk/articles/art.view.php?id=13665)
Internode (http://games.internode.on.net/filelist.php?filedetails=7150)
Gamershell (http://www.gamershell.com/download_18760.shtml)
Clubic (http://www.clubic.com/patch-jeux-video-7223-0-silent-hunter-iv-wolves-of-the-pacific.html)
Worthplaying (http://www.worthdownloading.com/game.php?gid=2131)
JeuxVideo.fr (http://www.jeuxvideo.fr/patch-silent-hunter-iv-wolves-of-the-pacific-7223-0-0.html)
JeuxVideoPC (http://www.jeuxvideopc.com/patch/patch-2187-silent-hunter-4-wolves-of-the-pacific.php)




Please post and discuss all bugs or errors of the 1.2 version here.

Once a bug has been confirmed by at least two more members we´ll add it to the Confirmed list.

thumper
04-17-07, 10:00 AM
Link does not work..:-?

Weigh-Man
04-17-07, 10:02 AM
The link works fine for me:up: :rock: :up:

Gizzmoe
04-17-07, 10:03 AM
It works here. Try this one:
http://x6.no/downloads/silent_hunter_4_1.2.zip

thumper
04-17-07, 10:20 AM
Thanks gentlemen, that one works..:D

PacificSwordsman
04-17-07, 10:20 AM
You guys are the best. I have never seen a development organization release patches as fast and efficiently as you have done for a major title.

SH4 was a superb game before, but with the eye candy that FSAA brings, along with the various bugs fixed, you guys have a classic on your hands with this game. No wonder the product appears to be selling so well.

Cheers!:up:

Trip
04-17-07, 10:25 AM
I kept a save-game of a sub that I could not dive to periscope depth just before a dive so I could test whether 1.2 fixed the problem or at least reported the damage or flooding that appears to cause the problem. However, that save game will not load, I get an error immediately saying 'load game failed'.

Other save games load fine. So I'll be interested to see if the problem occurs again.

Trip

joea
04-17-07, 10:29 AM
Hmmm you kept a save game of the previous version 1.1? That's possibly why it didn't work. save games never have worked well in SH3 or SH4 when big changes are made.

kevtherev
04-17-07, 10:33 AM
Rolled back all mods with JSGME, installed Patch 1.2. Had to reconfig the Radio .ini file for my radio programs, reinstalled some mods with JSGME and all worked fine except that I had probs with RFB1.13 (only got the 1st screen loaded then froze, got a message with something about MENU not found !), REL-flavoured_to_taste loaded o/K right up to the final where the 'Please wait' notification then CTD. Seems that these two are not compatible to the 1.2 patch. Anyone had the same results. Shame really with RFB1.13 as I had really got used to this. :down:

Mud
04-17-07, 10:34 AM
I kept a save-game of a sub that I could not dive to periscope depth just before a dive so I could test whether 1.2 fixed the problem or at least reported the damage or flooding that appears to cause the problem. However, that save game will not load, I get an error immediately saying 'load game failed'.

Other save games load fine. So I'll be interested to see if the problem occurs again.

Trip

Best thing to do is start a new patrol from the base , like Joea wrote patches don't work very well mid patrol.

Mud

Gildor
04-17-07, 10:39 AM
Just crossed the international date line from Pearl to Japan. Attack screen bug still happens. No Torpedo tracking once you cross the line.

Barkhorn1x
04-17-07, 10:45 AM
Rolled back all mods with JSGME, installed Patch 1.2. Had to reconfig the Radio .ini file for my radio programs, reinstalled some mods with JSGME and all worked fine except that I had probs with RFB1.13 (only got the 1st screen loaded then froze, got a message with something about MENU not found !), REL-flavoured_to_taste loaded o/K right up to the final where the 'Please wait' notification then CTD. Seems that these two are not compatible to the 1.2 patch. Anyone had the same results. Shame really with RFB1.13 as I had really got used to this. :down:

You really cannot expect mods like FTT and RFB to work w/ patch 1.2. There were some fundimental CFG file changes made by the devs which invalidate the loading of these mods. I am sure both Beery and Ducimus will provide 1.2 compatible versions - I know Beery has already said that he would. Patience mate.

Meridian
04-17-07, 11:16 AM
The readme states that save games & Replays from previous versions will not work.

Radar still doesn't work when heading South 90deg to 270deg. Bugger.

Toast
04-17-07, 11:26 AM
Possible damage bug?

Just messing around in the submarine school, randomly ramming the various merchies - as you do! - but with no damage to my sub at all. Completely invincible. Did this for about 15 minutes. Then I tried to dive to periscope depth, there was a sudden and very long flurry of damage reports, and I sank all the way down to Davy Jones's.

Haven't experimented in the campaign yet, so don't know if this is just isolated to the sub school.

melb00m
04-17-07, 11:27 AM
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)

BooBooLovesAll
04-17-07, 11:27 AM
Attack map still doesn't show torpedo tracking.

ATR-42
04-17-07, 11:33 AM
whats the little red needle for on the depth gauge? i thought it may have been a marker, but if i try and move it i end up diving....

Deep Six
04-17-07, 11:41 AM
Hey guys whilst its great that your are reporting which mods work or do not work with the patch....Let's keep this thread clean....

Bugs that are in Default should be noted here....Not that blah blah mod doesn't work no more..this should be noted in the mod thread....


Deep Six

Blood_splat
04-17-07, 11:42 AM
whats the little red needle for on the depth gauge? i thought it may have been a marker, but if i try and move it i end up diving....

Periscope depth and crush depth.:confused:

ATR-42
04-17-07, 11:46 AM
good call, looks like your right. nice little touch.

Krupp
04-17-07, 11:47 AM
Ship dimensions are (still) faulty = incorrect firing data (range) for TDC for some ships.

Commander_Data
04-17-07, 12:34 PM
The stuttering is back it seams? :damn:

In 1.1 I fixed this problem in the two main.cgf by editing the debug snd sync-settings. Patch have not changed this back, so why the stutter?

kakemann
04-17-07, 01:01 PM
Hi!

After installing the new patch the DD's never use their searchlights anymore!
Thats too bad! It mase a exciting touch to night attacks!

Anyone experienced this after updating to patch 1.2?

Thanks!

EDIT! Sorry! Checked some more. My mistake Searchlights are there!

fidget
04-17-07, 01:14 PM
Just encountered a CTD while surfacing and lowering the attack periscope at the same time.

MaxT.dk
04-17-07, 01:41 PM
oh boy... already now I feel like path v.1.2 is as buggy as 1.1...
*thinking if I should patch to 1.2 at all* :rotfl:

melin71
04-17-07, 01:46 PM
chronometer still not work. button still missing like wheater, rank, how long distanst in this speed, id target. :shifty:

R3D
04-17-07, 01:46 PM
seems to be a weird white outline along the hull of the sub when looking down through the external camera.

like a glitch with the transparency effect (they did mess with this part in the readme), have reverted to different ATI drivers but its still there.

Seeadler
04-17-07, 02:01 PM
Sun shines still through objects, now even with full intensity
http://foto.arcor-online.net/palb/alben/91/3063991/1280_3861356563323230.jpg

If volumetric fog is enabled the deck crew still appears transparent after some minutes.
http://foto.arcor-online.net/palb/alben/91/3063991/1280_3866663839653534.jpg

system:
AMD64X2 4400+
2GB RAM
GeForce 7800 GTX + Forceware 93.71 WHQL Certified
Windows XP pro

used graphic settings:
1280x1024 75Hz on 19'' TFT

DepthBufferEffects=1
Filters=0
Glare=1
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=1
Ship3DDamage=2
CharacterDetail=1
ParticlesDetail=10
TerrainObjectsDensity=10
TerrainObjectsLODSize=8
GammaCorrection=50
VolumetricFog=1

ATR-42
04-17-07, 02:15 PM
I was just about to post that...
however what im getting is a little different...
with Environmental effects ON and volumetric fog OFF i can see the horizon through my watchman's head, not quite as translucent as yours but i can see through him...

but if i turn environmental effects off, i cant see through his head anymore. Volumetric seems to not make a difference.

conditions are clear, good vis. i'll need to test a little further.

USS_shipmaster
04-17-07, 02:25 PM
Gents lets make a list of things that MUST to be done ( not new features but only things to be fixed ASAP) in new 1.3 patch
1. CHRONOMETER in manual targeting

Snakeeyes
04-17-07, 02:30 PM
oh boy... already now I feel like path v.1.2 is as buggy as 1.1...
*thinking if I should patch to 1.2 at all* :rotfl:

Hmmmmm.... watch the thread... you may have a good call. I'm fully reinstalling since SHIV is on the shelf right now. FSAA was important to me.

Snowman999
04-17-07, 02:44 PM
Gents lets make a list of things that MUST to be done ( not new features but only things to be fixed ASAP) in new 1.3 patch
1. CHRONOMETER in manual targeting

2. Still got what looks like a memory leak deep into a patrol (about three hours Real time.) Frame rate in all screens went to about 7. "Floating cursor of doom." Took all graphics to Low and did not improve. Went out to main menu and back into save and did not improve. Didn't go out to Windows and re-launch a sI was headed for home. Allowed to complete patrol and exit OK. Before that was running rock steady with much improved graphics.

SteamWake
04-17-07, 02:44 PM
Wow that dident take long.

Snowman999
04-17-07, 02:46 PM
Gents lets make a list of things that MUST to be done ( not new features but only things to be fixed ASAP) in new 1.3 patch
1. CHRONOMETER in manual targeting

3. Also, AA gun repair bug still there. Damage model is MUCH improved--had two bulkheads slightly damaged and allowed to go at least to 250 ft. after repairs. But AA gun damage reported "2 minutes to repair" for hours. Finally abandonned and let DC crew sleep.

Snowman999
04-17-07, 02:47 PM
Wow that dident take long.

Not a crit at all; the improvements in 1.2 are excellent. But there's still more to be done.

ccruner13
04-17-07, 03:12 PM
was cruising on surface spotted ship and clicked the watch station (binocs) and went to black screen and sound looped/froze then ctd. weak...

Hitman
04-17-07, 03:15 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 can confirm that problem too, but using an ATIX800PRO in my P4 2.6 2GB RAM. Not a major issue, as it does not interfere with gameplay, but it certainly looks odd.:yep:

Deep Six
04-17-07, 03:20 PM
Still got what looks like a memory leak deep into a patrol (about three hours Real time.) Frame rate in all screens went to about 7. "Floating cursor of doom." Took all graphics to Low and did not improve. Went out to main menu and back into save and did not improve. Didn't go out to Windows and re-launch a sI was headed for home. Allowed to complete patrol and exit OK. Before that was running rock steady with much improved graphics.

This is weird because I have NEVER had any trouble with memory leaks, slow downs what so ever. seems to me this could be OS/Graphic/Mem dependant?

Sun shines still through objects, now even with full intensity
http://foto.arcor-online.net/palb/alben/91/3063991/1280_3861356563323230.jpg

If volumetric fog is enabled the deck crew still appears transparent after some minutes.
http://foto.arcor-online.net/palb/alben/91/3063991/1280_3866663839653534.jpg



This again I have NEVER seen on my machine, I'm running with everything ON and maxed out. Never had the see through crew men bug....

Could be a problem with Driver issues? I have a 8800GTX and have never run across this at all....

GFX settings

DepthBufferEffects=1
Filters=1
Glare=1
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=1
Ship3DDamage=2
CharacterDetail=1
ParticlesDetail=10
TerrainObjectsDensity=10
TerrainObjectsLODSize=10
GammaCorrection=48
VolumetricFog=1

Deep six

Hans Schultz
04-17-07, 03:21 PM
I'm really happy with the patch, I am finally enjoying SH4 now, 2 things i have noticed on my first patrol
1. numpad del no longer works, my interface wont go away for pretty screenshots
2. Dive planes dont even come down anymore after a few dives and surfaces.

The General
04-17-07, 03:39 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.

akdavis
04-17-07, 03:41 PM
Still getting CTD errors while in navmap during campaign, e.g.:

AppName: sh4.exe AppVer: 1.2.0.0 ModName: unknown
ModVer: 0.0.0.0 Offset: 6b82083e

The General
04-17-07, 03:43 PM
What's A Ctd?

kakemann
04-17-07, 03:43 PM
3 CTD's in a cuople of hours!

:nope:

Krupp
04-17-07, 03:45 PM
Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.

Seeadler
04-17-07, 03:46 PM
This again I have NEVER seen on my machine, I'm running with everything ON and maxed out. Never had the see through crew men bug....
...
GFX settings

DepthBufferEffects=1
Filters=1

As you wrote "everything ON" ;)
Try disable post process filter (this hollywood movie look)
The transparent crew happens only when the post process filter is off and all other graphic options are on.

ccruner13
04-17-07, 03:46 PM
I'm really happy with the patch, I am finally enjoying SH4 now, 2 things i have noticed on my first patrol
1. numpad del no longer works, my interface wont go away for pretty screenshots
2. Dive planes dont even come down anymore after a few dives and surfaces.

1. numlock on?
2. happend for me in 1.1

letterboy1
04-17-07, 03:46 PM
What's A Ctd?

Crash to Desktop . . . something happens in-game that makes it suddenly crash leaving you staring at the desktop.

The General
04-17-07, 03:50 PM
Oh, thanks. I just had one. 1.2 hasn't saved the day afterall.

fire-fox
04-17-07, 04:26 PM
I'm really happy with the patch, I am finally enjoying SH4 now, 2 things i have noticed on my first patrol
1. numpad del no longer works, my interface wont go away for pretty screenshots
2. Dive planes dont even come down anymore after a few dives and surfaces.

nope i hade the dive planes doing that in 1.1

Banquet
04-17-07, 04:28 PM
This again I have NEVER seen on my machine, I'm running with everything ON and maxed out. Never had the see through crew men bug....
...
GFX settings

DepthBufferEffects=1
Filters=1

As you wrote "everything ON" ;)
Try disable post process filter (this hollywood movie look)
The transparent crew happens only when the post process filter is off and all other graphic options are on.
I get transparent crew with everything on. It only appears (for me) when I have environmental on and there is fog.. if there's no fog around the crew are ok.. the thicker the fog, the more transparent the crew get. Post process definitely on. Geforce 7900GS, 256meg card. Latest Nvidia drivers.

AVGWarhawk
04-17-07, 04:44 PM
This again I have NEVER seen on my machine, I'm running with everything ON and maxed out. Never had the see through crew men bug....
...
GFX settings

DepthBufferEffects=1
Filters=1

As you wrote "everything ON" ;)
Try disable post process filter (this hollywood movie look)
The transparent crew happens only when the post process filter is off and all other graphic options are on.
I get transparent crew with everything on. It only appears (for me) when I have environmental on and there is fog.. if there's no fog around the crew are ok.. the thicker the fog, the more transparent the crew get. Post process definitely on. Geforce 7900GS, 256meg card. Latest Nvidia drivers.


The fog and disappearing crew. IMHO, I believe the developers were attempting to show the crew standing in the fog. Instead of having fog in front of the crewman you are looking at, they made the crewman fade instead. It does not seem to be working out. That is how I look at it.

Seeadler
04-17-07, 04:59 PM
The fog and disappearing crew. IMHO, I believe the developers were attempting to show the crew standing in the fog. Instead of having fog in front of the crewman you are looking at seems like a z-order problem for the renderer in such situation

graphic objects are composited from the graphics buffers bottoms up,
in Z order, to provide the display with the correct appearance
http://www.freepatentsonline.com/patentimages/usapp/2007000/20070002045/20070002045_display_0.jpg

WernerSobe
04-17-07, 05:26 PM
Sun shines still through objects, now even with full intensity
http://foto.arcor-online.net/palb/alben/91/3063991/1280_3861356563323230.jpg

If volumetric fog is enabled the deck crew still appears transparent after some minutes.
http://foto.arcor-online.net/palb/alben/91/3063991/1280_3866663839653534.jpg

system:
AMD64X2 4400+
2GB RAM
GeForce 7800 GTX + Forceware 93.71 WHQL Certified
Windows XP pro

used graphic settings:
1280x1024 75Hz on 19'' TFT

DepthBufferEffects=1
Filters=0
Glare=1
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=1
Ship3DDamage=2
CharacterDetail=1
ParticlesDetail=10
TerrainObjectsDensity=10
TerrainObjectsLODSize=8
GammaCorrection=50
VolumetricFog=1

confirmed

R3D
04-17-07, 05:38 PM
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.

and old sh3 bug that took months to fix.. :down:

Snowman999
04-17-07, 06:21 PM
This is weird because I have NEVER had any trouble with memory leaks, slow downs what so ever. seems to me this could be OS/Graphic/Mem dependant?


Pretty vanilla Windows XP Home. Installed the last ATI Catalyst driver suite from March 2007. The slow-downs I was getting with 1.1, but almost right away on leaving port. I could temporarily fix them by F2ing to control and back outside, but today no view would make them go away.

Do you play 100% realistic without F11? I spend a fair bit of time outside zooming around. Once I know the interface and see the graphics do their tricks I'll go to 100% realism. Won't bother with this one until the last patch. If you don't F11 or use the event camera you're probably going to be more stable. The slow-downs, both with 1.1 and today, started while in exterior views.


This again I have NEVER seen on my machine, I'm running with everything ON and maxed out. Never had the see through crew men bug....

Could be a problem with Driver issues? I have a 8800GTX and have never run across this at all....


I've never seen the sun through the hull like this either. I do get translucent OOD heads with fog effects on; I turned them off because I was also getting light mist inside the control room! Turned off fog from the inside-game Options menu and it cleared right up.

Snowman999
04-17-07, 06:26 PM
3 CTD's in a cuople of hours!

:nope:

I was getting CTDs in every game in 1.1 until I re-checked my video drivers. Dell site had last, best set from late 2006, but ATI had a new suite from last month. If you're running an ATI card check their site, not the PC manufacturer. Just an idea. Haven't had a CTD since I updated.

Discord
04-17-07, 06:39 PM
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.

ATR-42
04-17-07, 06:47 PM
Post process definitely on. Geforce 7900GS, 256meg card. Latest Nvidia drivers.

as im looking through the application controlled settings on my 7900GT i dont see anything labled "Post Process Filtering" is there another name for this so i can try and toggle it?

Snowman999
04-17-07, 06:53 PM
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.

Porpoise in Dec 1941. Bought SD with prestige before first patrol. Does not detect ships any more, but On/Off switch does not work in my install. No data on A-scope at all. Throughout patrol got plane IDs in time to crash dive, but did not check to see if they were radar or not.

TopCat
04-17-07, 07:09 PM
Surface-Radar: When travelling between 90 and 270 degrees, the ship-radar does not work at all!!! :down:

Also: my air-radar never reports any contact at all, even though I'm attacked by lots of aircrafts

Grunt
04-17-07, 07:12 PM
I get a fatal error each time I exit the game. And one CTD when going from map to periscope.

Other then that, I started a new career to see if they fixed the forced retirement issue.

LukeFF
04-17-07, 07:17 PM
1. Hydrophones still do not work at periscope depth.

2. Transparent deck watch crewmen with all detail settings enabled.

3. 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.

4. AA gun barrels still protrude through solid sections of the hull and can be fired in this state.

5. CE still says "rudder, rudder" when ordering rudder amidships. :roll:

DaMaGe007
04-17-07, 07:50 PM
Ambient sounds while inside the sub are always the same, regardless of running disels or electric, surely I should hear a difference.

Still getting an annoying graphics flash that covers the ocean every 2:44 seconds at 4x TC, hapends less often at 1x, happends more often at 32x. Timing is proportional to TC level and is consistant and constant. (Latest drivers ect...) I know of at least one other user that is getting this, but it was never added to the confirmed list despite our both posting the problem. Uber fast computers may not notice it due to it happening so quickly.

I am getting the same fps while docked at the tender in pearl (I was happy about that) but while sailing out through the thin sections heading towards the ocean fps dropped quite a bit, this wasnt happening before, it was quite stable with 1.1.

Career office still running at low fps (7 fps on my machine) surely this room can be optimized so it runs faster, clicking on things is a pain, and it runs worse than docked at tender in Pearl !.

Charos
04-17-07, 08:25 PM
Ship dimensions are (still) faulty = incorrect firing data (range) for TDC for some ships.

Along with Krupp's observation's in thread:
http://www.subsim.com/radioroom/showthread.php?t=109953


See also this thread : http://www.subsim.com/radioroom/showthread.php?t=111924


latest summary:

The data from the Patch 1.01 Iowa test:

Note the Iowa in SH4 fills the 6X attack scope at approx 1,680M.(see attached screen shot)

Also note that the TDC via the stadiometer provides us a range of 1,406M.(see attached screen shot)

So that attack periscope markers on 6X and its associated FOV work off 0.29 Deg per graticule marker for its 9.3 Deg of view.
__________________________________

Now the same test in 1.02 provides:

Note the Iowa in SH4 fills the 6X attack scope at approx 2,850M

Also note that the TDC via the stadiometer provides us a range of 2,450M

So that attack periscope markers on 6X and its associated FOV work off 0.17 Deg per graticule marker for its 5.5 Deg of view.
__________________________________


1.01 shows a TDC to real range variance of 19% less and 1.02 shows 16% less.

Still ballparking around the same 17% mark as before now its just blown past in the other direction.

Problem hasnt changed its just been moved in the opposite direction.


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

nfitzsimmons
04-17-07, 08:47 PM
I'm really happy with the patch, I am finally enjoying SH4 now, 2 things i have noticed on my first patrol
1. numpad del no longer works, my interface wont go away for pretty screenshots
2. Dive planes dont even come down anymore after a few dives and surfaces.

I can still disappear the interface with the Numpad del. And I have all of the graphics options selected except Vertical Synch, and I don't have transparent crewmen or the sun shining through my periscope mast. Post processing is turned off.

No mods reinstalled yet.

I'm running an Intel P4 at 3.2 GHz, 2 GB RAM, nVidia 7600GS videl at 1280x1024 and getting around 30 fps. I'm happy so far.

Gildor
04-17-07, 09:00 PM
Post process definitely on. Geforce 7900GS, 256meg card. Latest Nvidia drivers.
as im looking through the application controlled settings on my 7900GT i dont see anything labled "Post Process Filtering" is there another name for this so i can try and toggle it?
Post Processing is turned on in the game at the graphics selection screen. It's not on your video card settings.

Also, I am getting sound reports while at periscope depth now. Yaaaaa!

simpliciter
04-17-07, 09:59 PM
Okay, I can play in hi res now, but I still occasionally hard lock with a sound that gets stuck playing. Might be my old sound card (SB LIVE) but I've heard of others with the same problem and newer cards. My problem has never been CTD's, just hard lockups.

ATR-42
04-17-07, 10:03 PM
GILDOR,
Thanks for the reply i feel retarded, i'll look there! :doh:

Onkel Neal
04-17-07, 10:21 PM
1. Convoy AI needs tweaking, too often ships all come to a stop and muddle around.

2. Neat mechanical ticking sound when using the TDC is gone :( Bring it back.

3. being able to open multiple outer doors and having the sound effect play

4. making the TDC speed function bring up a "magic watch" to give the casual player an estimated speed of target

Reece
04-17-07, 10:25 PM
Just thought I'd add a list of the bugs still present or in 1.2 patch reported so far in this thread:

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.

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 seams?

6) After installing the new patch the DD's never use their searchlights anymore!
Thats too bad! It mase a exciting touch to night attacks!

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

8) chronometer still not work. button still missing like wheater, rank, how long distanst in this speed, id target.

9) seems to be a weird white outline along the hull of the sub when looking down through the external camera.

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.

12) AA gun repair bug still there.

13) numpad del no longer works.

14) Dive planes dont even come down anymore after a few dives and surfaces.

15) Still getting CTD errors while in navmap during campaign

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.

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

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.

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.

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)

Edit: Sorry Neal Posted same time as you!

23) See Neals list above!

U-Bones
04-17-07, 10:32 PM
S-18 lightly damaged (and unrepairable) deck gun still results in vertical boat if you submerge. On the bright side, the atmosphere is now thin enough that my (dry) props can not reverse me up to the surface any longer.

Beery
04-17-07, 10:35 PM
I'm seeing the crewmen with white eyes now whereas with version 1.1 I never saw it. Also, not a bug but a concern - Shift+F2 no longer gives us a free camera mode in the conning tower or on the bridge. I really liked that feature and used it a lot so I'm not sure why they would want to remove it.

On another note, what's the deal with volumetric fog anyway? The old fog looked like fog and it didn't slow our computers to a crawl. This new fog looks like a light mist and every time it appears my game becomes a slideshow. If it ain't broke don't fix it.

One thing they did fix was the 5" gun. Now you get on it and you're the right way up.

shad43
04-17-07, 10:37 PM
Just thought I'd add a list of the bugs still present or in 1.2 patch reported so far in this thread:

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.

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 seams?

6) After installing the new patch the DD's never use their searchlights anymore!
Thats too bad! It mase a exciting touch to night attacks!

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

8) chronometer still not work. button still missing like wheater, rank, how long distanst in this speed, id target.

9) seems to be a weird white outline along the hull of the sub when looking down through the external camera.

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.

12) AA gun repair bug still there.

13) numpad del no longer works.

14) Dive planes dont even come down anymore after a few dives and surfaces.

15) Still getting CTD errors while in navmap during campaign

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.

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

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.

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.

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)

Edit: Sorry Neal Posted same time as you!

23) See Neals list above!

Geez, did they actually fix anything worthwhile :hmm:

JFL1
04-17-07, 11:26 PM
.
Geez, did they actually fix anything worthwhile :hmm:
[Sarcastic Mode On]
Well, you have nice graphics at all kinds of resolutions now, haven't you? ;)
[Sarcastic Mode Off]

Jokes aside, I experienced 3 CTDs in career mode while double-clicking on the Go to Conning Tower UI icon. Never happened with 1.1 and never changed any settings between patches. So, I am wondering what's happening now and if I will ever be able to play this sim as it was intented to...

But it sure looks nice...

supposedtobeworking
04-17-07, 11:27 PM
My crew has suddenly lost their eyeballs. on my first patrol from Pearl approaching tokyo, daytime, and I just noticed this. They had eyes at the beginning of the patrol, but now they are just not there--everything else is there, but their eye sockets are empty. anyone else experience this? This better not be a copy protesction thing bexause I bought the game for alot of money.

edit: my watch just switched, and the crew has eyes now. must be only certain crew members...

ATR-42
04-18-07, 12:52 AM
Just thought I'd add a list of the bugs still present or in 1.2 patch reported so far in this thread:

6) After installing the new patch the DD's never use their searchlights anymore!
Thats too bad! It mase a exciting touch to night attacks!

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

I just got into it with a few DDs and Tankers, almost ALL of them used their search lights!

my sounds appear to be oriented correctly

Fat Bhoy Tim
04-18-07, 12:54 AM
May I just say a great thank you to everyone that squealed about FSAA, you got it :up: Nevermind we barely got anything else fixed because of it being implemented, mind you, you can't have your cake and eat it too huh? :know:

Fat Bhoy Tim
04-18-07, 12:59 AM
1. Hydrophones still do not work at periscope depth.

2. Transparent deck watch crewmen with all detail settings enabled.

5. CE still says "rudder, rudder" when ordering rudder amidships. :roll:

I definitely don't get those, oddly.

DeePsix501
04-18-07, 01:01 AM
I rolled back all the mods, patched and try to play. I only get crashes to desktops. So I'm going to evacuate my save files and mod files. Uninstall, Reinstall, patch, and remod.

Thusfar from what I can see the game looks like it got a lot nicer with this patch. I like pretty sub warfare. :rock:

From what I read, some are pretty ticked (no pun intended) about the chronometer functionality. Personaly I dont care. I like the math. Makes hitting the ships much more satisfying.

Salvadoreno
04-18-07, 02:01 AM
Dont know if this is from the patch.. But...

1. I cant seem to repair my deck gun no matter what. Its on priority list but not doing anything, crew is awake and trying to repair, visible throughout ship
2. Destroyer AI=retarted
3. Chronometer? Whats the deal with it??
4. HOW do i work my hydrophones?@! I cant follow a target nor can i try and find destroyers with my AI. If ships are around they never report them.

Many problems. I just might go back to Sh3 for the time being.

lumat83
04-18-07, 02:28 AM
Okay, I can play in hi res now, but I still occasionally hard lock with a sound that gets stuck playing. Might be my old sound card (SB LIVE) but I've heard of others with the same problem and newer cards. My problem has never been CTD's, just hard lockups.

Me too. I've a problem with sounds after accelerated time, like a pressing machine. I must save, Back to windows and back to the game.

My card is a SB X-fi

DimDoms
04-18-07, 03:29 AM
I am also seeing slight problems with:
1. convoy AI ("AI" a misnomer)
2. transparent crew
3. dodgy eyes (psycho helmsman).

But - it's looking a lot better, and I think it's getting there.

Bring on Chronometer FIX and decent AI.

Ta,

D.

uniquemind
04-18-07, 05:19 AM
Still getting an annoying graphics flash that covers the ocean every 2:44 seconds at 4x TC, hapends less often at 1x, happends more often at 32x. Timing is proportional to TC level and is consistant and constant. (Latest drivers ect...) I know of at least one other user that is getting this, but it was never added to the confirmed list despite our both posting the problem. Uber fast computers may not notice it due to it happening so quick


I am also still experiencing this flashing whilst on the bridge.......it is so annoying and off putting........I had hoped for this to be sorted........but sadly not yet........and as there are two of us with this problem I refuse to believe that it is a graphic driver problem or another hardware problem, I have tried 10 different sets of drivers and it remains in the game........I do not have this with any other games and I have many that push my system to its max......so this is a definate bug and I hope this is noted

I don't mean to sound rude or anything but I am just disappointed is all

kakemann
04-18-07, 05:26 AM
3 CTD's in a cuople of hours!

:nope:
I was getting CTDs in every game in 1.1 until I re-checked my video drivers. Dell site had last, best set from late 2006, but ATI had a new suite from last month. If you're running an ATI card check their site, not the PC manufacturer. Just an idea. Haven't had a CTD since I updated.
I lowered the resolution from 1280X1024 to slightly lower and updated to latest NVIDIA drivers from nvidia.com.

No CTD's after that, will try the game some more to see!

EDIT! After trying some more, I still experience CTD's especially when using periscope!

kakemann
04-18-07, 05:28 AM
I guess we have to continue to add all the bugs to www.sh4bugs.com.

Maybe it will be a good thing to add all the bugs reported to this page - as long as they are confirmed by many:hmm:

DragonRR1
04-18-07, 06:39 AM
1. Problem with UZO screen bitmap background not scaling correctly - confirmed.
2. Problem with deck gun not repairing - confirmed.
3. Problem with white lines around rigging when underwater - confirmed.
4. Problem with transparent crew - confirmed (they are very slightly transparent even on a sunny day for me.. all options on)

My AA gun DID repair on a recent patrol.

Despite no-one manning the AA gun an AA crewmember got killed when the AA gun was damaged. I guess he was sleeping next to it :)

Edit:
Oh and I had a patrol with 1.2 where my electrics got damaged. They repaired 100% but I never managed to get more than 1/3rd battery full afterwards.. I guess this may not be a bug but if it isn't it would be nice to have some visual way of seeing the REAL damage done to each system on the sub.

Weigh-Man
04-18-07, 07:14 AM
A couple of things i have found, could someone confirm -

1. CTD when V Sync is turned on - After PLEASE WAIT screen.
2. Radar does not seem to be working at all now SD and SJ - cannot switch them on/off or anything, only get contacts when in visual range.
3. TBT view not expanding to match screen resolution
4. Commands still repeated, rudder,rudder

bruschi sauro
04-18-07, 08:02 AM
Problem vith deck gun not repairing
Trasparent crew
Chronometer
GWX 1.30 USERS
U-65 IXB

bruschi sauro
04-18-07, 08:04 AM
Problem vith deck gun not repairing
Trasparent crew
Chronometer
GWX 1.30 USERS
U-65 IXB
I HAVE SURFACE IN MIDDLE A CONVOY.... THE DESTROYERS IGNORED ME
E CHI SONO IO BABBO NATALE EHHH:damn:

AVGWarhawk
04-18-07, 08:20 AM
Still getting an annoying graphics flash that covers the ocean every 2:44 seconds at 4x TC, hapends less often at 1x, happends more often at 32x. Timing is proportional to TC level and is consistant and constant. (Latest drivers ect...) I know of at least one other user that is getting this, but it was never added to the confirmed list despite our both posting the problem. Uber fast computers may not notice it due to it happening so quick

I am also still experiencing this flashing whilst on the bridge.......it is so annoying and off putting........I had hoped for this to be sorted........but sadly not yet........and as there are two of us with this problem I refuse to believe that it is a graphic driver problem or another hardware problem, I have tried 10 different sets of drivers and it remains in the game........I do not have this with any other games and I have many that push my system to its max......so this is a definate bug and I hope this is noted

I don't mean to sound rude or anything but I am just disappointed is all


I got that flash when on the bridge with first patch. I have not gotten the flash with 1.2. However, I have enabled AA and Vsync. Now I get the shaking water with outside view on merchants. Probably reduce my AA to X2.

Skubber
04-18-07, 08:22 AM
My crew has suddenly lost their eyeballs. on my first patrol from Pearl approaching tokyo, daytime, and I just noticed this. They had eyes at the beginning of the patrol, but now they are just not there--everything else is there, but their eye sockets are empty. anyone else experience this?
I've been having this on and off since the first patch. Running a legal, purchased copy of the game/w disc. It is intermittent. As in your case, the eyes always return eventually. It's a minor annoyance compared to the radar/convoy behavior/CTD/ problems.

Generally, I'd like the gameplay issues fixed before the cosmetic problems are addressed.

AVGWarhawk
04-18-07, 08:26 AM
1. Convoy AI needs tweaking, too often ships all come to a stop and muddle around.

2. Neat mechanical ticking sound when using the TDC is gone :( Bring it back.

3. being able to open multiple outer doors and having the sound effect play

4. making the TDC speed function bring up a "magic watch" to give the casual player an estimated speed of target

1. Yes
2. I think I heard the tick last night while playing. I do not remember as I was busy setting up the TDC.
3. Big YES on torp doors
4. Casual player function that can be turned off by user if so desired.

PopManiac
04-18-07, 08:33 AM
Installed patch last night in a system of:

Pentium 2,8 Ghz, Nvidia NX 7600 GS (512 MB DDR), 1 GB RAM and

No CTDs, none of the problems mentioned in performance (running on 'high' graphics details at 1024x768 at 85h) with all options checked!

Please note that the game was upgraded with no uninstall - using the updating program present in the game - and there were no previous mods installed.

Played around for approx. 3 hrs and there were no crashes or any other problems in terms of performance. On the contrary, I noticed that loading times have been shortened extensively!

However, I did not have much of battle events as I was up north in Hokaido in December 1941 (first patrol, brand new carreer :cry:) and the weather was just horrible, fog, rain and clouds with visibility down to a few meters. There was even a very funny incident when I stumbled in the middle of a convoy and transports were passing left and right...:rock:

AVGWarhawk
04-18-07, 08:35 AM
The fog and disappearing crew. IMHO, I believe the developers were attempting to show the crew standing in the fog. Instead of having fog in front of the crewman you are looking at seems like a z-order problem for the renderer in such situation

graphic objects are composited from the graphics buffers bottoms up,
in Z order, to provide the display with the correct appearance
http://www.freepatentsonline.com/patentimages/usapp/2007000/20070002045/20070002045_display_0.jpg



Something is not working that is for sure. It seems that when the volumetric fog rolls in, this is when the crew do the fading act. It does not seem to achieve the look the developers were going for. Although a neat idea, a crewman would not look as faded as they do now when the FPS killer fog rolls in. I use the EE now and have that volumetric fog unchecked. My FPS are still very good. That fog was a killer. The regular fog that appears is very good in my view and the volumetric fog is not needed. Anyway, with the fog unchecked and EE checked, my crew do not fad.

leeclose
04-18-07, 08:38 AM
I could put my list up but some have been covered already and still a good few bugs from the 1.1 patch certain things have been fixed but i see a long way to go:nope:

uniquemind
04-18-07, 08:42 AM
Still getting an annoying graphics flash that covers the ocean every 2:44 seconds at 4x TC, hapends less often at 1x, happends more often at 32x. Timing is proportional to TC level and is consistant and constant. (Latest drivers ect...) I know of at least one other user that is getting this, but it was never added to the confirmed list despite our both posting the problem. Uber fast computers may not notice it due to it happening so quick

I am also still experiencing this flashing whilst on the bridge.......it is so annoying and off putting........I had hoped for this to be sorted........but sadly not yet........and as there are two of us with this problem I refuse to believe that it is a graphic driver problem or another hardware problem, I have tried 10 different sets of drivers and it remains in the game........I do not have this with any other games and I have many that push my system to its max......so this is a definate bug and I hope this is noted

I don't mean to sound rude or anything but I am just disappointed is all

I got that flash when on the bridge with first patch. I have not gotten the flash with 1.2. However, I have enabled AA and Vsync. Now I get the shaking water with outside view on merchants. Probably reduce my AA to X2.

I'll give that a try AVGWarhawk........I am however a bit worried that by enabling those options that my fps will drop even more, they are hardly that great as it is and if it gets rid of the flashing, although great I may end up with very poor performance.......thanks anyway for pointing this out though :up:

AVGWarhawk
04-18-07, 08:46 AM
Installed patch last night in a system of:

Pentium 2,8 Ghz, Nvidia NX 7600 GS (512 MB DDR), 1 GB RAM and

No CTDs, none of the problems mentioned in performance (running on 'high' graphics details at 1024x768 at 85h) with all options checked!

Please note that the game was upgraded with no uninstall - using the updating program present in the game - and there were no previous mods installed.

Played around for approx. 3 hrs and there were no crashes or any other problems in terms of performance. On the contrary, I noticed that loading times have been shortened extensively!

However, I did not have much of battle events as I was up north in Hokaido in December 1941 (first patrol, brand new carreer :cry:) and the weather was just horrible, fog, rain and clouds with visibility down to a few meters. There was even a very funny incident when I stumbled in the middle of a convoy and transports were passing left and right...:rock:

I'm with you here Pop. I did the same. Loaded in the patch over the already installed game. I had 2 mods installed, green light and reduced clipboard message mod. The game installed without issue. Of course. as excited as I was to get a new patch, I clicked on the AA in my ATI card and pushed a few more buttons for the card, fired up the game.

I started a new career as I know in SH3 old saves will not work with a major patch install. I now checked my EE, no volumetric fog, and Vsync. Off I sailed. I sunk my first vessel and was busy pressing all the keyboard buttons and clicking the icons all at the same time, my computer said screw you and all the work you are making me do, did the infamous CTD. Mind you I had, fog, rain, burning merchant, life rafts in the water, I'm pressing every known button on the keyboard to see the next new thing with my EE now turned on and bam...CTD. So I cleaned up the Sponge Bob games my kids loaded (again :roll:). Defragged, cleaned up the registry. I played 1 hours without issue.

All I have to report at the moment is shaking water with outside view around merchants. It would stop every now and then. I will see how she goes on my continured patrol.

AVGWarhawk
04-18-07, 08:48 AM
Still getting an annoying graphics flash that covers the ocean every 2:44 seconds at 4x TC, hapends less often at 1x, happends more often at 32x. Timing is proportional to TC level and is consistant and constant. (Latest drivers ect...) I know of at least one other user that is getting this, but it was never added to the confirmed list despite our both posting the problem. Uber fast computers may not notice it due to it happening so quick

I am also still experiencing this flashing whilst on the bridge.......it is so annoying and off putting........I had hoped for this to be sorted........but sadly not yet........and as there are two of us with this problem I refuse to believe that it is a graphic driver problem or another hardware problem, I have tried 10 different sets of drivers and it remains in the game........I do not have this with any other games and I have many that push my system to its max......so this is a definate bug and I hope this is noted

I don't mean to sound rude or anything but I am just disappointed is all

I got that flash when on the bridge with first patch. I have not gotten the flash with 1.2. However, I have enabled AA and Vsync. Now I get the shaking water with outside view on merchants. Probably reduce my AA to X2.
I'll give that a try AVGWarhawk........I am however a bit worried that by enabling those options that my fps will drop even more, they are hardly that great as it is and if it gets rid of the flashing, although great I may end up with very poor performance.......thanks anyway for pointing this out though :up:

Actually, my performance remained the same. Currently I have AA at X4 and can enable the EE without the fog. No problem here either. The shaking water might just be a local issue and not reappear again although I did have the shaking water with 1.1 but is was only coming out of high TC. Same thing last night coming out of high TC.

uniquemind
04-18-07, 08:58 AM
Still getting an annoying graphics flash that covers the ocean every 2:44 seconds at 4x TC, hapends less often at 1x, happends more often at 32x. Timing is proportional to TC level and is consistant and constant. (Latest drivers ect...) I know of at least one other user that is getting this, but it was never added to the confirmed list despite our both posting the problem. Uber fast computers may not notice it due to it happening so quick

I am also still experiencing this flashing whilst on the bridge.......it is so annoying and off putting........I had hoped for this to be sorted........but sadly not yet........and as there are two of us with this problem I refuse to believe that it is a graphic driver problem or another hardware problem, I have tried 10 different sets of drivers and it remains in the game........I do not have this with any other games and I have many that push my system to its max......so this is a definate bug and I hope this is noted

I don't mean to sound rude or anything but I am just disappointed is all

I got that flash when on the bridge with first patch. I have not gotten the flash with 1.2. However, I have enabled AA and Vsync. Now I get the shaking water with outside view on merchants. Probably reduce my AA to X2.
I'll give that a try AVGWarhawk........I am however a bit worried that by enabling those options that my fps will drop even more, they are hardly that great as it is and if it gets rid of the flashing, although great I may end up with very poor performance.......thanks anyway for pointing this out though :up:
Actually, my performance remained the same. Currently I have AA at X4 and can enable the EE without the fog. No problem here either. The shaking water might just be a local issue and not reappear again although I did have the shaking water with 1.1 but is was only coming out of high TC. Same thing last night coming out of high TC.

Hmmm,

Ok I'll try it tonight and see and then report in if I have the same watery issue, also you mention about the problem when coming out of tc......with 1.1 I had a horrible sky whereby I had vertical lines rolling across the sky with the clouds.......I did put a screenshot up somewhere about that but anyway, it seems to me that the tc does cause a few hiccups here and there.......last night I had my tc set to 256 and watched as my sub......depicted by a small circle on the nav map, go round and round and round manically.......I have since uninstalled the game and reinstalled and then patched right up to the current 1.2 and I'll find out shortly if that has stopped......here's hoping :lol:

Seeadler
04-18-07, 08:58 AM
It seems that when the volumetric fog rolls in, this is when the crew do the fading act.
Wasn't the volumetric fog so far a component of EE?

If it was so and the volumetric fog is the cause of this fading, then I will look this evening at home into the volumetric fog shader files, perhaps there is an coding fault in dealing with the z-order of the fog texture:hmm:

DaMaGe007
04-18-07, 09:32 AM
Still getting an annoying graphics flash that covers the ocean every 2:44 seconds at 4x TC, hapends less often at 1x, happends more often at 32x. Timing is proportional to TC level and is consistant and constant. (Latest drivers ect...) I know of at least one other user that is getting this, but it was never added to the confirmed list despite our both posting the problem. Uber fast computers may not notice it due to it happening so quick

I am also still experiencing this flashing whilst on the bridge.......it is so annoying and off putting........I had hoped for this to be sorted........but sadly not yet........and as there are two of us with this problem I refuse to believe that it is a graphic driver problem or another hardware problem, I have tried 10 different sets of drivers and it remains in the game........I do not have this with any other games and I have many that push my system to its max......so this is a definate bug and I hope this is noted

I don't mean to sound rude or anything but I am just disappointed is all

I got that flash when on the bridge with first patch. I have not gotten the flash with 1.2. However, I have enabled AA and Vsync. Now I get the shaking water with outside view on merchants. Probably reduce my AA to X2.
I'll give that a try AVGWarhawk........I am however a bit worried that by enabling those options that my fps will drop even more, they are hardly that great as it is and if it gets rid of the flashing, although great I may end up with very poor performance.......thanks anyway for pointing this out though :up:
Actually, my performance remained the same. Currently I have AA at X4 and can enable the EE without the fog. No problem here either. The shaking water might just be a local issue and not reappear again although I did have the shaking water with 1.1 but is was only coming out of high TC. Same thing last night coming out of high TC.

Hmmm,

Ok I'll try it tonight and see and then report in if I have the same watery issue, also you mention about the problem when coming out of tc......with 1.1 I had a horrible sky whereby I had vertical lines rolling across the sky with the clouds.......I did put a screenshot up somewhere about that but anyway, it seems to me that the tc does cause a few hiccups here and there.......last night I had my tc set to 256 and watched as my sub......depicted by a small circle on the nav map, go round and round and round manically.......I have since uninstalled the game and reinstalled and then patched right up to the current 1.2 and I'll find out shortly if that has stopped......here's hoping :lol:


I just tried it with 4x AA and v sync on.
Still getting the graphics flash on the water :(

DragonRR1
04-18-07, 09:41 AM
It seems that when the volumetric fog rolls in, this is when the crew do the fading act.
Wasn't the volumetric fog so far a component of EE?

If it was so and the volumetric fog is the cause of this fading, then I will look this evening at home into the volumetric fog shader files, perhaps there is an coding fault in dealing with the z-order of the fog texture:hmm:

As I mentioned I have all options set to on including volumetric fog. On, for example, the first navigation training mission with blue skies I can slightly see through crew members to the horizon. On my original post regarding the resolution problem I posted this screen shot: (It's big)

http://img107.imageshack.us/my.php?image=resolutionfullnn6.gif

Someone pointed out at that time that you can see through the crew members heads to the horizon.

If you look at the sailor to the lower right you can see a band running through his head which is the darker blue section of the sea on the horizon......

The General
04-18-07, 09:58 AM
I only have one problem:

I just finished my second patrol (referrred to as Patrol 1, 'cos the first was '0') and I cannot award medals to my crew or promote them. I'm assuming you just drag the medal to the relevant crew member but, I just get a text-box saying 'None of your crew members are eligible' or whatever. I've had this problem all along. Can anybody help or relate?Has anybody experienced this?

Hans Schultz
04-18-07, 10:07 AM
another thing I noticed last night after getting bombed, is that wounded crewmen will only heal in the "inside stations" conn, torp rooms, engine rooms. if you have wounded crewmen on the Bridge, Damage control, Deck gun, AA Gun they will not heal or "recharge."

AVGWarhawk
04-18-07, 10:12 AM
It seems that when the volumetric fog rolls in, this is when the crew do the fading act. Wasn't the volumetric fog so far a component of EE?

If it was so and the volumetric fog is the cause of this fading, then I will look this evening at home into the volumetric fog shader files, perhaps there is an coding fault in dealing with the z-order of the fog texture:hmm:


Fog is now separate clickable box. I do not use it as it kills FPS and looks to create the fading crewmen as well. Some guys can run the fog but their men fade. Maybe a fault, yes. I have the EE on and no fog, my men do not fade.

AVGWarhawk
04-18-07, 10:14 AM
It seems that when the volumetric fog rolls in, this is when the crew do the fading act. Wasn't the volumetric fog so far a component of EE?

If it was so and the volumetric fog is the cause of this fading, then I will look this evening at home into the volumetric fog shader files, perhaps there is an coding fault in dealing with the z-order of the fog texture:hmm:
As I mentioned I have all options set to on including volumetric fog. On, for example, the first navigation training mission with blue skies I can slightly see through crew members to the horizon. On my original post regarding the resolution problem I posted this screen shot: (It's big)

http://img107.imageshack.us/my.php?image=resolutionfullnn6.gif

Someone pointed out at that time that you can see through the crew members heads to the horizon.

If you look at the sailor to the lower right you can see a band running through his head which is the darker blue section of the sea on the horizon......

Click off on the fog. Lets find out if the fog is creating the fading crew thus allowing background showing through his head. I do not have fog enabled but use the EE now with the new patch. I experience no fade on the crew.

AVGWarhawk
04-18-07, 10:16 AM
I only have one problem:

I just finished my second patrol (referrred to as Patrol 1, 'cos the first was '0') and I cannot award medals to my crew or promote them. I'm assuming you just drag the medal to the relevant crew member but, I just get a text-box saying 'None of your crew members are eligible' or whatever. I've had this problem all along. Can anybody help or relate?Has anybody experienced this?

I have not experienced this yet but then again, I have not completed my first patrol with 1.2.

Killer-Carrot
04-18-07, 10:48 AM
I got a CTD when i switched to binoculars. This hasnt repeated, but it happened once

Beery
04-18-07, 11:06 AM
I HAVE SURFACE IN MIDDLE A CONVOY.... THE DESTROYERS IGNORED ME

They're supposed to do that. They did that in real life too - sometimes it was hard to notice a sub in the middle of a convoy.

It's a feature, not necessarily a bug.

Banquet
04-18-07, 11:07 AM
With air radar I also appear to still be getting ship contacts. That is I am detecting surface contacts at 10nm+ away which I believe is beyond the sighting range of the sim. However the reports now seem to be coloured blue or red with map contacts off and I'm sure in 1.1 they weren't coloured.. so it's almost as if the crew is spotting them, but from too far away. Methinks the radar isn't fixed yet and the code is mixing up visual and radar somehow.

I can now get sound contacts at PD but it's a very on and off affair. It seems the sonar guy doesn't like to keep me updated on the contacts.. I have to keep clicking the button to get him to report. The button doesn't stay lit either but I can't remember if it lit up after clicking it with 1.1 patch.

As regard the promotions.. you can only promote crew if they have reached the next promotion band (from memory - rank 1-3 then promote to rank 4-6, etc) This was also the case pre 1.2.. not sure if that's what's causing people problems promoting crew?

AhhhFresh
04-18-07, 12:57 PM
I only have one problem:

I just finished my second patrol (referrred to as Patrol 1, 'cos the first was '0') and I cannot award medals to my crew or promote them. I'm assuming you just drag the medal to the relevant crew member but, I just get a text-box saying 'None of your crew members are eligible' or whatever. I've had this problem all along. Can anybody help or relate?Has anybody experienced this?
I have not experienced this yet but then again, I have not completed my first patrol with 1.2. I haven't completed a patrol in 1.2 either, but the "no promotion" thing is normal... or at least, I had it in 1.1. You only award big promotions in port (ie Seaman->Petty Officer 3rd class) all the other ones occur at sea in my experience. I was confused by it at first too, but if you watch your crew you'll see them get promoted while you're out, and then not be able to promote anybody forever until all of a sudden all of your guys who started as recruits can be promoted to Petty Officers. I've never had a problem awarding medals however. EDIT: Whoops didn't see Banquet answered that question.

u48
04-18-07, 01:23 PM
These points are regarding multiplayer...Making/using your own missions Coop and Adversial ( 1.2 PATCH )

Fixed points

1. Chat has been fixed so you can type a lot more words in, but still no hot key. ( But not a major problem )

2. Crew now appear and are visible on deckwatch when your sub is on the surface.

3. Crew now appear and are visible ( as well as deckwatch ) when you man AA and Deckguns.

Not Fixed

1. Radio messages still do not work.
2. Still shows how many merchant ships sunk but not their independant tonnage...ie only total tonnage displayed...( They are displayed in SH3 )
3. Ships and subs that are NAMED do not show....ie USS Hammerhead ( K-Key to see subs name in SH3..ie U-332 )...or Osaka-Maru.... Cannot see the point of being able to name units, if they cannot be displayed. ( They are displayed in SH3. Named ship units are displayed if sunk, on the KIA board )
4. Still get listed as KIA when you quit server even when NO damage to your sub.
5. Does not say in game if a player has dropped or quit..( In SH3 will say player so and so has left the game.) However after game over,had message on KIA board that one player had disconnected...

FOOTENOTE :- Some things have been fixed but, still looks like we need patch 1.3 to fix multiplayer so we can make and play historical missions with named ships, and Authentic radio messages. This can be done in SH3...So why not SH4 ? :damn:

kakemann
04-18-07, 01:38 PM
Defragged, cleaned up the registry. I played 1 hours without issue.

All I have to report at the moment is shaking water with outside view around merchants. It would stop every now and then. I will see how she goes on my continured patrol.
I actually formatted my whole drive and installed a clean Vista, then Silent Hunter 4, patched to 1.1, patched to 1.2.

After playing a while I still get CTD's even when doing a complete reinstall of my system. This should be added in the list! Mentioned many times in this thread already.

Especially periscope use.

By the way, I'm running:

AMD X2 4200, 2Gig RAM, XFX 7800GTX 256, Latest drivers, Vista Premium

CaptainAsh
04-18-07, 02:11 PM
Actually, your bug is Vista...
You can t count on Vista to run anything without any trouble...

ccruner13
04-18-07, 02:25 PM
alright so in my s class i drove around on the surface and planes were everywhere but they never bombed me. also my radar wasnt detecting any of these planes...only visuals. i was in the middle of a task force and torpedod two bbs...no sinkage but none of the destroyers did anything...even the ones at the tail end as they moved past me. later on i found a 'task force' consisting of two dds and a gun boat and was told to engage so i surfaced and took them all out and took a bunch of damage. things were being reported as repaired that hadnt been damaged and things were being repaired out of order despite my dragging priority things to the top including a main pump that had zero red bar visible. one compartment was estimated at 21 minutes flooding and 36 minutes repair but the water level never raised and i never went lower in the water. only one of my engines was damaged but the whole time i couldnt drive during repairs. after both had been repaired i still couldnt drive. yea i still had plenty of fuel. so then i go through the usual cause of battlestations too long and stuff like that. nothing. so i dont know why but i hit starboard evasive and it autodove to 1xx some feet and was cruising around...so i surfaced and nothing. dead in the water again. i had no components on my sub reported as destroyed. so after this i decide well ill see how far i get on my battery and hit 30 feet on the depth gauge and boom sink like rock and all my **** blows up on the bottom at 200 feet. hmpf

Spectre-63
04-18-07, 04:48 PM
Actually, your bug is Vista...
You can t count on Vista to run anything without any trouble...

blatantly inaccurate....I've run any number of applications, games, and sims under Vista with no issues that didn't also appear under XP.

akdavis
04-18-07, 05:00 PM
I can now get sound contacts at PD but it's a very on and off affair. It seems the sonar guy doesn't like to keep me updated on the contacts.. I have to keep clicking the button to get him to report. The button doesn't stay lit either but I can't remember if it lit up after clicking it with 1.1 patch.

Is it truly random, or does it depend on sea state and/or submarine speed?

BBury
04-18-07, 05:08 PM
Magnetic influence detonation still not working. Tested six torpedos (Mk14) from 1.5 to 2 feet below draft depth. They did track straight and true at high speed though. :)

Gammel
04-18-07, 05:11 PM
I HAVE SURFACE IN MIDDLE A CONVOY.... THE DESTROYERS IGNORED ME
E CHI SONO IO BABBO NATALE EHHH:damn: :hmm:

So i patched my game to 1.2 and fired up the against all odds mission for testing purposes.

Discovered that the enemy surface force immediately looses visual contact with my boat when turning direct away from them => enemy at around 180 deg.
Wasn't the case with 1.1 version of the game, i'm pretty sure here.
Can anyone confirm there´s something not right with ai visuals now with 1.2??


-------
Radar still does not work when heading south. :ping:

Still no proper sun bloom effect with my ati card, but´s maybe a driver issue...

KodiakPA
04-18-07, 05:14 PM
[quote=Seeadler]
http://foto.arcor-online.net/palb/alben/91/3063991/1280_3866663839653534.jpg
[quote]

OMG! HAUNTED SUBMARINE!!!! RUN!!!!

I'm gald I'm not on that boat.:rotfl:

walsh2509
04-18-07, 05:42 PM
Bug ? Keyboard switch ?????

Started new career in 1.02, got to the coast of Japan and hit the P button to dive, nothing. Well at first nothing as I had come to a stop, but even sitting at 0 zero knts I could still dive to pscope depth in 1.0 and 1.1, but in 1.02 nothing. The order is shouted out when I pressed the button on the Kb but nothing happened, nothing happed when I clicked on the Pscope Depth icon on the toolbar. So I thought maybe I have to be moving? so I order ahead 2/3s and when I picked up some speed I hit the P buttom again to dive to Pscope depth, the dial went from ahead 2/3rds to Stop when I pressed P on the Kb, it alos did the same when I tried it again with the PsD icon on the toolbar..

I checked the list of commands with F1 and P as still the button for dive to Pscope depth.

Bug ? I guess as the dive icon on the toolbar also stops the engines just like the P key on the Kb.

cherbert
04-18-07, 05:58 PM
Sorry if this has already been mentioned but I keep seeing lots of complaints about transparent crewmen but has anyone else noticed the transparent periscope view? The black that surrounds the eye piece is semi-transparent!

1920 x 1200 + max settings.
(No post-processing)

Dreamer
04-18-07, 06:42 PM
Since updating to 1.2 my deck gun crew will no longer fire on enemy targets, no matter what I do with battle stations / fire at all / ranging / etc. Also, the AA gun makes no noise at all when firing from anywhere except the AA gun station.

Martin

Capt. D
04-18-07, 06:50 PM
Sorry I place this question here - however I have been away from my computer for a period and now notice talk of a patch 1.2??

I immediatly went to UBI's site and there is none there.:hmm:

Is this a patch from UBI or is it one that has been made up by a different source and if so is it worth the time to download.

Again appoligize for this question but would like to know.

Thanks in advance

Happy Hunting :ping:

Beery
04-18-07, 07:00 PM
Somethinhg I just noticed:

Propellers revolve in the wrong direction - either that or the propellers were put on the model backwards.

-Pv-
04-18-07, 07:02 PM
Cap. D:

The 1st page of this thread has links to the download. You can also get it by going to:
http://silenthunter4.us.ubi.com/
.. and click on the flag for your prefered language on the right side of the page under "listen for Updates"

-Pv-

Charos
04-18-07, 07:18 PM
Somethinhg I just noticed:

Propellers revolve in the wrong direction - either that or the propellers were put on the model backwards.
Beery that has been the case to my observation since day 1 .

I think it was picked up in one of the pre-release video's and has never been rectified.

EDIT: See this thread from the 9th of March

http://www.subsim.com/radioroom/showthread.php?t=107158

Rwolf
04-18-07, 08:07 PM
I've not played around much yet, but I noticed the friendly aircraft in submarine training crashed on the mountainside as it tried to pass over the island.
It seemed to be just at he same height that the camera can go when I checked it out.
Maybe they can't fly higher than the camera can?
(Or it's just the US pilots who can't handle the Lancaster)
Not a major issue, since most of the ocean lack hills.

Charos
04-18-07, 08:17 PM
I've not played around much yet, but I noticed the friendly aircraft in submarine training crashed on the mountainside as it tried to pass over the island.
It seemed to be just at he same height that the camera can go when I checked it out.
Maybe they can't fly higher than the camera can?
(Or it's just the US pilots who can't handle the Lancaster)
Not a major issue, since most of the ocean lack hills.
Well technically speaking it is:

Because SD Radar wont detect Aircraft under 1000 Feet .

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


PERFORMANCE
Maximum reliable range.
Target Range in Mile Land 3,000 feet or higher 35
Land 1,000 feet 20
Large planes above 1,000 feet 12-20
Small planes above 1,000 feet 8-15
Low planes Not detected

Snowman999
04-18-07, 09:39 PM
Has anybody experienced this?


Yes. Patrol 0. Had no medals to award, but had four promotions. Nobody ready. This is possible after one patrol I guess. Hard to say with the manual in the shape it's in.

I find it very hard to tell who is eligible for medals and promos (had some in 1.1) The outline on the crewman's box is way too light. SH3's system worked better.

Snowman999
04-18-07, 09:41 PM
Since updating to 1.2 my deck gun crew will no longer fire on enemy targets, no matter what I do with battle stations / fire at all / ranging / etc. Also, the AA gun makes no noise at all when firing from anywhere except the AA gun station.

Martin

Huh. My AA guy shot down a Zero on my first patrol, and my deck gunners do what I tell them.

I've never, in twenty-plus years, seen a game with the variety of behavior we're seeing here in all areas--sound, graphics, crashes, AI. Very strange.

Dreamer
04-18-07, 10:47 PM
Snowman, sorry if I was unclear. The deck gun crew won't fire on surface targets but the AA crew fires madly on flying targets, just with no sound from the gun.

Martin

panthercules
04-19-07, 12:14 AM
Well, damage control is apparently still hosed up, though in a weird way.

I decided to try a quick mission to test a few things, so picked the Battle of MIdway mission. Was kinda funny watching the Japanese fleet being attacked by a bunch of dive-bombing Lancasters, so I almost missed my firing solution on the fleet carriers. I managed to hit and sink one Hiryu class carrier - none of the many destroyers paid any attention to me, despite the fact that my scope was up way too long (watching the air attacks) - but that might not be too weird since they all had their hands full fending off the air attacks.

Anyway, I saw some smoke off in the distance and decided to surface to go see what was going on (and to test to see if the escorts would notice me - they were about 4,000 yards or so away heading away from me). Well, the battleships certainly noticed me, and everybody started shooting at me. I suffered a number of hits, and should have been dead right there, but decided to take her down to see what would happen and to try to learn how to do damage control.

Everything went pretty well - wasn't too hard to figure out how to assign men to the damage repair team and assign the priority for repairs - they seemed to go to work and in relatively short order the various items were all repaired (except for the guns and stuff up top, reasonably enough). So far, so good. Eventually (all too soon, actually) everything was showing repaired so I put the repair team back in their normal slots, sounded stand down from GQ, went to silent running and let my third watch get to sleep.

Then, just for the heck of it, I started to descend - slowly - 10 feet at a time. Got all the way down to 150 feet with no problem. Stayed there for a while - no indication of any damage or problems. Then decided to come back to periscope depth to see what was going on. At about 100 feet or so, all of a sudden everything started getting damaged and I blew tanks and headed for the surface - just as I got there, the mission ended with my sub destroyed.

Looks to me like they still haven't got the basics of damage control working right :nope:

Of course, damage control was never all that good in stock SH3, even at final patch - it took the great LRT mod to make it reasonably decent - I hope this one can be modded at some point too, but it seems like this is broken so weirdly/differently that I'm afraid the devs will have to fix it first in another patch. Damage control is such a critical part of any sub sim - too bad it seems to be so hard to get right :cry:

Snowman999
04-19-07, 01:29 AM
Snowman, sorry if I was unclear. The deck gun crew won't fire on surface targets but the AA crew fires madly on flying targets, just with no sound from the gun.

Martin

Hmm. On the deck gun, what was the weather like? It looks like the new crew system is different than SH3 in that you can assign men to the gun, but they won't go down on deck in bd weather. In SH3 you couldn't assign. SH4 will let the player fire while underwater, but not the crew.

Only other thing I can think of is trying to designate the target with the binocs and the space bar.

supposedtobeworking
04-19-07, 02:11 AM
I just sunk an old passenger liner for 9000tns with one torpedo. It hit in the stern and there was no visual damage at all, not evn a fire on deck. about 5 min later, she went down out of the blue. I had just sunk a small freighter with two torps and this thing went down with one?? It was set to high speed , Mk14, conact influence. The date is 1941--first patrol in a tambor sub out of PH. Anyone else experience the same--seems like the damage model for at least this passenger liner may be screwed up.

JDHartman
04-19-07, 02:40 AM
just installed the new patch, started new career and encountered this map bug.

http://img148.imageshack.us/img148/8867/mapbugij4.jpg

any suggestions?

Detonator
04-19-07, 02:54 AM
Just did the Torpedo Training mission after patch install, Sank the cruiser no problem, but when it turned over the float planes stayed bolted to the deck, I'm sure when I did it last time they dropped away before the ship went under.

That white line around the boat outline under water is pretty awful imo.

joea
04-19-07, 03:14 AM
Looks to me like they still haven't got the basics of damage control working right :nope:



Some good points though...look at this thread.

http://www.subsim.com/radioroom/showthread.php?t=112439

DragonRR1
04-19-07, 03:48 AM
Sorry if this has already been mentioned but I keep seeing lots of complaints about transparent crewmen but has anyone else noticed the transparent periscope view? The black that surrounds the eye piece is semi-transparent!

1920 x 1200 + max settings.
(No post-processing)

Yes I agree the backgrounds are slightly transparent. In fact you can see through the conning tower too as the periscope rises from it's rest position. No wonder the damage model is off!! The sub is made from smoked glass!

The General
04-19-07, 04:14 AM
Sorry, my mistake, the medal thing does work, it's just fiddly and badly designed. I'm happy. SH4 is finally what I hoped!

bruschi sauro
04-19-07, 05:36 AM
I HAVE SURFACE IN MIDDLE A CONVOY.... THE DESTROYERS IGNORED ME

They're supposed to do that. They did that in real life too - sometimes it was hard to notice a sub in the middle of a convoy.

It's a feature, not necessarily a bug.
I have attacked the convoy and after torpedoed one maru i have suffered heavy damage and heavy flooded.. i must surface.:arrgh!:

bruschi sauro
04-19-07, 05:48 AM
[quote=Seeadler]
http://foto.arcor-online.net/palb/alben/91/3063991/1280_3866663839653534.jpg
[quote]

OMG! HAUNTED SUBMARINE!!!! RUN!!!!

I'm gald I'm not on that boat.:rotfl:
is a ghost?:rotfl:
NO!
is the flyng Dutchman?
No!
Is aBug..

DonZorro
04-19-07, 06:44 AM
just installed the new patch, started new career and encountered this map bug.

http://img148.imageshack.us/img148/8867/mapbugij4.jpg

any suggestions?

1, HI Guys, this is my problem too; :damn:
2, Can't launch the torpedo with the button; :damn:
3, Can't dive to PD with "p" and the little picture too; :damn:

Any idea???

Steeltrap
04-19-07, 07:01 AM
(original comments removed as posted in wrong thread....sorry!!)

d@rk51d3
04-19-07, 07:17 AM
Me too.

Uninstalled, cleaned registry, reinstalled, patched......

Now can't fire torps using button or "enter"
Now cant use "p" to dive to periscope depth. (just kills the engines and sits there).


:rotfl:

I should be crying, but that won't help any.

Uber Gruber
04-19-07, 07:30 AM
Frankly, i'm amazed at the number of bugs being reported here. I've been working in software development for near on 22 years now and i've never encountered such a charade. Ubi must have some serious "in house" problems at the moment. SHIV is worse than SH3 for bugs and its the same bloody engine! Amazing, truely amazing.

They really need to sit down and have a good think along the lines of "lads, are we messing with our reputation here a little". They need to put together a decent QA team (something that rarely happens in panic stricken soft dev companies) and they need to fire the project management team and bring in a decent bunch, preferably with soft eng experience instead of just a Bachelor of Anything.

I think i'm gonna shelve this game and play something else for a while.

tally ho!

Piejie
04-19-07, 07:37 AM
just installed the new patch, started new career and encountered this map bug.

http://img148.imageshack.us/img148/8867/mapbugij4.jpg

any suggestions?

I have the exact same problem. Tried a re-install but nothing helps :damn:
Maybe post this on the official forum cause I haven't seen anyone with that problem over there.

Someway I'm happy I'm not alone with this problem...

What are your specs?

Beery
04-19-07, 07:39 AM
just installed the new patch, started new career and encountered this map bug.

http://img148.imageshack.us/img148/8867/mapbugij4.jpg

any suggestions?

I saw that too yesterday on a new career start. Very weird. I exited the game and started a career with a different start date and it was gone.

Overkill
04-19-07, 07:51 AM
[quote=Seeadler]
http://foto.arcor-online.net/palb/alben/91/3063991/1280_3866663839653534.jpg
[quote]

OMG! HAUNTED SUBMARINE!!!! RUN!!!!

I'm gald I'm not on that boat.:rotfl:
is a ghost?:rotfl:
NO!
is the flyng Dutchman?
No!
Is aBug..

I actually had this bug with the 1.1 patch.

bruschi sauro
04-19-07, 07:58 AM
Frankly, i'm amazed at the number of bugs being reported here. I've been working in software development for near on 22 years now and i've never encountered such a charade. Ubi must have some serious "in house" problems at the moment. SHIV is worse than SH3 for bugs and its the same bloody engine! Amazing, truely amazing.

They really need to sit down and have a good think along the lines of "lads, are we messing with our reputation here a little". They need to put together a decent QA team (something that rarely happens in panic stricken soft dev companies) and they need to fire the project management team and bring in a decent bunch, preferably with soft eng experience instead of just a Bachelor of Anything.

I think i'm gonna shelve this game and play something else for a while.

tally ho!
IS POSSIBLE TO SEND THIS MESSAGE TO UBISOFT AN DEV TEAM?:yep:
IS THE TRUTH:oops:

Piejie
04-19-07, 08:58 AM
just installed the new patch, started new career and encountered this map bug.

http://img148.imageshack.us/img148/8867/mapbugij4.jpg

any suggestions?
I saw that too yesterday on a new career start. Very weird. I exited the game and started a career with a different start date and it was gone. Yes, sometimes the map is like this and sometimes it's perfectly normal.

Very strange :x

I hope it gets fixed in the next patch cause I don't wanna go back to 1.0 or 1.1 :down:

Mudrik
04-19-07, 09:01 AM
Where do I go from here?

I also have the wierd map issue, the TBT strip of sky, the "p" = stop the boat, "c" = stop the boat.

I have had to start several careers already due the patching and CTDs. Current career is in second year, very skilled crew, really good spec sub, loads of tonnage sunk. I will be devastated if I have to start another new career. It's things like this that would make me give up on a game I love forever. :damn:

I'm running in 1280x1024 and it all worked graphically before.

Does anyone have any advice? (and "wait for 1.3 patch" won't cut it with me!)

Beery
04-19-07, 09:18 AM
just installed the new patch, started new career and encountered this map bug.

any suggestions?
I saw that too yesterday on a new career start. Very weird. I exited the game and started a career with a different start date and it was gone. Yes, sometimes the map is like this and sometimes it's perfectly normal.

Very strange :x

I hope it gets fixed in the next patch cause I don't wanna go back to 1.0 or 1.1 :down:

Yeah, the map thing is really annoying. Usually I'm very reticent to go back to a previous patch but this map bug is making me consider it very seriously. I wish the developers would get their act together. I mean it's REALLY annoying that we seem to have gone one step forward and two steps back with this patch.

Komrad Mal
04-19-07, 09:21 AM
Hi Mudrik Ive just started playing this game but I think there is a file that you would be able to copy from the game which would have all of your careers but I dont know where it is, some of the guys on here should be able to help

Mudrik
04-19-07, 09:38 AM
Oh and I forgot to say, I've had the see-through conn and deck crew since v1.0

Dustyboats
04-19-07, 09:45 AM
just installed the new patch, started new career and encountered this map bug.

http://img148.imageshack.us/img148/8867/mapbugij4.jpg

any suggestions?

I may be late on this one, you having had many replies perhaps. However I chopped down to 1024x768.....have no problems at all......Dusty

Beery
04-19-07, 09:52 AM
just installed the new patch, started new career and encountered this map bug.

any suggestions?

I may be late on this one, you having had many replies perhaps. However I chopped down to 1024x768.....have no problems at all......Dusty

Hmm. Before I started getting this problem I dropped my resolution down from 1600x1200 to 1280x960. I wonder if this could be caused by certain resolutions not being fully supported?

Mudrik
04-19-07, 10:12 AM
Thanks Komrad Mal. I know where my gamesaves are - FYI they're in My Docs/SH4 - buit when I had problems before they didn't help much.

Other thoughts:-

What are Ubi playing at? The patch has been out for barely 2 days and already there are stacks of negative comments about it and apparently many many bugs still.

I can see myself going back to 1.1 if I can't get this sorted. I'll keep you posted

WernerSobe
04-19-07, 10:22 AM
Aircraft dropped torpedos seem not to power up and sink immidiatly when in water. Please confirm.

walsh2509
04-19-07, 10:42 AM
anyone ?


Set up a new career , was off the coast of japan and had lined up on a sole Freighter. 400mts off on her 90 all was green to go (73% all boxes ticked except manual targetting and map contacts) I clicked on the Red fire button a dull click comes back I click and click on the fire button and nothing all through green and onto yellow when it was 500mts away, still the torp would not fire I tried another tube same thing.

I checked the crew all were fine, watch that was on even one of the torp guys had an UP arrow for promotion. But no matter the torps would not fire..

This game is getting on my aghhhhghg!

Piejie
04-19-07, 11:23 AM
just installed the new patch, started new career and encountered this map bug.

http://img148.imageshack.us/img148/8867/mapbugij4.jpg

any suggestions?
I may be late on this one, you having had many replies perhaps. However I chopped down to 1024x768.....have no problems at all......Dusty I tried it, and you are right. At 1024*768 = no map problems.

But it still remains a problem cause I really want those high reso's :x

I really, really hope this gets fixed...

Beery
04-19-07, 01:38 PM
At 1024*768 = no map problems.

But it still remains a problem cause I really want those high reso's :x

I really, really hope this gets fixed...

Me too. 1024x768 is no resolution at which to be running a graphically beautiful sim like this. Ubisoft had better get used to higher resolutions with future games because hardly any games these days run that small - heck, these days it's getting so that computer monitors barely go that small. Ubisoft needs to leave the 20th century and join us in the 21st.

At least at 1024x768 I can run antialiasing and anisotropic filtering at high levels, but it's not quite the same as running at a reasonable resolution, and the game menus look kinda sketchy and sorta pixellated with the resolution set that low.

Biggs[CV]
04-19-07, 01:50 PM
It seems like the patch really screwed up the "P" button and diving to periscope depth. I have the opposite problem as a few of you. My sub is completely healthy, no damage what so ever. I hit the P button to got to periscope depth and I totally lose depth control and dive uncontrolibly to the bottom.
Also its not really a bug, but the waves are WAY too big. I'm not encountering a storm or anything, and the waves are reaching up over my raised periscope while I am sufaced. Those are 50ft+ waves on a calm sunny day.........:damn:

Samu*
04-19-07, 01:54 PM
I´m sorry, for now I have no time to read all 9 pages so please forgive is these are really noobish questions:

Heard that v1.2 is finally out so installed my SH4 again.

Set all settings, medium difficulty, pic a Porpoise class sub and choose 1941 as start year, choose every option except manual targetting even I´m SH1 and SH3 vet.. :oops: :oops: :oops:

Eventually off we go. 1st mission is to patrol this Luzon straight. I found large convoy and apply careful attack as there is 3 destroyers around. I dive and wait untill the lead escort goes by. I choose two biggest ships in vicinity and set torps to fast -mode, detonate magnetic / impact and put em running 1,5 meters under enemys keel.
I shot 2 and 2 but.. Heres the strange thing; none of my torp detonates if I put em running under enemy ships keel. After I choose impact only and put em running 1,5m under the surface, I manage to sink 2 ships. Every single other torpedo on my loadout does not hit anything if settings are magnetic / impact detonate and torp running depth is 1,5m under enemy keel. Allso the hitting angles to ships hull were something very very ridiculous, like 10-20 degree max. I dont believe that WW2 era torp would detonate such a low angles.
And, none of the three enemy destroyers does anything to locate me. I sail whole attact my periscope surfaced and so on, no search lights, no sonar pings, nothing... :o :-?

Allso I noticed there isnt anymore that "event camera" what was in SH3, it showed torps impacts, trawelling, air attacts etc in small window left low part of screen. Where it is? :-?

EDIT: I´m aware the minimum firing distances and that sort of thing, its not the problem here.

DragonRR1
04-19-07, 02:14 PM
Thanks Komrad Mal. I know where my gamesaves are - FYI they're in My Docs/SH4 - buit when I had problems before they didn't help much.

Other thoughts:-

What are Ubi playing at? The patch has been out for barely 2 days and already there are stacks of negative comments about it and apparently many many bugs still.

I can see myself going back to 1.1 if I can't get this sorted. I'll keep you posted
Given the state the game was in when it first came out I don't think anyone can say that a great deal hasn't been achieved in the last few weeks. There was no way 1.2 was ever going to fix everything and as with most interim patches new bugs often appear. IMO the game was released about 3 months too early and my biggest concern was, and to some extent still is, that the devs will not be allowed to "finish".

As it is 1.2 has allowed me to at least play the game. Before 1.2 I had simply given up trying (too ugly on my screen, CTDs etc..). For me 1.2 is much like the standard buggy original release of games we tend to get these days. I honestly don't expect the next patch to fix everything. Hopefully 1.4 or 1.5 (assuming we get that far) will fix 99.9%.

Piejie
04-19-07, 02:17 PM
Allso I noticed there isnt anymore that "event camera" what was in SH3, it showed torps impacts, trawelling, air attacts etc in small window left low part of screen. Where it is? :-?
I really miss that too :down:

ReallyDedPoet
04-19-07, 02:21 PM
It is still there, just checked in the gameplay settings, un-check it and you will have it back:yep:

DirtyHarry3033
04-19-07, 03:50 PM
Eventually off we go. 1st mission is to patrol this Luzon straight. I found large convoy and apply careful attack as there is 3 destroyers around. I dive and wait untill the lead escort goes by. I choose two biggest ships in vicinity and set torps to fast -mode, detonate magnetic / impact and put em running 1,5 meters under enemys keel.
I shot 2 and 2 but.. Heres the strange thing; none of my torp detonates if I put em running under enemy ships keel. After I choose impact only and put em running 1,5m under the surface, I manage to sink 2 ships. Every single other torpedo on my loadout does not hit anything if settings are magnetic / impact detonate and torp running depth is 1,5m under enemy keel.
Samu*, I saw a post about this earlier today (can't remember where exactly) Seems like the devs got the exploder settings reversed! So if you set it for "Contact/Influence", the torp is really set for "Contact" only, and if you put it under the keel it won't detonate. Likewise if you set to "Contact", then both the contact and magnetic detonators are activated.

And, none of the three enemy destroyers does anything to locate me. I sail whole attact my periscope surfaced and so on, no search lights, no sonar pings, nothing... :o :-?
That happens to me a lot. Mostly the DD's do nothing, but sometimes I'll find uber-DD's that are all over me like flies on sh*t ;)

DH

DirtyHarry3033
04-19-07, 04:01 PM
just installed the new patch, started new career and encountered this map bug.

http://img148.imageshack.us/img148/8867/mapbugij4.jpg

any suggestions?
I may be late on this one, you having had many replies perhaps. However I chopped down to 1024x768.....have no problems at all......Dusty I tried it, and you are right. At 1024*768 = no map problems.

But it still remains a problem cause I really want those high reso's :x

I really, really hope this gets fixed...

I'm running patch 1.2 at 1600x1200, 4:3, full-screen and my map looks just fine. That's a weird one!

bugatti
04-19-07, 04:14 PM
I got that too, tried to change resolution and AA but it happens on and off no matter what :damn: All I can do now is restart the game when it happened. Very weird bug...

Detonator
04-19-07, 05:28 PM
Still unable to complete tasks, spent 2 weeks patroling the Celebes Sea without getting a complete.

Sent status reports off without getting a reply.

Sank a Small Medium Composite in shallow water (90ft), one torpedo broke it in two, free cam into watch her sink to the bottom, ship sat on the bottom still making engine nosies.

Got a bit giddy with the time compression and ran into a small Island when zoomed right out. Backed off a bit repaired all the damage, everything in the green, set course for the nearest base, sank a mile later when on the surface.

Steeltrap
04-19-07, 05:35 PM
They really need to sit down and have a good think along the lines of "lads, are we messing with our reputation here a little".

I think i'm gonna shelve this game and play something else for a while.

tally ho!

Sadly, they aren't messing with their reputation, they are in fact reinforcing it.....

The fact that nobody develops these sims means they get away with peddling utter sh1te and people lap it up saying, with some justification, "if we don't put up with it we won't have any sim to play".

For me, it just means I will avoid Ubi like the proverbial plague. I didn't buy SHIII until 2 years after its release. I immediately installed NYGM mod. THAT is how the sim should have shipped initially. I also got the sim for $19, yet forked out $100 for this aberration. Should have stuck to the lesson I learned from SHII, which is what lead me to waiting so long for SHIII.

As a life-long sim and military history enthusiast, I find SHIV so appalling on so many levels I simply don't use it. Were I able to return it, I would.

Dustyboats
04-19-07, 05:43 PM
At 80ft. All quiet no contact on my Sonar. Daylight time. Heading to intercept convoy 94nm away.. Suddenly Active Sonar from ships. Periscope depth. Not a single ship in sight. Nothing on the plot for many nautical miles......No sound of ship overhead or near.....Bang! Bang! I'm heading for Davy Jones. End of patrol me and my crew.
Has anyone else experienced this sort of happening?

sqk7744
04-19-07, 05:55 PM
Ok, try this:

100% realism, dive to 140-150ish till you feel its time to surface.

Emergency Blow, Emergency Reverse!

Now when approaching 100 feet/meters hit the “A” key.

The boat will level off at 100 feet/meters.

If you dive again, you sink like a rock

Didn’t think Emergency Blow had any stops between the basement and the roof :o

BigJonsson
04-19-07, 06:07 PM
Had a photo mission
Took picture of the carrier, got a message that the mission was complete...ended up blowing up for some reason when i turned around to go home...

So

Start the mission from my last save, get to target, photo it, the box is checked off, but it still says incomplete...

Ok, try the mission again, same result

What the

And now none of my torps are firing when I hit the fire button

ccruner13
04-19-07, 06:26 PM
i know i have read this before but it was 1.1 and now its 1.2....so...my mission is to patrol just east of northern tip of borneo but i decide to go hunting and find a task force with huge euro liner. so im lining up my shot and im all set up i just go send everything to tdc one more time and when i send the range (i didnt click stadimeter button again just resent 30 second old one) and i get the popup to launch troops. wtf. so i clicked postpone cause i didnt want some raft floating around my sub in a clust of dds. boom ctd. horse bologna this crap is getting old....

http://i117.photobucket.com/albums/o49/borschwanger/SH4Img19-4-2007_18.jpg

Beery
04-19-07, 06:49 PM
And, none of the three enemy destroyers does anything to locate me. I sail whole attact my periscope surfaced and so on, no search lights, no sonar pings, nothing... :o :-?

I wouldn't assume that that's a bug. Unlike an arcade game a simulation is not necessarily supposed to challenge your abilities all the time. A sim has to model real life abilities and at the beginning of the war ships were very bad indeed at locating submarines. They were so bad that subs could surface in broad daylight in the middle of a convoy and fire off salvo after salvo of torpedoes without any intervention from surface vessels charged with protecting the convoy.

In other words this is most likely a feature, not a bug. Hard is not necessarily realistic.

Dimitrius07
04-19-07, 07:01 PM
Here is couple of bugs

1. Fix the Manual book - missed leight data of the ship
2. Some times when you using Cronometr the launch torpido button stop working
3. Crazy Fases - Crewmembers on crack or something :D
4. When i rase a periscope the crewmember report a visual contact - what the.....
5. When you hit the crash drive button in ahead flank the boat is stops and not diving at all

Well i hope the Dev acctually will fix something - until then i will not even be able to start a carer :dead:

sqk7744
04-19-07, 07:03 PM
Aircraft dropped torpedos seem not to power up and sink immidiatly when in water. Please confirm.
---
Must be target fixation or a F11 issue? ;)

* Have not run into this, will report if I do.

Cap'n Crabs
04-19-07, 07:29 PM
Still have clipping into the AA tub when siteing in aircraft at 90 & 270 degree ranges.

After two patrols, I can award medals, but says no one can be promoted at this time. Though I'm not sure if the devs made an adjustment there to tone promotions down.

Played a few hours lastnight and I was experiencing what seemed like memory leak.
Did Alt + tab but still there. Things got quite sluggish.

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.

AI ships do seem stupid at times.

Do depth charges seem too powerful to anyone else ?

No crashes on this version... yet.
I like the game and I'm glad I don't have all the problems some of you are getting. :yep:

Beery
04-19-07, 07:38 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.

Most likely the manual's keel listing is wrong. It was in SH3. Same with the mast heights.

AI ships do seem stupid at times.

See my previous post.

Ducimus
04-19-07, 08:04 PM
I would consider the AI buggy in the regards of alerted merchant units sitting still, or convoys slowing down the the speed of t hat 1-2 kt cripple you just torpedoed. Other factors with the AI can (and have) been modded to present more of a challenge, It's not hard, so hence really isnt worth reporting as a bug. But i degress in its default state it makes for a game thats a very fancy screensaver and little else.

P - persicope depth.. Havent had a problem.
C- Crash dive. Had to press it twice on one occasion, but no problems.

At 1024X768 no major graphical problems that ive noticed. I honestly didnt expect, nor try any higher rez since Sh3 's native res was 1024X768.

- Radar is still fubar'ed

-Pv-
04-19-07, 08:29 PM
"...It seems like the patch really screwed up the "P" button and diving to periscope depth. I have the opposite problem as a few of you. My sub is completely healthy, no damage what so ever. I hit the P button to got to periscope depth and I totally lose depth control and dive uncontrolibly to the bottom.
Also its not really a bug, but the waves are WAY too big. I'm not encountering a storm or anything, and the waves are reaching up over my raised periscope while I am sufaced. Those are 50ft+ waves on a calm sunny day.........:damn:"

Try uninstalling and reinstalling with no mods and see if the P key still causing problems. I have seen nothing like that. Also see if you have other software like key loggers, viruses or spyware running.

There is a mod in the mods forum where you can map contrl-W and see a weather report. It might surprise you to learn what you thought was a clear calm day had winds in excess of 20 knots.

I think this is it in the commands.cfg:
[Cmd261]
Name=Report_weather
Ctxt=1
MnID=0x3F250006
Key0=0x57,c,"Ctrl+W"

There are more SH3 keys you can add to SH4 in the forum.

This will also help while you are warping at high speed because extended patrolling on the surface in bad weather will tire out your crew.

"...But no matter the torps would not fire..

This game is getting on my aghhhhghg!..."


Try removing mods or reinstalling. Again, if this doesn't work, you might have other software interfering with SH. I have also seens things like this happen with broken keyboards or not plugged in fully.

JDHARTMAN map corruption:

I play at 1280 without the problem you demonstrate. Does that rez work for you? Perhaps you have a file corruption or driver problem.

"Allso I noticed there isnt anymore that "event camera" what was in SH3, it showed torps impacts, trawelling, air attacts etc in small window left low part of screen. Where it is? :-?"

Event camera is enabled in the options.

"...Got a bit giddy with the time compression and ran into a small Island when zoomed right out. Backed off a bit repaired all the damage, everything in the green, set course for the nearest base, sank a mile later when on the surface..."

It helps a lot to use the waypoint planner while zoomed in. Then you can high speed it all over the planet without any concern.

"...At 80ft. All quiet no contact on my Sonar. Daylight time. Heading to intercept convoy 94nm away.. Suddenly Active Sonar from ships. Periscope depth. Not a single ship in sight. Nothing on the plot for many nautical miles......No sound of ship overhead or near.....Bang! Bang! I'm heading for Davy Jones. End of patrol me and my crew.
Has anyone else experienced this sort of happening?..."

No. Not in over 200 hours of play.

"... 4. When i rase a periscope the crewmember report a visual contact -..."

This is not a bug. You have a crew and they also get to use the pariscope.
On the positive side, you do not have to be staring out your pariscope 24-7 to have contacts sighted, and contacts can be sighed you are not looking at, further increasing your situational awareness. Don't know why so many people report this as a bug. Every sub sim I've played in the last 20 years has had this feature.
-Pv-

-Pv-
04-19-07, 08:37 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.

Most likely the manual's keel listing is wrong. It was in SH3. Same with the mast heights..."

Yes, they are nearly all wrong. Also, individual ships are lower or higher in the water with their load. I seem to remember in the dev-supplied torpedo attack video they mentioned using typical depths for certain types of ships (or was it the readme.) Anyway I do well estimating the depth based on ship types rather than the recognition manual.

" - Radar is still fubar'ed..."

You can download a replacement .sim file from the mods forum to fix the radar.
-Pv-

Cmdr Mathias
04-19-07, 09:54 PM
Works for me....although....

I have been on patrol for 15 days without a single ship sighted August 43 north of the Solomons. I am running 73 realism now because I like the external views. HARD.
LOTS of aircraft patrols trying to kill me but no ships. (Career):down:

Way better rendering. Sub can be seen below the water (As is accurate) and it looks great. I just hope the Japs can't see me flying over.:up:

Question:


Why is TRUK not on the map. I know where it is and I can zoom into the atoll I know is Truk...why is it not on the in-game map? Lot's of targets there. Read Wahoo, Clear the Bridge, Silent Victory even Ed Beach's book. TRUK man!:shifty:


RADAR is not working. I turn it on (I think), aircraft are sighted not identified on RADAR. I turn the RADAR to the opposite setting same thing. No joy.:dead:


I miss my SJ comfort:ping: . RADAR works great when are you trying to finish a war patrol in career and all the US ships stop the time elapse. NOT ON PATROL...no aircraft safety...I feel like I'm in an S-Boat with newbie crew.:nope:

Damage control seems better. My new crew (could not load my USS Drum 6th patrol 100k+ Tonnage) was more willing to fix stuff. No firm data just a feeling as we were going along with some aircraft damage.

Just for fun I hit the "A" key. No lock-up for me.:rock:

I saved the game to see if you guys had similar stuff going on. I'm heading for Rabaul. There has to be some targets of opportunity there. If not....backing to 1.1....I was having fun despite the lock-ups and such.

I'm still having a blast but I thought I would mention my observations and thoughts.

Flight of the Intruder - "Iron hand's my thang"

SH4 WOTP - "GATO class is my thang"

Cheers

-Pv-
04-19-07, 10:03 PM
Mathias,

You are giving up a lot going back to 1.1. There is a .sim file you can download to fix the radar in the mods forum. The crew management, sub damage model, enemy plane behavior, over-all stability, and not the least- graphics are much improved in 1.2. These are only a few of the things.

"... Why is TRUK not on the map. I know where it is and I can zoom into the atoll I know is Truk...why is it not on the in-game map?..."

The Truk islands and the lagoon are there as you noticed, just not labled or developed. Time will tell if the appropriate traffic develops there at the right times. Japan was not able to hold onto Truk for very long and even while they had it, it's importance was diminishing as they could not sustain their presence there when they started taking carrier loses.
-Pv-

Torpex752
04-20-07, 06:54 AM
On the bridge of a Salmon Class there is a bracket that blocks my view looking to the right.

Damage control: I was hit-somewhere-the bow kept going down. The DC screen showed nothing, and there was no visible damage. I submerged to PD and that was the end of that...death. So the boat had damage, showed no damage and was lost.

Frank
:cool:

akdavis
04-20-07, 09:38 AM
Mathias,

You are giving up a lot going back to 1.1. There is a .sim file you can download to fix the radar in the mods forum. The crew management, sub damage model, enemy plane behavior, over-all stability, and not the least- graphics are much improved in 1.2. These are only a few of the things.

"... Why is TRUK not on the map. I know where it is and I can zoom into the atoll I know is Truk...why is it not on the in-game map?..."

The Truk islands and the lagoon are there as you noticed, just not labled or developed. Time will tell if the appropriate traffic develops there at the right times. Japan was not able to hold onto Truk for very long and even while they had it, it's importance was diminishing as they could not sustain their presence there when they started taking carrier loses.
-Pv-

Please stop telling people reporting bugs that they need to "fix" the radar themselves with a mod. That does not fix many of the fundamental problems that exist with radar. Nor is it certain that the "fix" does not cover one set of problems with another (much as the "fix" the devs provided us in the patch).

Detonator
04-20-07, 10:32 AM
I don't really see there's much point reporting 1.2 bugs in a modded game. Perhaps there should be 2 threads. One for out of the box 1.2 issues that would be useful to the devs and another for those with modded games where the information is more useful to the modders.

Btw I can't find the island of Java on my map, but I found an island called Jawa, always wondered where those scrap traders from Star Wars came from :lol:

Brigs
04-20-07, 11:09 AM
Here's 2 more for the list that I haven't seen mentioned:

1. This particular radio message continues to repeat itself over and over throughout the entire patrol in the message log

http://www.subsim.com/radioroom/showthread.php?t=112003&highlight=messages

It's no big hassle to just skip by it in the log, but it could be a symptom of a bigger problem in whatever causes it to be triggered.


2. After using any degree of time compression, then going to sonar station in 1x speed, there is a loud, irritating, sound which continues looping over and over again. Hard to describe...like a muffled banging noise. Happens at any depth, sub at all stop, no sub damage, and it will only go away after I exit to the main menu (so it's definitely not supposed to be there).

Edit--- Number 2 appears to have been caused by an installed mod. I installed the mod 'fix' and the sound loop stopped. My bad.....should know better than to test things out on anything other than a clean install.

Beery
04-20-07, 11:41 AM
I don't really see there's much point reporting 1.2 bugs in a modded game. Perhaps there should be 2 threads. One for out of the box 1.2 issues that would be useful to the devs and another for those with modded games where the information is more useful to the modders.

There wouldn't be much point in posting bug reports to a mod thread. Mods don't have bugs. They just get the blame for stock game bugs. :arrgh!:

Commander-S.R.
04-20-07, 12:27 PM
ive just applied the 1.2patch the first striking thing is that the crew gets fish eyes i have a screenshot of it but not sure how to show it here.

Also the career mission planner keeps sending me all the way form pearl to honshu island japan that is more then 10000kms away??
and yester day after finishing a patrol i got a congratulatory message from sub hq wich wanted me to take up schooling of new subboys but that it will end my career i declined and lost 4000 renown points... what gives?

AVGWarhawk
04-20-07, 01:24 PM
ive just applied the 1.2patch the first striking thing is that the crew gets fish eyes i have a screenshot of it but not sure how to show it here.

Also the career mission planner keeps sending me all the way form pearl to honshu island japan that is more then 10000kms away??
and yester day after finishing a patrol i got a congratulatory message from sub hq wich wanted me to take up schooling of new subboys but that it will end my career i declined and lost 4000 renown points... what gives?

Ok, first of all, bugs eyes happen from this, pirated game, crack used to start the game or just a bad installation of the game and the protections system is having an issue. If the first two are not the issue, reinstall it all and see if it clears up the bug eyed crew.

9th_cow
04-20-07, 01:45 PM
OK just got the map issue thats most likely been mentioned ( its just lots of stripes)
also in external views " > " CTD's the game often

now for the last one, i dont know if its a bug, but since 1.2 i cant see aircraft till theyre over me unless its something huge like a betty, or HK6. Zeros, may aswell be invisable.

Beery
04-20-07, 01:58 PM
bugs eyes happen from this, pirated game, crack used to start the game or just a bad installation of the game and the protections system is having an issue. If the first two are not the issue, reinstall it all and see if it clears up the bug eyed crew.

I bought my game at Gamestop, so it's not a pirated copy and it's not a bad install because I've re-installed a number of times now and I see the same stuff with every install. Anyway, it's not eyes bugging out - it's eyes being too deeply set - they're in there, but they're about two inches inside the skull.

Beery
04-20-07, 02:01 PM
Also the career mission planner keeps sending me all the way form pearl to honshu island japan that is more then 10000kms away??

Pearl Harbor was the closest US-controlled base to the Japanese home waters. Subs were routinely sent there from Pearl on patrol.

and yester day after finishing a patrol i got a congratulatory message from sub hq wich wanted me to take up schooling of new subboys but that it will end my career i declined and lost 4000 renown points... what gives?

It's a feature. You either retire, as is realistic after a few patrols, or you refuse the promotion and lose renown. The admiral doesn't take kindly to commanders saying no to him.

Commander-S.R.
04-20-07, 02:10 PM
here is something very odd...

after staying submerged outside osaka harbour for three days "waiting for the weather to clear up wich never happen i found a jap sub in the harbour it took six torpedo's to sink but my log don't count it as a kill....?

Also there was almost no ships in this huge harbour, not even worth the effort or risk to take on jap harbours.....

and now the p key dont seem to work????

Commander-S.R.
04-20-07, 02:18 PM
they should have continued on improving sh3 instead of releasing sh4...
the only thing i really enjoy about sh4 is the beutifull graphic's and details..

I do hope that sh5 will be with nuclearsubs and coldwar missions and you will be able to explore the sub from front to rear.... i have subcommand and dangerous waters but the graphic side of em are poor so will just have to hope for a better future for sh...

mookiemookie
04-20-07, 02:40 PM
I would consider the AI buggy in the regards of alerted merchant units sitting still, or convoys slowing down the the speed of t hat 1-2 kt cripple you just torpedoed. Other factors with the AI can (and have) been modded to present more of a challenge, It's not hard, so hence really isnt worth reporting as a bug. But i degress in its default state it makes for a game thats a very fancy screensaver and little else.

I had to quit a career in disgust last night when this happened. Where's the challenge in sailing circles around a convoy doing 1 knot, sinking everything? :roll:


I do hope that sh5 will be with nuclearsubs and coldwar missions and you will be able to explore the sub from front to rear

Just as an aside...this would completely ruin the Silent Hunter series for me. SH is all about WW2 and I hope it stays there.

Beery
04-20-07, 02:53 PM
...I do hope that ... you will be able to explore the sub from front to rear...

Yeah, I was really annoyed that SH4's subs had even FEWER rooms to explore in 3D than SH3 had. I want my captain's bunk back at the very least! I used to spend ages in there just listening to music. With SH4 I feel there's no place to relax.

Beery
04-20-07, 02:57 PM
Where's the challenge in sailing circles around a convoy doing 1 knot, sinking everything? :roll:

It's not meant to be challenging all the time. In reality there were times when submarines had it easy. If the game was a constant challenge it wouldn't be very realistic or immersive - you can't build an affinity for your crew if you get killed every third patrol. Personally, I like to survive careers - you can't do that if the Japanese are hunting you efficiently all the time.

If you use realistic tactics and act as a real sub commander would have acted you'll get a realistic and immersive experience. If you play as a 21st century gamer who doesn't care about the history you'll get heaps of tonnage and you'll probably get yourself killed on your second patrol. This is a simulation and its true rewards aren't measured in terms of a high score or a constant challenge.

Commander-S.R.
04-20-07, 02:57 PM
[/quote]
Yeah, I was really annoyed that SH4's subs had even FEWER rooms to explore in 3D than SH3 had. I want my captain's bunk back at the very least! I used to spend ages in there just listening to music. With SH4 I feel there's no place to relax.[/quote]

That's funny i did the same i miss that too being able to explore the sub more gives you a better feeling of actually being on one.:D

DragonRR1
04-20-07, 03:28 PM
I don't know whether this has already been mentioned but the cropping issue for widescreen users has not been fixed. Widescreen users would normally see more horizontally as a 4:3 user and the same vertically. With SH4 1.0-1.2 widecreen (16:10) users see the same horizontally and less vertically.

On the one hand.. I don't care about this the world isn't over ... BUT ... what affect does this have on the TBT and periscope overlays? I've had a quick look and it appears that the graduations are off (I am not certain). If they are I would guess it means that manual targetting will be off if one were to rely on the graduations....

mookiemookie
04-20-07, 03:31 PM
It's not meant to be challenging all the time. In reality there were times when submarines had it easy. If the game was a constant challenge it wouldn't be very realistic or immersive - you can't build an affinity for your crew if you get killed every third patrol. Personally, I like to survive careers - you can't do that if the Japanese are hunting you efficiently all the time.
I agree on that point, and have no problem with being thrown a bone here and there. But when convoys do not act in a rational and logical way as they would have in real life, that takes me out of the sim. I try to play as a real sub skipper would have done, making the same decisions he would have had to make. I am a sucker for realism. Hell, I'd love it if there were patrols where I saw three ships and was damn glad to see them, a la real life! But when shortcomings with the simulation pop up, it makes me a sad mookie.

I find it VERY hard to believe that Japanese wartime convoy doctrine stated that the entire convoy slowed to 1 kt ahead when attacked by a submarine. That just doesn't make sense, and that seems to be more of a shortcoming with the game programming, rather than the way I'm playing.

Commander-S.R.
04-20-07, 04:07 PM
this game must be meant as a joke on the subsim community:damn:
just now when i was trying to sink some ships in jap harbour i fired 6 torpedos at it everyone hit the ship didnt even get a scratch:damn::damn::damn:

im sick and tired of games being released stil in its beta stage these past six month been nothing but crap... first the guild2 then armed assault then test drive unlimited and now this!!!:damn::damn::damn: there should be a law against this.

this game is so full of bugs that just listing them would take up more space then the new york sunday times edition jeez:nope:

what does a submariner has to do to get a decent subsim?????
sh3 great but still needs improvement many navy's dont have the ships they had in real life... example the german navy lack's the graf spee the tirpitz the scharnhost and so on and so on......:damn::damn:

why cant they just make one great naval sim?:arrgh!:

Sailor Steve
04-20-07, 04:11 PM
I don't know...why don't you make one?

Beery
04-20-07, 04:14 PM
just now when i was trying to sink some ships in jap harbour i fired 6 torpedos at it everyone hit the ship didnt even get a scratch:damn:

Are you sure this isn't one of the ways the devs have modelled duds? American torpedoes were notoriously unreliable.

In my view there are a lot of bug reports coming in on issues that may turn out to be features. It would be a bad thing indeed if the constant calls of "Bug!" resulted in groundbreaking features such as dud torpedoes being removed from the game. It would be even worse if the devs spent time removing unappreciated (yet essential) features and real bugs got left behind.

One thing we need to be really certain of is that the bugs we report can ONLY possibly be bugs. The last thing I'd want would be that a bunch of realistic features got nerfed simply because people didn't understand that they were features.

Commander-S.R.
04-20-07, 04:19 PM
just now when i was trying to sink some ships in jap harbour i fired 6 torpedos at it everyone hit the ship didnt even get a scratch:damn:
Are you sure this isn't one of the ways the devs have modelled duds?

In my view there are a lot of bug reports coming in on issues that may turn out to be features. It would be a bad thing indeed if the constant calls of "Bug!" resulted in groundbreaking features such as dud torpedoes being removed from the game.

Well true but as i play with no duds and all of em exploded i would say its a bug:damn:
well if i did know how too make a game i would and you would see a lot of naval sims comming from me but unfortunetly i dont know how to make a game.

Beery
04-20-07, 04:26 PM
Well true but as i play with no duds and all of em exploded i would say its a bug:damn:

The fact that they exploded doesn't mean they did devastating damage. I've heard of ships getting back to port after being hit with five or six torpedoes. Again, you can't just see a result you don't like and immediately conclude that it's a bug. If it's happening every single time I'd say that's a bug, but hitting a ship with six torpedoes and getting no result once - well that's just a really bad day.

Also, ships docked in harbour may have different damage models than ships at sea. Enemy harbours (which were almost impossible to enter in reality) have no defences in the game so the devs may have installed some other way of dissuading players from taking such simple targets.

leeclose
04-20-07, 05:19 PM
I thought the 1.1 patch was bad christ the 1.2 seems to be even worse:damn:

Dreamer
04-20-07, 05:28 PM
Here's a new one on me. I saved my career mid-patrol and reloaded it after trying something stupid. Since reloading the save, the internal walls of the sub are blue with the texture flashing once every 1/2 second or so. Also, the conning tower is gone completely from the external view. It's just not there! The crew hovers in mid-air.

However, I may have figured out the deck gun deal. When I have a bow mounted deck gun, the crew have no clue how to use it or where to find it, but with a stern mounted one they have no issues.

Here's the missing conning tower.
http://img62.imageshack.us/my.php?image=1146resizehp5.jpg

... and the blue, texture-less interior...
http://img62.imageshack.us/my.php?image=1128resizets9.jpg

... and just for kicks, here's a shot of a nearly-flying Destroyer. This one rammed me then went nearly airborne before splitting in half and exploding. My damage was minimal. Apparently my sub has more buoyancy than the Destroyer weighs, as my stern only settled a touch as shown in the pic
http://img53.imageshack.us/my.php?image=1176resizezf0.jpg

I really did have high hopes for 1.2 but I fear I'll have to wait some more before I'm remotely satisfied.

As an additional hiccup, take a look at the back of your game box. It says, and I quote:

"Hunt, hide, and kill across the icy waters of the Pacific."

At least they changed "Atlantic" to "Pacific" but icy? I don't think so.

Martin

Probex
04-20-07, 06:09 PM
Just my 2 cents after skimming the posts.


Most of the bug reports are true for me.




I want to definitely confirm a couple:

-LOADING the game underwater makes my current crew watch EXHAUSTED. All of their green bars are at zero. This totally screws up the efficiency, because even with ALL HANDS TO QUARTERS one cannot achieve 100% efficiency anymore.

-SOUND engine is still 180deg opposite of what it should be inside the sub

-FLASHES on the ocean surface still appear. Incidentally, they also coincided with the creation of the Monoliths of FPS death.

-STUTTERING is back even though the monolith fps problem is gone.

-V-SYNC on still cuts the FPS in half!!!!!! What is the deal with that?

-Sound effects get cut off prematurely or get looped by a fraction when they are not supposed to (explosion of a ship will fade to nothing and then you will hear it exploding for a fraction of a second again).

-Magnetic Torps don't work

-Ship draft values seem incorrect

Prof
04-20-07, 06:22 PM
-V-SYNC on still cuts the FPS in half!!!!!! What is the deal with that?That's more-or-less inevitable. V-sync locks the frame rate of the game to your monitor's refresh rate. There's no point in rendering 300 FPS if your monitor is only refreshing at 75 Hz.

I run at 75 Hz refresh rate. Therefore, with V-sync turned on, the maximum FPS I get in-game is 75. If my PC can't give me 75 FPS (say it slows down to 70 FPS) then the V-sync will cut the frame rate down to an integer fraction of the refresh rate (i.e. 75/2 = 37.5 FPS). If there's even more going on on-screen and my PC will only give 30 FPS, the V-sync will cut it down to 75/3 = 25 FPS, and so on.

You have to decide whether you want the maximum FPS your machine can display (with associated screen 'tearing' issues) or if you want the FPS locked to the refresh rate. Personally, I choose the latter.

akdavis
04-20-07, 06:25 PM
-FLASHES on the ocean surface still appear. Incidentally, they also coincided with the creation of the Monoliths of FPS death.

-STUTTERING is back even though the monolith fps problem is gone.

-V-SYNC on still cuts the FPS in half!!!!!! What is the deal with that?

1. The periodic flashes have something to do with the lighting engine and have been present since SHIII.

2. Stuttering even with v-sync on? (you must exit and restart game for v-sync change to go into effect)

2. As I understand it, v-sync caps your FPS. On my system at 1280x960, it caps at 28 FPS outside the sub, 43 inside and 85 in menu, all of which appear totally smooth to my eyes. I can scale back all the graphics options to the minimum and it still won't rise above 28 FPS. Unfortunately, if I enable anything in the FX column (glare, EE, fog, etc.), my FPS drops below 28 FPS and I start to notice chop.

Iron Budokan
04-20-07, 06:40 PM
Shoot. I was really looking forward to this patch because I wanted to get back to playing SH4 and give it another chance. But with what I've heard so far I guess I'll just wait for 1.3 and try then. :cry:

KrAzYeTy
04-20-07, 07:47 PM
Shoot. I was really looking forward to this patch because I wanted to get back to playing SH4 and give it another chance. But with what I've heard so far I guess I'll just wait for 1.3 and try then. :cry:

Thats what we all said about 1.1, so can we seriously expect the next patch to make us all happy with what we paid for ($59.95 CDN).

I think not.

These days I find it hard to pay for any PC game, because they are almost always broken right out of the box. I don't want to be part of the developers QA team, I just want to be the consumer who gets what he paid for/was told he would get.

It would be like buying a movie and having major scenes missing or broken, it just isn't acceptable.

Yes I am a frustrated gamer overall, but SH4 just makes it that much worse for me.

There, I feel better. Thanks for listening.

tomoose
04-20-07, 08:25 PM
.....the only apparent fix is the "clogging" effect of all the messages and the 'A' = CTD fix.

- the chronometer still does NOT pass info to the TDC to give a ship's speed.
- the chronometer pops up after 256 timewarp for no reason at all
- clouds still appear as if they are in "fast forward" mode
- every pilot bailout is reported as a merchant contact
- the rubber boat for the marines/agent bumps against the sub and sounds like a destroyer doing a ramming on the sub
- the door at the back of the control room highlights with the cursor but does nothing
- the 'pencil' on the nav map still does not permit notes to be entered contrary to the manual
- repetitive patrols are still being assigned
- the double-barrel AA gun rotates through the conning tower wall blocking your view of any aircraft you're trying to aim at
- the AA gun STILL gets damaged for no apparent reason
- the crew on the AA gun STILL seem to get injured for no apparent reason
- enemy aircraft attacks seem to be very numerous
- arriving successfully at a patrol area does not indicate 'completed' and there's no indication of how long you are supposed to stay on-station
- the damage control team don't seem to like fixing AA guns

So apart from the message fix and the 'A' key CTD fix 1.2 hasn't done much. I'm still telling my buddies to hold off buying the game.:nope:

Nice to haves....
a 'hotkey' for toggling battlestations
'hotkeys' for the OTHER radar
hydrophones that operate at periscope depth

Beery
04-20-07, 08:43 PM
I'm getting new problems every day. Today the crew started calling out random numbers every half-second and the boat wouldn't dive when I ordered periscope depth.

I dunno - I've seen a lot of bad patches, but this one looks to be the worst by far. I think Ubisoft needs to do a recall and officially scrap it, return us to 1.1 and start over. Plus they need to get some quality control people in who know what they're doing. I'm usually fairly forgiving when patches take us two steps forward and one step back, but this one seems to have brought us one step forward and three steps back.

leeclose
04-20-07, 09:00 PM
I have to agree Beery in 25 years of gaming this is the first time i have really thought of uninstalling a patch becouse its so bad. IMHO why dont ubi just ask the sub sim community to help them put the dang thing straight the amount of bugs with the game is just beyond a joke :damn: i really hope theres some one from ubi reading this thread and realising how much of a disaster this is turning into. Guess i'll go grab a few decent books to read while they fix it or well at least try to:nope:

mookiemookie
04-20-07, 10:11 PM
I'm with you guys. I haven't had a real chance to give 1.3 a try until the past couple of nights. Now that I've given it a whirl, it pains me to say it but I've gotta say that it's solved some problems but so many more remain.

I want to love SH4. I really do. I don't want to blame the developers, as I can understand firsthand having the pressure of an unreasonable timeframe imposed upon you for a huge project. But the things going wrong here just make me frustrated. I'm having trouble understanding why things that worked fine in SH3 are all of a sudden broken in SH4. Granted, I don't know much about coding or game design, but how is it possible to break things that worked perfectly in the code that was the basis for what it is now? The added features are wonderful. I love dynamic mission objectives, I love circular runners, I love a COMSUBPAC that seems alive rather than the "Be more aggressive!" BdU, but I get so frustrated with the SWARMS of shipping, the 5 Yamatos, the AA and deck gun crewmembers that take damage when the deck and AA guns are damaged underwater, the convoys that effectively curl up into fetal position and await their doom once they're attacked....

I really hope that 1.3 addresses these things. Neal, is there any hope of this happening?

Elder-Pirate
04-20-07, 11:09 PM
Just think if UBI was the Yamato and all the subsim SH4 players were U.S. Subs spread out at a 1000 yards and all the Sub Captains had that certain smile as they slowly pressed that big red button saying "Sayonara........and btw say hello to Davy Jones from all of us". :rock:
http://i4.photobucket.com/albums/y116/oleman/giggle1.gif

Spectre-63
04-21-07, 02:46 AM
Reading all of this, I guess I must just be out of my mind for enjoying SH4 after the 1.2 patch. :(

Duli
04-21-07, 03:10 AM
If it works for you, then great, you should enyoy it. :)

But I have so much problems with this patch... First, I have this weird map, then, my crash dive and periscope keys dont work, boat just stops dead in the water (on the surface), and also, I cant fire torpedoes!!! Wtf, how is a submarine supposed to work without fireing torpedoes? Not to mention that I was only playing the game with patch 1.2 for 15 minutes. I am not angry (at least not on developers, on UBI I am) but I am very dissapointed with UBI. :down:
I thougt SHIII was the worst case scenario, bugs concerned, but I was wrong. :down:

Commander_Data
04-21-07, 03:59 AM
Well, i NEVER get a soundcontact. I have to find the bastards visualy.

Example: I get visual on 2 frighters and dive to attack. Ask my sonar guy for "report on closest contact" but, the deaf idiot reports no contact. (im lik 4000m from the ships) So i take the "wheel" myself, but i cant hear Sh*t myself. WTF is going on here? :damn:

Mudrik
04-21-07, 05:22 AM
Playing SH4 with the 1.2 patch is certainly a very weird experience.

At one time or another I have been bugged by :-

p=stop the boat.
c=stop the boat.
map all wierd.
radar not working.
p=take you diving to your death.
torps not working.
torps taking so long to fire that the target has passed.
crew calling out random numbers from 1-9 constantly and I mean constantly.
CTD while in external view.
aircraft with very strange physics.
all crew members of sub and ships rendered in 2D.

But strangely never all of the above in one game (e.g. each time I load a gamesave I get a different combination of bugs).

Do hope that 1.3 sorts EVERYTHING as this is such an engrossing and enjoyable game to play.

joea
04-21-07, 06:06 AM
Playing SH4 with the 1.2 patch is certainly a very weird experience.

At one time or another I have been bugged by :-

p=stop the boat.
c=stop the boat.
map all wierd.
radar not working.
p=take you diving to your death.
torps not working.
torps taking so long to fire that the target has passed.
crew calling out random numbers from 1-9 constantly and I mean constantly.
CTD while in external view.
aircraft with very strange physics.
all crew members of sub and ships rendered in 2D.

But strangely never all of the above in one game (e.g. each time I load a gamesave I get a different combination of bugs).

Do hope that 1.3 sorts EVERYTHING as this is such an engrossing and enjoyable game to play.

Yet another person playing a crack. :nope:

The General
04-21-07, 06:07 AM
I'm really sorry to report that I have just uninstalled SH4, I find it's many flaws too frustrating. I bought an expensive video card so I could run SH4 at a reasonable rate, I have a 3.4 Gig Processor, 2 Gig of Ram and a 7600 NVIDIA card and there is absolutely no excuse for this game to run as poorly as it does. It is simply badly made. Some people on the developement team did their job; the ship models are fantastic for example and they deserved to put into a sim that was built new from the ground up, not put into an old, already inherently flawed programme. Ubisoft took a gamble (trying to save money and maximise profit) by using the old engine at the core and it just didn't work out. Patch 1.2 didn't get close to doing what was necessary and it's obvious now that they can't fix this lemon :dead: . I was really looking forward to SH4, so I am devastated. I hope they can get back on track with SH5.

Beery
04-21-07, 06:14 AM
I thougt SHIII was the worst case scenario, bugs concerned, but I was wrong. :down:

SH3 was nothing compared to Red Baron 2. RB2 was absolutely awful and the bugs never got fully fixed by the devs. I hate to say it, but SH4 is approaching that level of bugged-ness.

Detonator
04-21-07, 06:14 AM
- the door at the back of the control room highlights with the cursor but does nothing


The door on mine highlights and says "Bridge" when I press it it sends me to the deck gun.

The General
04-21-07, 06:17 AM
Dammnit! Sh4 could've been so good!:damn:

joea
04-21-07, 06:20 AM
I thougt SHIII was the worst case scenario, bugs concerned, but I was wrong. :down:
SH3 was nothing compared to Red Baron 2. RB2 was absolutely awful and the bugs never got fully fixed by the devs. I hate to say it, but SH4 is approaching that level of bugged-ness.

Not you too Beery. Already bummed GWX won't remake the Pacific campaign, ports objects, like they did the Atlantic. How can SH4, based on the same engine be so much worse? So many "bugs" are just ignorance on history or procedures. There is at least one more patch if not two coming so wait til then.

joea
04-21-07, 06:21 AM
Dammnit! Sh4 could've been so good!:damn:

Give it time, at least one more patch and the mods fixes.

Beery
04-21-07, 06:26 AM
Playing SH4 with the 1.2 patch is certainly a very weird experience.

At one time or another I have been bugged by :-

p=stop the boat.
c=stop the boat.
map all wierd.
radar not working.
p=take you diving to your death.
torps not working.
torps taking so long to fire that the target has passed.
crew calling out random numbers from 1-9 constantly and I mean constantly.
CTD while in external view.
aircraft with very strange physics.
all crew members of sub and ships rendered in 2D.

But strangely never all of the above in one game (e.g. each time I load a gamesave I get a different combination of bugs).

Do hope that 1.3 sorts EVERYTHING as this is such an engrossing and enjoyable game to play.

Yet another person playing a crack. :nope:

Joea, I'm experiencing those things and I think you probably know me well enough to realise that I would never avoid buying a game by downloading and playing a cracked game. I've never once played a game I didn't buy and I certainly wouldn't do it with SH4.

As I've said elsewhere, If there's one thing I absolutely HATE, it's getting treated as a criminal when I've done nothing wrong. I mean if they must have copy protection the least they should do - the very least - is make sure it works properly and doesn't inconvenience legitimate users. If they can't do that, then they shouldn't use copy protection and they should take their chances. Heck, bung another couple of dollars on the price to offset the loss in revenue - anything. Just give me a game that when I pay for it it plays and doesn't make me out to be a thief.

joea
04-21-07, 06:33 AM
No sweat, sorry about that Beery. :-? Still Starforce was as much if not a worse scandal and SH3 survived and thrived...though it did not intentionally "break" the game...just many folk's DVDs.

Beery
04-21-07, 06:34 AM
Not you too Beery. Already bummed GWX won't remake the Pacific campaign, ports objects, like they did the Atlantic...

Give them time. They need to wait for me to finish RFB first so they can 'borrow' it and claim all the work as their own.

The General
04-21-07, 06:37 AM
Give them time. They need to wait for me to finish RFB first so they can 'borrow' it and claim all the work as their own.Whoah! Is that what happened?! Can you elaborate Beery? What's RFB?

Beery
04-21-07, 06:46 AM
Give them time. They need to wait for me to finish RFB first so they can 'borrow' it and claim all the work as their own.Whoah! Is that what happened?! Can you elaborate Beery? What's RFB?

RFB is the SH4 equivalent of RUb. GWX was built on top of RUb but no RUb mod gets any credit in GWX's manual and no modder who worked on RUb gets any credit for his RUb mods there either - heck, RUb is not mentioned at all. If you read GWX's manual you'd think it had nothing at all to do with RUb and the authors of the patch are similarly dismissive of the fact that GWX is really "RUb+GWX".

Now you know the real story. I rate GWX just slightly higher than Seawolves: both Seawolves and GWX took mods and failed to credit the modders for them. The only difference between GWX and Seawolves is that GWX didn't try to sell other people's mods for profit.

Now don't get me wrong - GWX is a great mod. No doubt about that, but the folks behind GWX should acknowledge ALL the work that went into it, not just the contributions that were made after they started modifying RUb.

U-Bones
04-21-07, 06:46 AM
Not you too Beery. Already bummed GWX won't remake the Pacific campaign, ports objects, like they did the Atlantic...
Give them time. They need to wait for me to finish RFB first so they can 'borrow' it and claim all the work as their own.
That was a cheap shot and is uncalled for IMO.

Step back one inch and -remember- how much work is borrowed to build RFB, even if it is simply an idea you flesh out. Many parts are more than that I think you will agree. You are a good modder in your own right, but it sounds to me like you forgot you had help for a second.

Edit: OK your beef is about credit. I still think it is uncalled for and you are way overstating how foundational RUB was to GWX. Many things, lile tweaking the underwater transparency bit for example, are personal tweaks. I can choose to use someons MOD and credit them, or I can choose to set the bit the way I want it. A lot of that happened. I don't think dragging this back out benefits anyone except possibly you.

Beery
04-21-07, 07:07 AM
Step back one inch and -remember- how much work is borrowed to build RFB, even if it is simply an idea you flesh out.

All modders - all contributions - are noted in RUb's and RFB's readme. Even if I'm fleshing out someone else's idea I try to give full credit to the person who gave me the idea. For example TimeTraveller gets credit for a number of mods that I made using his tools. GWX gives absolutely no credit for the parts of it that are RUb and some of those parts are directly lifted - for example the Flotilla mod. Sure, it must have been added to, but the mod is in there.

Not only that, but you will never see me call RUb 'my mod'. I always refer to it as 'the mod I assembled' and I take great pains to explain to people that RUb has many authors. I never forget that RUb is a mod combined from many modders - if you think I ever forget that you're 100% wrong. The same applies to RFB. This is not about ownership - it's about proper credit being given for work done.

Here's an example (from RUb's readme) of giving FULL credit - something that every modmaker should do:

"Added a new ASW mod. Mod by CCIP based on work done previously by gouldjg, Jungman, Jace11 and TimeTraveller "

and...

"Radio mod added for German version. Mod adapted from various sources. Modders: U-4, Fletcher_72, Purplehaze, Prien, JG400Pips, U-538, Irishred" (now I assembled that mod for RUb, but rather than take any credit I instead credited all the authors of the three or four radio mods I used).

and...

"Mod by Beery based on new info found by Manuel, and thanks to Timetraveller" (this was a forum post that suggested an improvement - I made the improvement using the info in the post and TT's tools. Now THAT is giving full credit).

Does RUb get that sort of credit in GWX? Not even close. Do any RUb modders get any credit for RUb work that went into GWX? No, not one RUb modder is credited for any of RUb that's in GWX. Not one. There's not even a generic 'Thanks to all the people who worked on RUb'. Nothing. If I was a cynical guy, and I am, I'd think that the authors of GWX wanted to keep the fact that GWX is based on RUb quiet - I guess it rains on some people's parade a bit when they have to concede that major work on a project was done by other people.

Now some folks have said that I should be happy for RUb's part in GWX's success. I will be, just as soon as all RUb's modders get the credit that they're due from GWX. All GWX's authors need to do is amend the GWX manual to give the proper credit for all the RUb stuff that's in GWX. That's it. But for some reason they won't do that. Heck, I'd be happy to help them do it, but they've never contacted me about it. As far as I can tell they can't be bothered to give proper credit. Here are all the people who worked on RUb - the least the GWX folks should do is list the Real U-boat mod as a part of GWX and list these names as contributors:

9th Flotilla, Aces, Acsoft, Ailantd, Anteater, Augie64, Average Joe, Aviar, BBury, Beery, Billoute, Captain America, CCIP, Cdr Gibs, Church SUBSIM, Clive Bradbury, Devnull, Dick Dastardly, EFileTahi-A, Egan, Flakwalker, FLB sale, Fletcher_72, GouldJG, Grouchy, GunMod, Heretic, Iambecomelife, Iceberg, IrishRed, Jace11, Jaesen Jones, Jasonb885, JG400_Pips, Jiim, Jungman, Kossu, Luminousbit0, lurbz, macstu23, Mad-h, Manuel, Marhkimov, McBeck, Mcoca, Myros, Neal Stevens, Nico71, Observer, Officerpuppy, OneTinSoldier, Pascal, Pentallion, Prien, PurpleHaze, Purpulez, Redwine, Ripbud, Rubini, SeeAdler, Shan_Hackett, Sniper1, Stiebler, Sulikate, Teddy Bar, Tikigod, Timetraveller, Tomcat 84, U-1409, U29, U-4, U-538, U-999, Wazoo, and 'Music Fix Guy' (who contributed the music fix, but like Zorro, his identity remains unknown).

U-Bones
04-21-07, 07:40 AM
Step back one inch and -remember- how much work is borrowed to build RFB, even if it is simply an idea you flesh out.
All modders - all contributions - are noted in RUb's and RFB's readme. Even if I'm fleshing out someone else's idea I try to give full credit to the person who gave me the idea. For example TimeTraveller gets credit for a number of mods that I made using his tools. GWX gives absolutely no credit for the parts of it that are RUb and some of those parts are directly lifted - for example the Flotilla mod. Sure, it must have been added to, but the mod is in there.

Not only that, but you will never see me call RUb 'my mod'. I always refer to it as 'the mod I assembled' and I take great pains to explain to people that RUb has many authors. I never forget that RUb is a mod combined from many modders - if you think I ever forget that you're 100% wrong. The same applies to RFB. This is not about ownership - it's about proper credit being given for work done.

Here's an example (from RUb's readme) of giving FULL credit - something that every modmaker should do:

"Added a new ASW mod. Mod by CCIP based on work done previously by gouldjg, Jungman, Jace11 and TimeTraveller "

and...

"Radio mod added for German version. Mod adapted from various sources. Modders: U-4, Fletcher_72, Purplehaze, Prien, JG400Pips, U-538, Irishred"

Does RUb get that sort of credit in GWX? Not even close.

Note my edit above. I do credit you on givng verbose credit in your mods, but for a second there, in this thread, it sounded like it was about you. I'll grant you that it was not your intent.

I am dropping this conversation.

Mudrik
04-21-07, 09:15 AM
Slightly miffed at accusations. We should be trying to provoke a better patch from the developers rather than bitching at each other.

Liked response from Beery though, I thoroughly agree with all you say.

No bad feelings eh guys, we're all adults here.

RC-Div631
04-21-07, 09:53 AM
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).

joea
04-21-07, 10:39 AM
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).

Test and post this on the bug thread!!

akdavis
04-21-07, 01:26 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).

No, but many of the drafts listed in the RM are wrong. A torp set for "30" is certainly not running near a hundred feet deep. What I'm wondering is if the magnetic detonator uses the RM values as well. Take the Mogami, for example. Draft listed as 14.5 ft., but you must set torpedos at 25 feet or more to clear the actual 3D hull. If the detonators think the keel is actually at 14.5 ft., then the torps are running more than 10 ft. below that. 10 ft. should be too much for Mk. VI detonators, especially if the running deeper than set "dud" is also in effect.

- the door at the back of the control room highlights with the cursor but does nothing


The door on mine highlights and says "Bridge" when I press it it sends me to the deck gun.




But if you are underwater, it does nothing. Opening that door underwater might be unhealthy. ;)

Spruence M
04-21-07, 01:30 PM
What is FSAA?

Need Mini-Chronomitor. Mod crashing game since patch.

I am still having a problem with the AI. Yesterday off Honshu Island, 2 Bettys came out of the clouds at crew rotation, couldn't dive in time, but as they dove on me, they must have forgotten to use their air brakes, the flew stright into the water... 1 sank at impact, but the 2nd skipped across the water for about a mile before going under. This happened on 2 other occasions.

Later on during that patrol, I came across a convoy of 6 merchants and 4 escorts. I procedeed to get into the convoy's path, sank all the merchants without the escorts as much as change course... Sank 2 of those as well. I can count on destroyers doing nothing during my attacks, why even play? I cannot believe that I am that good of a skipper, they aught to at least look for me! Change course, zig zag, somthing...

On the last note, I spent from 10 Dec 41 through 11 Jan 42 on patrol, when I returned to base I got the, "Welcome back, while we still have a base here that is..." I never got credit for arriving at my patrol zone. I'm based at Peal.

I shot down a betty with the 5". Was pretty hyped about that.

Anti-Air still doesn't work while pointing it up. Bathtub Bay still obstructs view.

They keyboard mod the guy made is great, the torpedo doors open/close, you think someone at UBI would have done that in the patch... no dice, great work compensating.

I did notice that my wounded gradually returned to full health after a while, they go hit on the deck by a land mounted gun, the only thing in the game besides aircraft that shoot at me.

Would the escorts MOD fix this?

Condor96
04-21-07, 01:31 PM
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.

No it doesnt detect ships anymore, doesnt detect aircraft either.

U-4053
04-21-07, 01:34 PM
Howdy Im not certain if this is considered a patch bug or not?
I noticed that when the Jap Betty's get close to the sub near their home Island that they do crazy cart wheels and crash into the sea.
Also recently after installing a mod which turns the locking light from red to green I noticed that when I get into tokyo bay that I cannot fire any torpedos.
Also I have found that when I hit the C button to crash dive that the sub engins stop , instead of shifting into flank and diving the boat.

This just started occuring with the 1.2 patch.

Any Ideas on fixing this issue ?

Charlie

Spruence M
04-21-07, 03:56 PM
[quote=Discord]No it doesnt detect ships anymore, doesnt detect aircraft either.

Are you tired all the time? Feel like your voltage is just off a little? Is your screen blank but lives are still depending on you?

What is this desease and how do I treat it?



It's not made in America

It's made in UBI

-Pv-
04-21-07, 05:49 PM
"...
Originally Posted by Discord
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.

No it doesnt detect ships anymore, doesnt detect aircraft either..."


The radar problems are easily solved. Go to the Mods Forum and grab the corrected "Sensors_sub_US.sim" file. This fixes the problem of the radars only picking up contacts when the sub is facing North.

Also realize aircraft picked up on the radar don't have *aircraft* icons. They have SHIP icons. The way you tell which are ships and which are aircraft is to CLICK on them and look at the speed. Aircraft will be labled as "very fast." All other contacts are ships or lifeboats, parachutes, etc. I often use this feature to completely avoid aircraft and dive LONG before they come in visual range. This also seems to mitigate them seeming to come right at you all the time.

"...Howdy Im not certain if this is considered a patch bug or not?
I noticed that when the Jap Betty's get close to the sub near their home Island that they do crazy cart wheels and crash into the sea.
Also recently after installing a mod which turns the locking light from red to green I noticed that when I get into tokyo bay that I cannot fire any torpedos.
Also I have found that when I hit the C button to crash dive that the sub engins stop , instead of shifting into flank and diving the boat.

This just started occuring with the 1.2 patch.

Any Ideas on fixing this issue ?..."

The risk of using mods during the period when the game is still being actively patched. It's obvious to me you need to remove any or all mods, see what problems remain, then put them back in one at a time. You also cannot expect a mod created early in the patch cycle to remain rock solid through all the patches. Even later mods are not always 100% tested to be stable. Surprised? Everyone thought only UBI puts out untested software? You need to revisit the mods forum to see if the mod creator is keeping up with the patches.
-Pv-

DragonRR1
04-21-07, 07:55 PM
Bug list v2. Most bugs listed here have been mentioned by more than one poster.

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?

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.

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.

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

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?

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.

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 http://www.subsim.com/radioroom/cid:image001.gif@01C78480.75076E10Bring 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

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

28) External viewable damage to subs vanishes on a savegame load.

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.

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

34) Message log delay problem. There are workaround mod fixes for this.

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. 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 haven’t tried it yet.

39) Campaign retirement – feature or bug?

40) Aircraft.. the skies are full of them! There are some mod fixes for this.

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