View Full Version : *** Official SH4 patch 1.3 Update straight from the horse's mouth ***
Feature request: re-implement the numerical limits for officers, petty officers, and junior-enlisted sailors. It really is quite silly to see a boat full of nothing but officers and CPOs.
I completely agree on this one. I never played SH3, but I think I've read in several places on the forums that the crew management operated this way in SH3?
Yes, it did, and though there are no crew shifts in SH3, having limits for each type of sailor did keep things realistic, and no one ever complained about it. Why in the world this was taken out of SH4 is beyond my comprehension.
eh... If I'm in control of it, it doesn't bother me.
Caltone
06-23-07, 09:54 AM
Feature request: re-implement the numerical limits for officers, petty officers, and junior-enlisted sailors. It really is quite silly to see a boat full of nothing but officers and CPOs.
I completely agree on this one. I never played SH3, but I think I've read in several places on the forums that the crew management operated this way in SH3?
Yes, it did, and though there are no crew shifts in SH3, having limits for each type of sailor did keep things realistic, and no one ever complained about it. Why in the world this was taken out of SH4 is beyond my comprehension.
eh... If I'm in control of it, it doesn't bother me.
Indeed, this is something we can handle ourselves. Devs need to focus on the critical items.
Sonarman
06-23-07, 02:37 PM
Feature request: Coastal Landforms on PPI scope
One thing that has bugged me with most of the naval games I have played is that the PPI scope only ever shows ship contacts and never shows any coastline/land formations. If this was included we could even use radar as a navigational aid, it would also make things more interesting gameplay wise as you would have to round headlands and islands etc to see if contacts were hidden behind them. It would be awesome if this could be included in 1.3
Perhaps if atmospheric conditions were bad some clutter could also occur or when the radar is damaged the scope could have a cracked face etc.
Kingswat
06-23-07, 03:34 PM
Hopefully it doesn't them forever to release this patch.
theluckyone17
06-23-07, 09:17 PM
Hopefully it doesn't them forever to release this patch. No, but I'd rather have them wait & do it right than push it out the door early. We've been here before, remember? :cool:
Ehm.. sorry to burst everyone's bubble, but the fact that the patch is taking this long most likely means that only a couple of junior programmers and maybe even interns have been assigned to the patch, while the rest of the team is working on something new.
It's the cheapest way and it's how my company used to do it.
Nice speculation there Sparky, what's your point? :up: :nope:
John Channing
06-24-07, 02:14 PM
Ehm.. sorry to burst everyone's bubble, but the fact that the patch is taking this long most likely means that only a couple of junior programmers and maybe even interns have been assigned to the patch, while the rest of the team is working on something new.
It's the cheapest way and it's how my company used to do it.
That is not the case.
JCC
Canonicus
06-24-07, 03:44 PM
Feature request: Coastal Landforms on PPI scope
One thing that has bugged me with most of the naval games I have played is that the PPI scope only ever shows ship contacts and never shows any coastline/land formations. If this was included we could even use radar as a navigational aid, it would also make things more interesting gameplay wise as you would have to round headlands and islands etc to see if contacts were hidden behind them. It would be awesome if this could be included in 1.3
Perhaps if atmospheric conditions were bad some clutter could also occur or when the radar is damaged the scope could have a cracked face etc.
If I'm not mistaken, the original Silent Hunter had a PPI that indicated land masses.
Ehm.. sorry to burst everyone's bubble, but the fact that the patch is taking this long most likely means that only a couple of junior programmers and maybe even interns have been assigned to the patch, while the rest of the team is working on something new.
It's the cheapest way and it's how my company used to do it.
That is not the case.
JCC
It's standard business practice to split up teams and have the senior developers work on new things and juniors fix the old.. but, I'm sure they'll make a million dollar exception in this case.
John Channing
06-25-07, 08:36 AM
Ehm.. sorry to burst everyone's bubble, but the fact that the patch is taking this long most likely means that only a couple of junior programmers and maybe even interns have been assigned to the patch, while the rest of the team is working on something new.
It's the cheapest way and it's how my company used to do it.
That is not the case.
JCC
It's standard business practice to split up teams and have the senior developers work on new things and juniors fix the old.. but, I'm sure they'll make a million dollar exception in this case.
Have faith is all I can say.
JCC
Ehm.. sorry to burst everyone's bubble, but the fact that the patch is taking this long most likely means that only a couple of junior programmers and maybe even interns have been assigned to the patch, while the rest of the team is working on something new.
It's the cheapest way and it's how my company used to do it.
That is not the case.
JCC
It's standard business practice to split up teams and have the senior developers work on new things and juniors fix the old.. but, I'm sure they'll make a million dollar exception in this case.
Honestly, I don't care if the janitor and his second cousin works on it... long as it fixes some bugs.
John Channing
06-25-07, 10:43 AM
Well said!
JCC
bsalyers
06-25-07, 11:38 AM
I am now convinced that the photo reconnaissance problem mentioned here:
http://www.subsim.com/radioroom/showthread.php?t=116815
is either a bug or poorly described mission and should be addressed in the patch. Either the mission is impossible to complete because there is a coding error, or the objectives are not clearly laid out, as many people seem to have problems with it.
Sonarman
06-25-07, 04:25 PM
It's standard business practice to split up teams and have the senior developers work on new things and juniors fix the old.. but, I'm sure they'll make a million dollar exception in this case.
Unless of course they are perhaps already started on the next project along similar lines eg SH5 or even better ...DC2! :up:
RICH12ACE
06-25-07, 05:32 PM
hi will the missing .50 gun m/gun be in the 1.3 update i cannot see it it the thread/read me
If possible, please increase the maximum wind speed to 30 meters per second. Based on the Beaufort Scale (http://en.wikipedia.org/wiki/Beaufort_scale), the current weather conditions we can experience in-game are about half of what a boat could expect to encounter on any given patrol.
Elder-Pirate
06-25-07, 09:55 PM
If possible, please increase the maximum wind speed to 30 meters per second. Based on the Beaufort Scale (http://en.wikipedia.org/wiki/Beaufort_scale), the current weather conditions we can experience in-game are about half of what a boat could expect to encounter on any given patrol.
Yes please increase the speed according to "Beaufort Scale" but not "meters per Second", instead Kts/mph as in "United States Naval Terms." This is not a metric country. Metric measure was just fine for all for SH3 as the Sim was played as the Germans, SH4 is played as the United States with imperial measure. Courtesy was given to the Europeans for SH3 now please extend the same courtesy for the United States.
Yes please increase the speed according to "Beaufort Scale" but not "meters per Second", instead Kts/mph as in "United States Naval Terms." This is not a metric country. Metric measure was just fine for all for SH3 as the Sim was played as the Germans, SH4 is played as the United States with imperial measure. Courtesy was given to the Europeans for SH3 now please extend the same courtesy for the United States.
I agree. Actually, I'd like to see the wind speed made even more generic (that way you please both the metric and imperial crowd), by giving the wind speed in terms such as "light winds," "heavy winds," or "moderate winds."
While we're at it, the depth indications the CE gives are still being given accoring to the metric system, so that the CE tells you things such as "current depth 98 feet." :roll: It's another one of those annoying metric leftovers from SH3 that needs to be fixed.
aurgolo
06-27-07, 06:44 AM
dear folks,
i have missed the forum for sometime as extremely busy on job. I give my bug list contribution, hope it helps:
Sometimes lack of audio voice overs/confirmation from the crew
Plot course tool on the nav map missing
Batteries life (for a gato submarine at slowest speed they go down in 3-4 hours while, according to sub specs, they should last for 48 hours)
Time compression is still jerky (maybe is ok if you have 3gb ram......but would be better that it works fine even with 2mb ram...i cannot change my pc every new game comes out...)
Hard to port Hard to starboard keyboard shortcut does not work
Periscope lock (L keyword) does not work, you need to send data manually to TDC
Impossible to know your max range at current speed (so you never know if you will come back or not)
Rudder turns hard to port by itself if you order back emercency
Wrong torpedo depht setting (if the target depth is e.g.: 5 mt and you set the torpedo depth at 5 or 6 mt you risk to miss the shot and the torpedo passes under the ship kneel)
Conning tower blinks like a xmas tree (you go to conning tower it is impossible to see which tubes are reloading as all of them blink like a xmas tree, moreover is impossible to open one or all tubes from the blinking panel in the conning tower)
No voice for "deepth under kneel...."
Weather forecast missing
Keyboard shortcut for attack map missing
Some of these bugs are very annoying and would like to know if you are suffering te same experience, as example:
1-Batteries life (to short even at slowest speed)
2-Torpedo depth (i have red in another forum that it happens only if you leave from pearl harbour.....) that makes you miss the shot
3-Max range at current speed
4-Periscope lock (L keyword) does not work, you need to send data manually to TDC
What do you think? Will they be fixed?
ciao thank you
andrea
Plot course tool on the nav map missing
It's on the toolbar at the bottom of the screen.
Periscope lock (L keyword) does not work, you need to send data manually to TDC
It works fine for me, and I've not changed anything in my keyboard setup. Perhaps you inadvertently changed it?
aurgolo
06-28-07, 01:42 AM
Plot tool does not exist on the nav map (you only find eraser, ruler, etc etc) and you are forced to use the toolbar at the bottom of the screen which is less immediate
Periscope lock does not work fine, in SH3 was easier: clicking on lock (L key) all data were transmitted automatically to TDC a then you only had to fire one or more torpedoes. In SH4 after locking a target you must send manually all data to TDC by clicking the button on the periscope screen (which is a little less immediate especially if you have no time to shot a torpedo)
Have you had any experience about wrong torpedo depths like me?
Plot tool does not exist on the nav map (you only find eraser, ruler, etc etc) and you are forced to use the toolbar at the bottom of the screen which is less immediate
Periscope lock does not work fine, in SH3 was easier: clicking on lock (L key) all data were transmitted automatically to TDC a then you only had to fire one or more torpedoes. In SH4 after locking a target you must send manually all data to TDC by clicking the button on the periscope screen (which is a little less immediate especially if you have no time to shot a torpedo)
Have you had any experience about wrong torpedo depths like me?
The L key works correctly for me. I know one thing that may be causing it for you. The game changes the difficulty settings automatically when you start a career. Before your first patrol make sure you set them back to how you like them. You do this in the office by clicking on the bookshelf to your left. Hover over what is there, you have options, load and save. Go to options and ensure you don't have manual targeting on.
aurgolo
06-28-07, 02:55 AM
ok i try, but iam quite sure that is a game bug.....
ReallyDedPoet
06-28-07, 07:42 AM
Time compression is still jerky (maybe is ok if you have 3gb ram......but would be better that it works fine even with 2mb ram...i cannot change my pc every new game comes out...)
Hardware issue, sucks, but is a reality of PC Gaming :yep:
Periscope lock (L keyword) does not work, you need to send data manually to TDC
I do not have a problem with this:hmm:
Weather forecast missing
Keyboard Mod, Ctl + w for this one. The RFB Mod prevents you from doing this submerged, which makes sense.
Just a few thoughts.
RDP
Hi everyone, been away for a while but I keep on checking subsim.com for the long announced patch. Any news on WHEN it will be released??? Sorry if asking something stupid... Cheers, AS
ReallyDedPoet
07-02-07, 04:09 PM
Supposedly soon. Let's hope they take their time and fix some of the key bugs in the game. As well they are adding some new stuff as well.
Welcome back by the way:up:
RDP
AkbarGulag
07-03-07, 11:55 PM
Yes please increase the speed according to "Beaufort Scale" but not "meters per Second", instead Kts/mph as in "United States Naval Terms." This is not a metric country. Metric measure was just fine for all for SH3 as the Sim was played as the Germans, SH4 is played as the United States with imperial measure. Courtesy was given to the Europeans for SH3 now please extend the same courtesy for the United States.
I agree. Actually, I'd like to see the wind speed made even more generic (that way you please both the metric and imperial crowd), by giving the wind speed in terms such as "light winds," "heavy winds," or "moderate winds."
While we're at it, the depth indications the CE gives are still being given accoring to the metric system, so that the CE tells you things such as "current depth 98 feet." :roll: It's another one of those annoying metric leftovers from SH3 that needs to be fixed.
Lucky subs have not been in service since 300BC, otherwise people would request roman numerals and Latin :p
As much as it would be nice for the American's to have all imperial... removing Metric components would be crazy ;)
Lucky subs have not been in service since 300BC, otherwise people would request roman numerals and Latin :p
As much as it would be nice for the American's to have all imperial... removing Metric components would be crazy ;)
If we were running a roman subsim I'd want roman numerals too. :shifty: US subs in WWII used imperial not metric, German subs used metric why is that so hard to understand??? It has nothing to do with current practice in commerce or military circles.
hey, why don't we use standard US, or German ranks for all subsims, would make things easier right? :roll:
Saintaw
07-04-07, 05:44 AM
Biggest sore point for me:
Please fix the campaign load crash. (http://www.subsim.com/radioroom/showthread.php?t=117802)
AkbarGulag
07-04-07, 08:48 AM
Lucky subs have not been in service since 300BC, otherwise people would request roman numerals and Latin :p
As much as it would be nice for the American's to have all imperial... removing Metric components would be crazy ;)
If we were running a roman subsim I'd want roman numerals too. :shifty: US subs in WWII used imperial not metric, German subs used metric why is that so hard to understand??? It has nothing to do with current practice in commerce or military circles.
hey, why don't we use standard US, or German ranks for all subsims, would make things easier right? :roll:
I too used emoticons, you should have looked at them ;)
I'm not saying it shouldn't be tidied up, thats what this whole thread is about, but saying the metric is a leftover and should be cleaned up needs to be commented on.
In a perfect world the imperial would be up to scratch, why would I be against it? But to say 'remove the metric' is just silly. Or do you think the devs should spend the time they have making this a realitly (the removal of metric), at the expense of more important patch issues Joea's?
It has nothing to do with my level of understanding :88)
AVGWarhawk
07-04-07, 08:58 AM
Lucky subs have not been in service since 300BC, otherwise people would request roman numerals and Latin :p
As much as it would be nice for the American's to have all imperial... removing Metric components would be crazy ;)
If we were running a roman subsim I'd want roman numerals too. :shifty: US subs in WWII used imperial not metric, German subs used metric why is that so hard to understand??? It has nothing to do with current practice in commerce or military circles.
hey, why don't we use standard US, or German ranks for all subsims, would make things easier right? :roll:
I too used emoticons, you should have looked at them ;)
I'm not saying it shouldn't be tidied up, thats what this whole thread is about, but saying the metric is a leftover and should be cleaned up needs to be commented on.
In a perfect world the imperial would be up to scratch, why would I be against it? But to say 'remove the metric' is just silly. Or do you think the devs should spend the time they have making this a realitly (the removal of metric), at the expense of more important patch issues Joea's?
It has nothing to do with my level of understanding :88)
Nether should be removed. Both should be dead accurate! Looking at one's point of view, the American submarines used Imperial measurement, as the German uboat used metric. For the love of realism, I only run SH3 in metric and for the love of realism in SH4, I will use Imperial. I believe this is the point of this conversation.:hmm:
Mechman
07-04-07, 03:38 PM
Two things I'd like to see in the patch:
A fix for the gun bug, where switching from a bow to sterm mounted gun, or vice versa, lock you out from putting crew on the gun.
The torpedo loading menu, when you drag a torpedo from the base stores to you sub, the menu moves back up to the top, making it a chore to load up a full set of torpedoes if the base has a mixed loadout.
EinsteinEP
07-05-07, 10:06 AM
Anybody else out there still holding their breath?
Major Johnson
07-05-07, 12:16 PM
Anybody else out there still holding their breath?
:oops:
:p
Dragnet
07-05-07, 02:54 PM
Anybody else out there still holding their breath?
:oops:
:p
No, I have placed SH4 in dry dock (uninstalled it). Now running SH3 instead with the GWX addon :cool:
SUBMAN1
07-05-07, 03:51 PM
Mine is shored up too. Haven't touched it in a months now. Waiting on a fix.
Mechman
07-05-07, 05:46 PM
Currently playing and enjoying. looking forward to the patch, and glad to be out of the cold atlantic waters.
oritpro
07-05-07, 09:00 PM
Haven't played in three months and thought I'd check in to see where we're at on the patch. I can see it is not a high priority on Ubi's list. The best bet with companies like this is to prioritize accordingly, wait for the final patch and the game to hit the bargain bin before committing to a purchasing decision.
Oh well, it's summer time! Who really wants to spend it sitting in front of a computer playing games?
Oh well, it's summer time! Who really wants to spend it sitting in front of a computer playing games?
when it rains for 3 days.....
Herr Karl
07-06-07, 01:47 AM
The devs are just making sure this is the final patch and it's done right...Right???!!!
:lol:
d@rk51d3
07-06-07, 01:59 AM
Riiiiiiiiiiight.
hyperion2206
07-06-07, 02:53 AM
Oh well, it's summer time! Who really wants to spend it sitting in front of a computer playing games?
when it rains for 3 days.....
Only 3 days? Man, you're lucky! We had rains for the past 3 or 4 WEEKS!:damn:;)
Ricky_75
07-06-07, 02:53 AM
Added Prof's comment a few posts down. There is indeed no way of knowing when your max. dive depth has been affected. The damage screen shows no damage, but there have been a number of posts about subs getting lost without obvious damage
Ubi look here - if you need any information or source, please contact me
http://dhg864.dyndns.org/sh4
This one deals with the "not displayed" damage.
SilentOtto
07-06-07, 04:17 PM
Another cap here who hasn't sailed for the last 3 or 4 months. I am still trying to decide whether I feel proud or stupid from buying the luxury package of an unfinished product. I dont even feel like playing sh3 now. Hope Atlantic Sharks carry on with their project, it feels more real than an Ubi$oft patch.
Oh well, it's summer time! Who really wants to spend it sitting in front of a computer playing games?
It's over 110 degrees here at 6pm.
So, yes, I would rather be playing computer games. lol
36c in the shade :sunny: and 92% humidity, SHIV in dry dock awaiting 1.3 :down:
play EVE online :rock: till UBI takes its finger out of......:nope:
Yes I like smilies :rotfl:
irishred
07-07-07, 07:54 AM
Oh well, it's summer time! Who really wants to spend it sitting in front of a computer playing games?
when it rains for 3 days.....
Come down to Texas, it's been raining everyday for nearly three weeks now.
I agree with SilentOtto. I feel like ive shot myself in the foot getting the Super Collectors edition :-? The shiny tin is much nicer then the Subpar game it was built for. SH4 never lived up to expectations and failed to attract much attention from average gamers.
Maybe Patch 1.3 might add a few more hours play time to the game..... Heres hoping a new atlantic game from a better developer has been in the making while this patching is going on :up:
Also about this Summer business...... you wouldnt notice it here in the UK. I can count about 4 days in the last 2 months where it hasnt been raining :huh:
Stealth Hunter
07-07-07, 09:21 AM
I wonder about a 1.4 patch. It's going to need a hell of a lot more than 3 patches to make this game a perfect 5.:damn:
It's still addicting, though...
Elder-Pirate
07-07-07, 10:52 AM
Emm Guys have we forgotten elanaiba's request in his leading post of this thread ??
Quote: Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible. Unquote.
John Channing
07-07-07, 12:08 PM
I imagine that ship has pretty well sailed (pun intended).
The patch will fix exactly what the developers said it would, and maybe a couple of small additions for gameplay purposes. If that doesn't qualify as a "Perfect 5" then I would really love to see something that does.
JCC
I can't wait for the patch. I'm not buying the game until it is released,as the list of bugs I've seen in the forums is so long. I've got my money ready and as soon as the patch is available, and if the feedback I see here is good enough, then I'll purchase a copy of SH4...
but if 1.3 doesn't solve the serious issues I won't buy it at all.
John Channing
07-07-07, 08:18 PM
1) Don't believe everything you read. A great many of the "bugs" turned out not to be bugs after all. I am on my seventh patrol and have never had an unexplained CTD, corrupted save, repeated mission or a number of the other "bugs".
2) Exactly what "serious" issues do you expect it to fix?
JCC
VWPowerSub
07-07-07, 09:39 PM
I can't wait for the patch. I'm not buying the game until it is released,as the list of bugs I've seen in the forums is so long. I've got my money ready and as soon as the patch is available, and if the feedback I see here is good enough, then I'll purchase a copy of SH4...
but if 1.3 doesn't solve the serious issues I won't buy it at all.
I am in the same boat. I am also waiting for the majority of the bugs to be taken out before i buy. I got into SHIII late and had a great time with it. I just don't want headaches when i play a new game. Keep us posted on how it comes out and then i will be buying it.
later
Erick:arrgh!:
miner1436
07-07-07, 09:46 PM
well its been 2 weeks since they said "a couple weeks" so it will be out soon
John Channing
07-08-07, 07:24 AM
I just don't want headaches when i play a new game.
You must get, what... one new game every three years? :D
JCC
aurgolo
07-08-07, 11:09 AM
Hey folks,
i am still playing SH4 with patch 1.1 as patch 1.2 bring my pc to CTD almost everytime i play.
Anyway i am still dealing with a serious bug: torpedo depth.
To get a hit i must set the torpedo deep about 2 meters swallower than ship draft otherwise the torpedo passes under the kneel without impact even if set with magnetic impact.
Does anyone suffer from the same experience? In the list of fixes this one does not appear, why? Do i make something wrong or what? This seems to be a very serious bug to me...........
miner1436
07-08-07, 11:26 AM
Hey folks,
i am still playing SH4 with patch 1.1 as patch 1.2 bring my pc to CTD almost everytime i play.
Anyway i am still dealing with a serious bug: torpedo depth.
To get a hit i must set the torpedo deep about 2 meters swallower than ship draft otherwise the torpedo passes under the kneel without impact even if set with magnetic impact.
Does anyone suffer from the same experience? In the list of fixes this one does not appear, why? Do i make something wrong or what? This seems to be a very serious bug to me...........
http://www.subsim.com/radioroom/smartdark/user_online.gif http://www.subsim.com/radioroom/smartdark/report.gif (http://www.subsim.com/radioroom/report.php?p=587315)
i have the same problem
miner1436
07-08-07, 11:27 AM
opps double post
You guys are aware that US torpedoes had problems with depth keeping right? Read some history.
aurgolo
07-08-07, 12:12 PM
I knew that they had problems in detonation, not in keeping depht.
Anyway i selected in the options "no dud torpedoes" thinking that in this way i had no problems in detonation and depht
Sailor Steve
07-08-07, 02:23 PM
In a mood of desperation, the operating forces made their own running depth determinations, using fishnets for depth measurement, at Frenchman's Bay in Australia on 20 June 1942. These measurements indicated that the depth errors were probably more like eleven feet.
Eleven feet is more than three meters, so if anything the SH4 devs erred on the side of conservatism.
A real study, with source references:
http://www.geocities.com/Pentagon/1592/ustorp2.htm
Werewolf13
07-08-07, 04:00 PM
Hey folks,
i am still playing SH4 with patch 1.1 as patch 1.2 bring my pc to CTD almost everytime i play.
Anyway i am still dealing with a serious bug: torpedo depth.
To get a hit i must set the torpedo deep about 2 meters swallower than ship draft otherwise the torpedo passes under the kneel without impact even if set with magnetic impact.
Does anyone suffer from the same experience? In the list of fixes this one does not appear, why? Do i make something wrong or what? This seems to be a very serious bug to me...........I am currently reading Silent Victory and I am convinced that the torpedoe running deep thing is not a bug.
Historically the MK14 ran 10' deep until enough skippers complained that the Admirals in charge couldn't ignore it anymore. I forget which one finally broke down and did the testing (Lockwood I think) but once they did the Boys in the Gun Club couldn't ignore the facts and had to fix it. Until that happened in '43 sub captains set their torpedoes to run 10' shallower than the desired depth.
aurgolo
07-08-07, 04:22 PM
If the dev team considered this during the development of SH4 i accept.....chapeau.....honestly with so many bugs in the game it is hard to think that they could reach this level of fine tuning but the way of god are infinite.......
I hate to be the bearer of good news, and I'm not sure if this is ethical to post, but 1.3 has been leaked. :yep:
From what i've seen so far the patch has installed fine and seems to be legit... No idea if it's an early beta or anything, no documentation about this.
<Edit: Sorry... there is no way to confirm what this file is other than the fact that it is not an official Ubisoft release. Until it is this is not the place for it. JCC>
Herodotus
07-08-07, 07:26 PM
Two things I'd like to see in the patch:
A fix for the gun bug, where switching from a bow to sterm mounted gun, or vice versa, lock you out from putting crew on the gun.
The torpedo loading menu, when you drag a torpedo from the base stores to you sub, the menu moves back up to the top, making it a chore to load up a full set of torpedoes if the base has a mixed loadout.
Two very legit bugs. Changing your stern gun to a bow gun at present results in "engaging target" and "man the deck gun" with no crew doing so. Finally I get a gun crew responding 3/4 into the mission. Works okay when swapping a AA gun but not deck gun. When swapping out torpedo crew at base as well, the first several encounters with enemy ships results in locked torpedoes cruising past the targetted ship even if it is stationary. Also:
Fully functioning Hydrophone is critical for realistic encounters, as "ship sighted" often means nothing to be seen through binoculars or periscope. Also unintentional ramming of "friendly" ships often results outside harbours before they are even picked up by crew.
Damage Repair crew often make very odd choices. When you have critical bulkhead and pumps damage (and you're sinking), they choose to repair the hydrophones first instead & it's often too late to micromanage and save a "death" dive.
Tonnage sunk is often not recorded on the Aces Chart on RTB, and my Submarine Service Medal is depicted as a Purple Heart. Curious.
EinsteinEP
07-08-07, 07:53 PM
1) Don't believe everything you read. A great many of the "bugs" turned out not to be bugs after all. I am on my seventh patrol and have never had an unexplained CTD, corrupted save, repeated mission or a number of the other "bugs".So your logic is that if you've never seen a problem, regardless of how many other people say they've seen it, even if they have different hardware configurations, the problem doesn't really exist and anyone who says otherwise must be ignored?
I sure hope the dev's don't take this self-centered and close-minded approach to troubleshooting the real issues brought up here and elsewhere! Of course, by this time, I'm hoping they come up with *anything* at all.
John Channing
07-08-07, 08:32 PM
1) Don't believe everything you read. A great many of the "bugs" turned out not to be bugs after all. I am on my seventh patrol and have never had an unexplained CTD, corrupted save, repeated mission or a number of the other "bugs".So your logic is that if you've never seen a problem, regardless of how many other people say they've seen it, even if they have different hardware configurations, the problem doesn't really exist and anyone who says otherwise must be ignored?
I sure hope the dev's don't take this self-centered and close-minded approach to troubleshooting the real issues brought up here and elsewhere! Of course, by this time, I'm hoping they come up with *anything* at all.
Before you jump down someone's throat you should at least read not only the original post but your own.
If, as you say, the problem lies with someone's hardware configuration then please explain how that is a problem with the game.
As far as the "real issues" if you had bothered to check the last 5 months or so of postings you might also just find out that I have been up to my elbows in bug reports and testing and the one thing I am sure of is that a lot of the CTDs are hardware and driver related (soundcards are a particular problem, as is VPU and CPU overheating) There are some interesting situations that can cause a crash, but they could not possibly account for the number of people who have been posting , and will continue to post, about CTDs after 1.03.
The repeated mision problem is because people are not following the logic of the campaign. They think it is SH3 and are trying to play it that way and it won't work. The Developers have posted here, as have I, about how you need to play it, but people prefer to ignore it and go their merry way... posting about bugs bugs bugs..
Corrupted saves are almost certainly a result of people saving multiple versions of the same patrol/mission with different names. There have also been a number of incidents of people applying Mods in the middle of a mission and then complaining that their saves are corrupted They deny it at first. but after a while the truth comes out.
And let's not overlook all of the "bugs" like lines on maps and paper thin crew people that turned out to be as a result of using a cracked or warez version. Again.. people deny it at first, but eventually the truth comes out.
As well I don't appreciate someone putting words in my mouth. I never said to ignore anyone. I said that, base on my extensive experience with this game, a great deal of it focussed on bugs, real and imagined, that it is worth buying.
Another thing that strikes me is everone refers to all of the "serious" issues... but never name the ones that are affecting them. After a hundred or so of this type of post it begins to feeel like evryone is jumping on the bandwagon.
JCC
AkbarGulag
07-09-07, 12:25 AM
Hey folks,
i am still playing SH4 with patch 1.1 as patch 1.2 bring my pc to CTD almost everytime i play.
Anyway i am still dealing with a serious bug: torpedo depth.
To get a hit i must set the torpedo deep about 2 meters swallower than ship draft otherwise the torpedo passes under the kneel without impact even if set with magnetic impact.
Does anyone suffer from the same experience? In the list of fixes this one does not appear, why? Do i make something wrong or what? This seems to be a very serious bug to me...........
I may be wrong, but I had the same problem. I had set the game to 'Metric' upon game boot, then started a career... All my torpedoes ran to deep. This problem was fixed for me when...
While in a career (not while in the game boot menu's) re-select 'Metric' and apply. This may require you to select and apply imperial, then go back to metric. This seemed to solve my depth running problems.
Also, keep in mind. Some of the recognition manual keel depths, appear to be incorrect (in metric)... although there is only 1-2 vessels this has been apparent on.
aurgolo
07-09-07, 05:51 AM
Ok i will try to switch metric-imperial-metric
This game is a mess.......there are more bugs than any other game-software
Ok i will try to switch metric-imperial-metric
This game is a mess.......there are more bugs than any other game-software
No.
PepsiCan
07-09-07, 10:00 AM
Turning off duds, will mean all your torpedoes will explode. But they will still run deep as that is a historical fact. A torpedo that runs deep is not a dud. And it is a simulation, not an arcade game.
However, I would be very interested to know if it makes a difference when you switch to Metric as was suggested in an earlier post. I doubt it will though, given the extensive testing done by some of the Modders in the Mod forum.
Simply adjust the depth of your torpedos upwards and you'll be fine. By late 1942, your depth running issues are over and you should be able to run your torpedos without an upward depth adjustment.
aurgolo
07-09-07, 10:15 AM
Ok i keep you updated
I am going away on business for 3 days, I will be back to italy friday and i will try some switch in the weekend......
ciao, tks you all for suggestions
andrea
Mechman
07-09-07, 01:41 PM
Another bug I found:
When I put mark tens in the tubes, but keep the newer torpedoes ready for reloads, the torpeoes still show up as mark tens in the inventory once they're loaded. They still act like whatever else they are, but it makes it hard when I've only loosed a partial rack and cant tell which are which.
Just to let JCC know I do not run a cracked or illegitimate version and I very much get the see thru crew members/missing eyeballs graphics glitches.:huh: I have tried many different settings(Res,AA,SLI on/off,tex filtering etc...) and still no help. Also the wonderful no warning crush depth bug, CTD's mostly when hitting the Bridge/Bino button from other screens. As soon as I doulble click on it whooosh....desktop LOL, I am frightened to hit it anymore.:doh: This game will be great when it approaches the stability of SH3 which I run for hours on end at its highest settings. Heat is not an issue with my machine as its 8800GTX's, Q6600, and associated chipsets are all WC'ed and run substantially cooler than stock. I personally can not wait for the patch...till then GWX and my type IXB continue to hunt.:up:
edit: If there are any suggestions to fix the seethru crew let me know please!
Also the Jello gelatin water effect occurs on my install also.
Webster
07-09-07, 09:12 PM
the firing depth of torpedos is not deep enough. i don't know the specifics, but i read they should be around 150ft before your too deep to fire torpedos.
when manning the deck gun it has the camera too low so that the hydrophone blocks a large part of your vision.
AkbarGulag
07-10-07, 02:33 AM
Turning off duds, will mean all your torpedoes will explode.
You will still get duds, it's just far more uncommon.
However, I would be very interested to know if it makes a difference when you switch to Metric as was suggested in an earlier post. I doubt it will though...
This was suggested to ensure metric was properly selected... it worked for me. It has nothing to do with torpedo mechanics.
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