View Full Version : *** Official SH4 patch 1.3 Update straight from the horse's mouth ***
elanaiba
05-24-07, 10:11 AM
The Silent Hunter doesn’t let the prey escape easily. While part of the team has been assigned to other projects – as it is normal in any busy development studio – key members are still on track and working to improve Wolves of the Pacific or correct existing bugs.
So yes, we are working on 1.3 :) To cut a long story short, here is a partial list of improvements that we intend to bring with this patch:
Eliminate the instances where the player gets assigned the same mission multiple times, even though the game is meant to give you variety and different missions, of course depending on historical context
Solve a small conversion error with the stadimeter when using “imperial system” for in-game data display.
Add an “assisted method” to determine the target’s speed when playing with the manual targeting option set to “ON”, to simulate the firing party putting together subsequent range checks from the captain.
Recheck all ship dimensions in the game config files to solve errors in target range calculations
The submarine radars (SD, SJ) should work consistently and detect targets in all appropriate circumstances
The players career is ended sometimes by high command, for inaccurate reasons such as perfectly good and new submarines being retired from frontline duty. This will be sorted out to work as intended.
Multiple AI improvements
The Group AI should always choose a new commander when the current one gets killed, instead of waiting for the currently assigned one and having all ships circle around
Destroyers should take into account the estimated depth of their targets and sinking time of depth charges when deciding the dropping point, while remaining human-like and prone to error
AI and submarine sensors will be tuned for more realistic performance
AI units will now take notice of nearby ships being destroyed even when there is not a trace of the attacker
Several ships classes (for example Japanese Sub-chaser and the Akizuki class) will have improved firing arc definitions that make them a more realistic and deadly opponent in gun duels
Improve the “Realistic sound speed simulation” to eliminate sound effects cutting when the player is moving around with the external camera
Improvements will be made to the Sonar and Radar stations to make them more user friendly
The Submarine upgrade screen will be improved to present the relative merits of various torpedoes and systems that are available to the player.
Sampans and other such vessels will no longer be detected by Hydrophone
Players crossing the International Date Line should not lose their map torpedoes silhouettes
The Torpedo Bearing Transmitter screen and all interfaces should display correctly on all resolutions
Colorado class battleships will be added to the game ;) Keep in mind this list is WIP, and although we’re doing our best, in the end we might just be unable to fix some of them for 1.3. Or some other items will make it on the list.
And if there’s something glaring wrong with the game that’s not on the list, post it here. Maybe we were not aware of it ... yet.
When will the patch be out? There is no release date set yet, we’re taking our time in order to have the maximum of fixes with a stable code. The future of this game and this series depends on US and YOU.
Your Silent Hunter Dev Team, present here on Subsim and on other boards too.
http://img175.imageshack.us/img175/7564/danforumuy7.gif
Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible.
DanCanovas
05-24-07, 10:17 AM
is the lack of a watchman to help us track targets a bug or intentional.
Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible.
EDITED because I saw the above.
Critical bugs for me are only:
-Radar
-AI behaviour when attacked, specially merchants
Which seem already covered.
Thanks
AVGWarhawk
05-24-07, 10:26 AM
Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible.
Pay heed men. Post bugs please. Keep it clean and keep it neat. We got what we asked for so lets do this right!
PepsiCan
05-24-07, 10:29 AM
I'm off my rocker now :-) Very kewl to see this all get fixed!
Only two items I still have are:
- the behaviour of the sub and other ships in heavy seas.
See this post: http://www.subsim.com/radioroom/showpost.php?p=543001&postcount=483
- the switch that sets the torpedo to Directional Contact or Contact seems to be reversed and it flips back to its default position all the time. Rather annoying feature.
Not having any opinion on whether it should be included as a fix or not, merely having it out there for Elanaiba to see.
EDIT:
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
First of all, thanks for the good news!
One bug which you didn't list is the submarine damage model...if the pressure hull is damaged the player has no way of knowing until the submarine sinks!
At the moment you get a message saying 'pressure hull repaired' but it seems to break again next time you dive!
One critical bug (is it a bug?) IMO, is the collision damage between a sub and a DD or other ship.
The sub usually wins with no damage whatsovever while the DD (or whatever) blows up.
Oddly, in the Ducimus "Bungo Pete" mod, changing the DD to a "DE" made him not take damage (visibly, anyway), but the sub DID.
A simple fix IMO would be to ALWAYS have the sub lose in a collision (for any ship bigger than some size or class—don't want a liferaft to sink a sub).
Silence
05-24-07, 11:29 AM
One item I notice that is a constant problem is the bow planes. They seem to remain in the surfaced position when submerged. Small thing, but can be distracting from the realism of the game.
U-Bones
05-24-07, 11:31 AM
Wonderful news, thank you for your efforts !
Here is a bug that will be easy to fix and give good return.
Overly fast sub sinking, from even light to moderate flooding. A leak should not be an automatic ticket to the bottom.
Wait for the flooding to get out of control -before- making depth control a lost cause. IMO this is a LARGE part of the frustration with damage control.
CaptainCox
05-24-07, 11:36 AM
On the Bow-plane note. They do sometimes get jammed/collide with the hydraulic arms...graphic bug!
Mav87th
05-24-07, 11:46 AM
Realy Cool :arrgh!:
That calculation error in the Possion Keeper is repeted in Sonar range reports as well. JFYI.
If you want to you might want to have a look into the periscope markings, zoomlevels of the periscopes and bino's. Search for Better Scopes or Mav's Camera Mod to read more about it.
I get flashes when topside. That's not a very good description, but I've never had this before, its as if all the graphics blank out for a second. And only while on the bridge. If this post is redundant, my apologies.
Lt. Cobra
05-24-07, 12:14 PM
One thing that was not mentioned in the list that may be a minor point for some but for true blue simmer of this game it is not.
the camera in the conning tower tilts the opposite of the motion of the boat. When diving, the camera tilts down aftward, when surfacing the camera tilts up Aftward. If you stand facing the ladder to the bridge – you are facing starboard. When diving the conning tower SHOULD appear to tilt downward on your left (which is the bow of the boat) instead the effect is reversed. Noted on the porpoise and salmon classes. But WHATEVER you choose to do, Ubi, please fix the CTDs!
Multiple AI improvements
The Group AI should always choose a new commander when the current one gets killed, instead of waiting for the currently assigned one and having all ships circle around
Destroyers should take into account the estimated depth of their targets and sinking time of depth charges when deciding the dropping point, while remaining human-like and prone to error
AI and submarine sensors will be tuned for more realistic performance
AI units will now take notice of nearby ships being destroyed even when there is not a trace of the attacker
Will the AI improvements include having the convoys no longer coming to a stop (or about 1 kts speed) once a ship has been torpedoed? This is a serious showstopper and makes the game like a shooting gallery in subsequent attacks. It should be like in SHI, with the ships speeding up and running away, sometimes even zigzaging into the opposite direction of where they figure - by the torpedo explosion - where the sub lays.
Captain Crane
05-24-07, 12:44 PM
Thanks for the declared good intentions Ubi but, in addition to fixing the CTDs whenever you unintentionally hit a wrong key, CAN WE PLEASE HAVE OUR HYDROPHONE BACK? Half the fun of SH2 and 3 was searching for faint sound traces against the ocean background, especially when I'm consistently better at it than the AI crewman assigned. On the same subject, could we have the ability to rotate the hydrophone using the cursor keys back (as in SH2 but removed from SH3) as this was so useful.
Also on the sound front, is there any chance of adding some 'biologics' to the sound files, (lets not get carried away and ask for visible ocean life) or is this one for the modding community?
With regard to the otherwise glorious graphics, I second the comment about the jammed bow planes, but what I absolutely hate the most is seeing huge visible holes in the pressure hull of a nominally functioning sub that. to look at it, shouldn't even stay afloat let alone be able to dive, whilst direct torpedo (and shell) hits on some targets still manage to leave them looking untouched.
This is so very nearly a great sim on the whole, (even if SH3 was more immersive by several orders of magnitude simply for being able to interact with the crew) please don't spoil the ship for a ha'porth of tar..
akdavis
05-24-07, 12:49 PM
I am really glad to hear that Ubi Soft is going to step up and release a new patch! :up: However, I read nothing about plans to fix the CTD that so many of us are experiencing. :damn: Even if all of the items mentioned in these threads are fixed it will do no good for those of us where the game remains so unstable that we cannot run it. This has been my biggest concern.
i've never once experienced a CTDThat is good for you and I am glad! Many of us have been seeing this since the game came out however. There are a lot of inconsistencies where this game is concerned. Some are experiencing one thing and others are experiencing other things. These things need to be looked into.
I was having constant, reoccuring CTDs while playing the campaign, but only during campaign. I could leave the game running in the training missions for hours without a problem, but I could hardly make through 10 minutes of the campaign. Having exhausted all other options, I decided to try drastically cooling my tower unit. I removed both side panels and blasted as much dust off of the interior and fans as I could. I made the intake for the front fan more open and left both panels off. Since then, I have not had a single CTD.
Now, I never had this problem with another game, even some that push the limits of my mid-to-upper range system. I still think there is something wrong with the SH4 campaign (or perhaps more specifically with the game in TC) that is putting enormous load on the CPU (GPU temp was fine even before the cooling workover), but this did prove a solution to a problem that was keeping me from even playing the game. Might be worth a try.
Julius Caesar
05-24-07, 12:57 PM
- aircraft AI (they collide in air, crash into sea...)
- hidden damage to sub (not shown in repair screen)
- torpedoes sometimes do net get reloaded using refit
- Reassigned homeport not reported
- Torpedo settings reset after some time
- Realism settings not applied to career mode (on startup career screen)
- Torpedo settings Contact / Contact Influence are reversed or no difference?
- Ship spotted" shout by crew when spotting lifeboats
also:
http://www.sh4bugs.com/buglist.cgi?query_format=specific&order=relevance+desc&bug_status=__open__&product=&content=
theluckyone17
05-24-07, 01:02 PM
I'm not a huge fan of the flightpaths I've seen aircraft take on a few occasions... bouncing a hundred feet or so vertically, especially on an attack run. I've seen a couple instances of aircraft tumbling in one spot in the air, then dropping straight down into the ocean (I was shooting at him, but I wasn't expecting twitching death throes like that).
Is this major? Probably not... I should be diving most of the time. In this case, my batteries were out of juice, and I had to catch up to that task force... so I decided to fight it out on the surface. *shrug*
Other than that, the list looks fairly comprehensive (for the major issues, if not irritations).
And kudos to both Ubi and the dev's for allowing work on 1.3 to continue!
There are two simple feature expansions I'd like to see as well (added because they are already "in game" just not applied in some cases. Not major though, just added in case they are easy since they are similar to existing features.
1. Tie deck gun to the same pitch and roll as the TBT when set that way in difficulty levels.
2. AI "constant helms" once an attack has happened. Is there any possibility of adding a group property for "zig-zag?" Ideally the Group Properties in the mission editor would have:
zigzag:
time: (minutes between zig and zags) ex: 30
degrees: (degrees off base heading) ex: 25
Can always be gutted out in the mission layers, but if the AI did it the way they did constant helming, it might prevent some AI issues with station keeping when done with waypoints.
MONOLITH
05-24-07, 01:16 PM
Thank you elanaiba.
Thank you very much.
Your list reminded me of something I wanted to point out...
Improve the “Realistic sound speed simulation” to eliminate sound effects cutting when the player is moving around with the external camera
I don't know if anyone has ever caught this, but the delayed distant sounds are programmed to only work one way...when viewing from the sub.
Meaning.... If your sub is firing on a merchant, and you hit F11 and move to the merchants view (looking towards the sub), you will hear the subs deck gun first, then see the muzzle flash. Obviously, that is the opposite effect your going for, but it seems to be because the game is programmed to setup the sight/sound delay from the perspective of the sub (which would be the obvious priority).
Is this just something to be lived with, or could the sound delay data be attached to the viewpoint instead of the sub position?
I don't really care, and I don't think anyone else really would either; I just wanted to point it out.
Thanks again! :up:
Oh! PLEASE....Can we get the ability to make notes on the map, as stated in the manual? Please?
Lt. Cobra
05-24-07, 01:24 PM
Originally Posted by akdavis
I was having constant, reoccuring CTDs while playing the campaign, but only during campaign. I could leave the game running in the training missions for hours without a problem, but I could hardly make through 10 minutes of the campaign.I could also leave it going in training for hours without incident. This DOES seem to be when that most of the crashes occur is during a campaign.
Originally Posted by akdavis
Having exhausted all other options, I decided to try drastically cooling my tower unit. I removed both side panels and blasted as much dust off of the interior and fans as I could. I made the intake for the front fan more open and left both panels off. Since then, I have not had a single CTD.
Maybe I should have more fans installed on my machine if this is the issue. Like you, I have never had this problem with another game, even those that push the limits of my system. Thanks for your ideas! I still think the makers of this title should look into the possible reasons why some are having these problems and others are not.
Originally Posted by akdavis
I still think there is something wrong with the SH4 campaign (or perhaps more specifically with the game in TC) that is putting enormous load on the CPU (GPU temp was fine even before the cooling workover…
Good point! :hmm:
Nightmare
05-24-07, 01:27 PM
I don't know if anyone has ever caught this, but the delayed distant sounds are programmed to only work one way...when viewing from the sub.
Meaning.... If your sub is firing on a merchant, and you hit F11 and move to the merchants view (looking towards the sub), you will hear the subs deck gun first, then see the muzzle flash. Obviously, that is the opposite effect your going for, but it seems to be because the game is programmed to setup the sight/sound delay from the perspective of the sub (which would be the obvious priority).
Is this just something to be lived with, or could the sound delay data beattached to the viewpoint instead of the sub position?
I don't really care, and I don't think anyone else really would either; I just wanted to point it out.
Thanks again! :up:
I've tested this during one of the training mission where I was using the deck gun on a merchant; I was viewing the action on external view from the merchant ships perspective. I'd see the flash of the gun firing before hearing the gunfire. Then I'd move the external camera over to my sub where the gunfire and flash would happen at the same time, I'd see the shell arc thru the air. The shell hit in a flash, and the boom would hit a second or so later. I'd say the distant sounds are tied to the camera or view, not the sub.
I tested this on my old original SoundBlaster Live! along with my new SoundBlaster X-Fi ExtremeGamer Fatal1ty Professional. I haven't noticed any cutting in sound on either card while moving around in external view.
Gizzmoe
05-24-07, 02:12 PM
Thread stickied. And like already has been said, please use this thread only to report critical bugs.
John Channing
05-24-07, 02:37 PM
It has been reported that when your sub is sunk, you are somehow rescued and either courtmarshalled or go on to live a happy life Stateside.
JCC
Great news!
Elanaiba, I see only two things not on the list I'd like to see fixed:
-range markings on the deck gun should be given in yards, not meters
-remove the ranks of Senior Chief Petty Officer and Master Chief Petty Officer. They didn't exist until 1958.
Sampans and other such vessels will no longer be detected by HydrophoneAs mentioned elsewhere, please make sure this includes lifeboats and liferafts!
Chris2802
05-24-07, 03:55 PM
One small detail I've noticed after launching an inflatable boat to drop supplies, is that if it scrapes the hull of your sub, it makes the screeching metal collision sounds - I keep thinking I've run aground!
Improvements will be made to the Sonar and Radar stations to make them more user friendly Coming back again, sorry. :D Please make sure the command to track the nearest sound contact works properly - currently it can be turned on, but it can't be turned off. Also, if it's not too much trouble, can we have the menu button for "track nearest warship contact" back as well? :smug:
Strangelove
05-24-07, 04:13 PM
The most major bugs:
1. Chronometer.
2. Radar needs to work properly at all bearings.
3. Various career bugs (retirement, new bases, repeat patrols).
4. Spatial issues. Imperial measurements and ship dimensions need to be fixed. If the recognition manual says that a ship has a 15 foot draft, then the ship I'm shooting at better have a 15 foot draft, and the torpedo settings wheel better be in Imperial! I was raised with metric, but this game should really be playable in Imperial.
rulle34
05-24-07, 04:15 PM
Great UBI!
I have this sound issue bug. When using high TC then after a while this siund isasue starts. If I save the gane and then start from that save, this sound issue dissapear for a while, but the comes back after using high TC. I have experienced tis on two different computers.
Another bug is if your conningtower gets damaged and then repaired, the crew still gets hurt when assigned to the bridge
Nobody mentioned that all the interior sounds are backwards.
The submarine needs to be flipped by 180deg with respect to the 3d sound engine.
Thanks!
Canonicus
05-24-07, 04:49 PM
Nobody mentioned that all the interior sounds are backwards.
The submarine needs to be flipped by 180deg with respect to the 3d sound engine.
Thanks!
YES!......Thank you for mentioning that one!
Torpex752
05-24-07, 04:55 PM
:)
The only thing I would request is a better indication of pressure hull integrity. Give the DC model a look over.
Thank YOU!
Frank
:cool:
Nobody mentioned that all the interior sounds are backwards.
The submarine needs to be flipped by 180deg with respect to the 3d sound engine.
Thanks!
YES!......Thank you for mentioning that one!
I called UBI support and asked for this fix to be added to the list, so we will see.
S!
SUBMAN1
05-24-07, 05:25 PM
Nobody mentioned that all the interior sounds are backwards.
The submarine needs to be flipped by 180deg with respect to the 3d sound engine.
Thanks!
YES!......Thank you for mentioning that one!
I called UBI support and asked for this fix to be added to the list, so we will see.
S!
Did you add the Chronometer not working bug to the list?
ulyanov
05-24-07, 05:26 PM
The only thing I would request is a better indication of pressure hull integrity. Give the DC model a look over.
And fuel state - after some damage we run out of fuel and can't end the game in a graceful manner. Would be nice to know the fuelstores have been holed, and it's time to get out of dodge, or be able to call for help.
Call for help/teleport would be better. Time compression is stuffed after either damage or very successful sinkings (not sur which) - I couldn't go over 256x the other night. That meant over an hour of REAL TIME to get back to pearl. Fresh out of port I can cruise at 4096x without a problem. That's BORING and not good for gameplay.
CaptainHunter
05-24-07, 05:35 PM
I have a lower priority bug,
-When taking damage some of the men turn black.
-The horizon sometimes has what looks like tracer bullets running along it back and fourth, in clam sea's.
Capt. Shark Bait
05-24-07, 05:48 PM
couldn't hurt to restore AA and set the screen res to 1280*1024, cuz right now my hydraphone dials are severely blurry:damn: on my LCD. 1024*768 is the same:damn:
there's been a few times too when loading a save it seems like i'm taking damage, and then there're time when i'm taking damage when nothing is going on. not likely something i can recreate, tho
SinisterDexter
05-24-07, 05:49 PM
I don't know if anyone has ever caught this, but the delayed distant sounds are programmed to only work one way...when viewing from the sub.
Meaning.... If your sub is firing on a merchant, and you hit F11 and move to the merchants view (looking towards the sub), you will hear the subs deck gun first, then see the muzzle flash. Obviously, that is the opposite effect your going for, but it seems to be because the game is programmed to setup the sight/sound delay from the perspective of the sub (which would be the obvious priority).
Is this just something to be lived with, or could the sound delay data be attached to the viewpoint instead of the sub position?
I was playing recently and watching my torpedoes hit the enemy ships in the external cam. As soon as I saw and heard the explosions (viewpoint close to the impact) the crewmember immediately announced "torpedo impact" while the sub was a good distance away. Didn't seem quite right. Anyway it's pretty minor. I'll be pleased if the other stuff gets fixed.
Cap'n Crabs
05-24-07, 06:03 PM
HOTDOG! Great news!:sunny:
One thing to fix, probably minor to some, but an annoyance to me...
When manning AA guns in first person, the conning tower tub blocks shooters view when aiming in the 90 & 270 degree ranges. There seems to be video clipping where you end up outside the tub and it blocks your view of the incomming target.
Please take your time to do it up right.
Thanks! :up:
Lt. Cobra
05-24-07, 07:31 PM
Nobody mentioned that all the interior sounds are backwards.
The submarine needs to be flipped by 180deg with respect to the 3d sound engine.
Thanks!
YES!......Thank you for mentioning that one!
I called UBI support and asked for this fix to be added to the list, so we will see.
S!It’s not just the sound that is reversed but the rising and the lowering effect of the bow and the stern when diving and surfacing inside the conning tower and the command room. This visual effect is backwards as well as the sound from the engines.
walsh2509
05-24-07, 07:41 PM
Add an “assisted method” to determine the target’s speed when playing with the manual targeting option set to “ON”, to simulate the firing party putting together subsequent range checks from the captain.
I take it this "assisted method" to determine target speed when in Manual targetting mode means the "Watch/Chronometer" is still not fixed in this patch?
Phineas Fogg
05-24-07, 07:49 PM
Don't forget the AAA clipping bug when you're manning the gun and turn the surrounding structure blocks your view.
Strangelove
05-24-07, 08:03 PM
To expand on the point of Imperial Measurements; they need to be implemented fully. My WO and SO still give me ranges in meters when playing Imperial.
NZ_Wanderer
05-24-07, 08:38 PM
First off, thank you very much for working on a 1.3 patch...
The paragraph you mentioned (posted below) to me is a critical bug, in that IMHO there should be an option in settings to turn this "retiring" completly OFF if some of us wish to play for the whole war.
Sure a LOT of simmers on here play as real as it gets, but there are people who just play it for the enjoyment, and should not have to be forced to retire for any reason if they don't wish to be.
My appoligies if people don't find this a critical bug, but as I said above, I am one of those that do.
The players career is ended sometimes by high command, for inaccurate reasons such as perfectly good and new submarines being retired from frontline duty. This will be sorted out to work as intended.Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible.
My problem has been the box that shows the toropedo leaving the tube and showing it headed for the target. This does not show on the career part of game. It did show on the training part of the game. Hope you can correct this problem. Thank you for giving us this update on possible 1.3 patch.
flintlock
05-24-07, 08:59 PM
I'm glad to see this mentioned in the thread. I've been asking for a fix this bug since the game released. I began to suspect engine and surface sounds being reversed while in the control room only bothered me, and everyone else was OK with it.
The sounds from the engines (diesel and electric) are emanating from the wrong end of the sub, on every sub. When in the control room and facing forward towards the bow you hear the engine sounds coming from the bow and in front of the helmsman, instead of from the stern. I have tested all subs in all versions of SH4, and every single engine sound emanates from the wrong end on all subs. This is present when in the conning tower and control room.http://i163.photobucket.com/albums/t287/idachs/subsim/helm.jpg
This can get especially confusing when in a mission and being hunted by Japanese ships. When you're facing the bow, the sounds you hear are those which you would hear if you were actually facing the stern of the boat. For example, you are below periscope depth and aren't using the external cam. Say you're facing the bow and you clearly hear a destroyer pass across your bow from port to starboard, what actually just happened is the destroyer passed across your stern from starboard to port (verified from external cam). When on the bridge, looking through the periscope or using the hydrophones, the engine sounds originate from the correct end of the boat.
Please, fix this very glaring issue. It's missed a fix in first two patches, it's not listed on 1.3 changelog (granted, it's a WIP), though I remain cautiously optimistic that this will finally be rectified within 1.3 -- PLEASE!
akdavis
05-24-07, 09:22 PM
Improvements will be made to the Sonar and Radar stations to make them more user friendly Coming back again, sorry. :D Please make sure the command to track the nearest sound contact works properly - currently it can be turned on, but it can't be turned off. Also, if it's not too much trouble, can we have the menu button for "track nearest warship contact" back as well? :smug:
And can we have those same features for radar, along with the ability to input radar range and bearing to the TDC. Oh, and simple bearing information for the radar would be kinda useful, as well. ;) Oh, and radar should be capable of reporting more exactly than "long, medium, short" range. It is radar after all.
Capt. Shark Bait
05-24-07, 09:30 PM
ummm...never mind the res thing. but about the sampams. you can add lifeboats to that as well. they're identified as ships as well
strelnikov
05-24-07, 09:37 PM
WoW! The best news in this year -))) THANKS!!! Below list of game bugs (in my opinion):
Critical:
- radars (both) and sonar and hydrophone station should work
correctly at all bearings /distances
- Jap marchants AI behaviour and movement during attack need to be improved
- Jap destroyers need 2 use all guns
- error with imperial/metric system information in stadimeter and all target range calculations need 2 be solved
- sampans and other ships without engines should be not detected
by hydrophone station
- TDC data reset should be present
- various career bugs (mainly retirement and cap. log data losing)
- our own sub flooding model should be improved (posted by U-Bones: "Overly fast sub sinking, from even light to moderate flooding. A leak should not be an automatic ticket to the bottom. Wait for the flooding to get out of control -before- making depth control a lost cause"
not Critical:
- the lack of a watchman to help us track targets
- torpedo settings reset after some time
MadMike
05-24-07, 09:45 PM
One of my pet peeves was not being able to use the hydrophones submerged at periscope depth.
Yours, Mike
nvdrifter
05-24-07, 10:23 PM
Two important gameplay problems not on the 1.3 patch list:
1. Ships (merchants and warships) sinking too easily in storms. Have often seen entire convoys wiped out in storms.
2. Sub taking collision damage and eventually being destroyed when resting stationary on sea floor (for example.. while repairing). This was a bug carried over from SH3. Please fix this!
I commend the SH4 dev team for standing behind their product and continuing to patch it. I think they have restored my faith in SH4. Thank you. :up:
Destroyers ramming subs get sunk, while subs sustain no damage. I remember this used to work in SH3, should be fixable. Especially since destroyers will intentionally try to ram subs!
Greentimbers
05-24-07, 10:51 PM
A small item, resize the TBT graphic so it fits the screen at resolutions other then 1024*768 ( I use 1280*1024)
Thanks
Ability to transport back to port,after completing missions.As opposed to 2hrs.real time wasted getting sub icon across map screen. IE.liberty time:()1:Modders,say they don't know how. This is a request,not an expectation.
This patch couldn't happen to a better more deserving game.:up:
Radtgaeb
05-25-07, 12:42 AM
How about the UBER-liferafts that make horrendous scraping noises when nudged slightly. :rotfl:
Just kidding, I'll take what I get.
Ricky_75
05-25-07, 01:38 AM
And if there’s something glaring wrong with the game that’s not on the list, post it here. Maybe we were not aware of it ... yet.
The damagehandling is not clear.
The sub has two types of damage: The dynamic damage, which is displayed and can be repaired - and the static damage, which is not displayed and can not be repaired while on sea. But this type of damage can sink you sub.
So if you get some hits by a DD Gun, you can repair all damages and your boat looks ok. But if you dive after this, your sub will sink (a bit deeper than expected ... )
For Devs: In the savegame, the dynamic damage is represented by "Damage" and the static damage, which is not displayed, is represented by "DamageHitpointsConsumed / Hitpoints"
Please display these values somewhere in the game.
Thanks in advance for a great patch.
Ricky
One that came to mind that's not been mentioned in a while but needs to be addressed: in rough seas the submarines have a tendency to leap out of the water - call it the "flying sub" syndrome if you will. ;) They should be riding the waves like they do in SH3.
One problem i am stuck with.The AA Gun When set to auto fire on enemy planes does not opperate as it should,"Under attack".The guy is on the gun but will not fire,just stands there..:damn:
The General
05-25-07, 08:13 AM
-The warning needles on the Depth Gauge for P.D. and C.D should be in red not black.
- Searchlights are not working on a mid career loaded game, it could just be my NVidia 7600GT card though.
- A.I. for firing Star Shells at night is poor.
- When the SD radar is fitted the radar screen remains blank, is that normal? I've never seen the radar screens display anything, not even The Late Show!
- Aircraft are too frequent and too easily destroyed.
- I would like to see the T.D.C. and the map on the Map Table accessible by clicking on them.
aurgolo
05-25-07, 08:33 AM
Dear friends, i give my contribution.
I cannot install patch 1.2 as my pc crashes almost every time, so I do not know how many bugs are already fixed:
1) Sometimes lack of audio voice overs/confirmation from the crew
2) plot course tool on the nav map missing
3) Batteries life (i think they go down too quickly)
4)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...)
5) Mouse pointer too slow i think, you wast time in pointing exactly what you need
6) Hard to port Hard to starboard keyboard shortcut does not work
7) Periscope lock (L keyword) does not work, you need to send data manually to TDC
8) Impossible to know your max range at current speed (so you never know if you will come back or not..........stupid)
9) Torpedoes reloading time missing
10) Rudder turns hard to port by itself if you order back emercency
11) Wrong torpedo depht setting
12) Conning tower blinks like a xmas tree
13) No voice for "deepth under kneel...."
14) Damage team members die or remain injured
15) Weather forecast missing
16) Keyboard shortcut for attack map missing
I do not know if you are experiencing the same bugs, for example: referring to torpedo wrong depth, are you experiencing the same? Is it true that this bug shows only if you leave from pearl harbour as somebody says (strange)? It is really really annoying.......please fix it
ciaociao
A
Redwine
05-25-07, 09:46 AM
The Silent Hunter doesn’t let the prey escape easily. While part of the team has been assigned to other projects – as it is normal in any busy development studio – key members are still on track and working to improve Wolves of the Pacific or correct existing bugs.
So yes, we are working on 1.3 :) To cut a long story short, here is a partial list of improvements that we intend to bring with this patch:Keep in mind this list is WIP, and although we’re doing our best, in the end we might just be unable to fix some of them for 1.3. Or some other items will make it on the list.
And if there’s something glaring wrong with the game that’s not on the list, post it here. Maybe we were not aware of it ... yet.
When will the patch be out? There is no release date set yet, we’re taking our time in order to have the maximum of fixes with a stable code. The future of this game and this series depends on US and YOU.
Your Silent Hunter Dev Team, present here on Subsim and on other boards too.
http://img175.imageshack.us/img175/7564/danforumuy7.gif
Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible.
1]
At first... many thanks for job and effort ! :up:
2]
Do not hurry... take the time you need.
3]
SH IV has many thing to be fixed, by in my opinion the most impotant are :
A]
Sub damage model :
The domino effect is very anoying, there is no advertence the hull is stressed or damaged at any place, this reduce the crush depth, and plus... you have a text and sound message .... "Hull is repaired sir".... "hull is intact sir" wich is a lie... they are really talking about the BULKHEAD not about the HULL, wich can have lot of damage even with these messages.
We need some advertence about the hull is stressed, some crew advicing "Hull stressed sir... dive not reccomended" or a red line in some place.
Crash speeds (take damage speed) and flooding times can be reduced to have a long way to sink, i made it in Die Slowly, but is is not perfect, sure you can do it wonderful.
Sub Items :
We have the anoying feature to loss some simetrical items, in example we can loss both electic or both diesel engines.
In SH III we have separated entries for port and straboard items into zones file, but now in SH IV, the sim not take info from there, takes inflo from .upc files, and there... there are not separated entries for port and straboard items.
So it is common to loss both items.
I think so, it is not realistic to losse both diesel engines, if a depth charge destroy both "inside" diesel engines, the hull sure was blasted and destroyed and the sub must be killed.
Good to have too, separated entries for port and straboard electic engines, rudders, proppeller axies... to assign asymetrical hit points to them to reduce the probability to losse both items at same time.
A welcome add may be separated control for port and straboard engines, to be able to control sub heading when you loss both rudders.
B]
Sub Sensors :
We reach to tweak so good the radar ussues, but they still not perfect, to make all thing to works, we need to make the SD able to catch ships, or the SJ able to catch planes.
We can live with this issues, but good if you can make it better.
Most other issues was tweaked, as in example, no hyfrophones at peri depth.
C]
AI :
I remember the SH 1 AI, when you attack a convoy or task force, the ships sails in oposit direction of the attack, then you will be only able to perform the firts shooting, you was not able to reload and perform a second attack... they run away from you.
Plus, part of the escort ships attack you, they works as DDs, but part odf the ships still escorting the convoy or task force, they works as DEs.
Good if we can have two separted behaviours, ships working as DDs with a loss contact time of 30 min, and ships working as DEs with loss contact time of 15 min in example.
DEs attack you and quickly return to escort the task force, and DDs still hunting you for hours.
C]
AAA Crew :
AAA crew takes damage if you dont manually remove them form their battlestations when suberged during an attack, i think so it is due because we have not a "Rest Room" as in SH III, where they are autoimatically moved when you dive.
D]
Ship Damage Model :
Some thing is wrong with ships armor and hitpoints...
Into stock game... some battleships as ISE and ISE2 has only 300 hipoints...
When destroyers and some medium and large merchant has 400 ...
Yamato has 800 hitpoints, only double of a DD wich have 400... and a heavy cruiser has 300 hitpoints, lower than a DD.
Plus.... all flooding times may be increased to reach to have many more strange ways to sink.
Look at my Die Slowly Mod.
E]
Decoy/Bolds :
They are not historical accurate, but launch debris was...
May be you can replace the launch of a decoy by the launch of some debris as clothes , oil, fuel... make the decoy sound and bibbles unaudible and unvisible but still present, to make them atractive for DDs, but change their 3D model of the decoy for another 3D model as clothes or oil...
F]
Some issues realted to TDC, Imperial/metric measures, and ships sizes.
G]
We have not tex advice for passing thermal layer, only sound crew advice, so when you run at Time Compression you have not the advice.
Good if a text advice can be showed, and good if we can have random thermal layer depths.
better if we can have a batithermograph.... as in SH 1.
H]
Enforced Retirement is anoying .... may be real, but anoying, good if you can fix it.
I]
A sub captain is measured in tonnage, not renown, will be great if renown system can be redone to works in sunked tonnage..., and you will be promoted, and have access to upgrade after pass certain tonnage values.
Another time... many thanks for job and effort... !!! :up:
Best regards, Red.
PD : Please make the patch with an option to extract it into a folder, i want to see what files it changes, to see wich of my tweaked files it will overwrite...
aurgolo
05-25-07, 11:07 AM
Quote:
1) Sometimes lack of audio voice overs/confirmation from the crew
True
Quote:
2) plot course tool on the nav map missing
True
Quote:
3) Batteries life (i think they go down too quickly)
Looks realistic to me. Run at 2 Kts for battery life.
I red somewhere that max duration of batteries is around 48 hours which is many times more than wht we have in game
Quote:
4)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...)
Me either but I live with it and do not go to super high TC
Quote:
5) Mouse pointer too slow i think, you wast time in pointing exactly what you need
Mine also, attempt to increase your FPS by decreasing some options. This usually frees the mouse. Look for 18+ FPS for a fluid mouse.
Ok thank you
Quote:
6) Hard to port Hard to starboard keyboard shortcut does not work
Reinstall the game if you have not added some mod. Are you starting the game with the disc you purchased?
Yes, but also installed some mods (white layout for bearing and depth)
Quote:
7) Periscope lock (L keyword) does not work, you need to send data manually to TDC
See above.
Yes, but also installed some mods (white layout for bearing and depth)
Quote:
8) Impossible to know your max range at current speed (so you never know if you will come back or not..........stupid)
Yep, it would be nice to have this!
Quote:
9) Torpedoes reloading time missing
Put your mouse over the torp that is loading, numbers should appear.
Ok thanks
Quote:
10) Rudder turns hard to port by itself if you order back emercency
Not mine, you are using the disc to start the game?
Should be due to the fact that the sub follows the original course in back run
Quote:
11) Wrong torpedo depht setting
Mine are fine.
I red somewhere that it only happens if you leave from pearl harbour..........mah
Quote:
12) Conning tower blinks like a xmas tree
First time I have seen someone post this.
I mean that if you go to conning tower it is impossible to see which tubes are reloading as all of them blink like a xmas tree
Quote:
13) No voice for "deepth under kneel...."
True.
Quote:
14) Damage team members die or remain injured
Move the injured to another compartment. He should heal.
Done, but they die anyway
Quote:
15) Weather forecast missing
True.
Quote:
16) Keyboard shortcut for attack map missing
I guess it is but I never looked for it. I do not use the attack map.
wingtip
05-25-07, 11:30 AM
And if there’s something glaring wrong with the game that’s not on the list, post it here
from my post over at the ubi forums
when i saved my game a few times so i could play later on, when i reloaded the saved games, the entire crew was 99% fatigued!!!!!!! ..right in the middle of getting ready to attack a convoy my ENTIRE crew commits mutiny and sleeps... there was nothing i could do but go back to an earlier save and stop the dam boat to rest them over 24 hours and then look for a new convoy...
http://www.indyhelis.com/sh4/tiredcrew.jpg
I saved when the crew had minimal fatigue, no damage to the ship.. and when reloaded this is what i had to deal with.. a crew which while on active watch came to a full stop and ignored my orders... i had no choice but to reload as mentioned....
please FIX THIS....
and now that im on my 6th STRAIGHT mission to drop supplies at new guniea , that would be a nice FIX too!!!!!!!!!!!!!!!!!!
AVGWarhawk
05-25-07, 12:43 PM
Men,
You have seen a lot of deleted post on this thread. The dev team asked for bugs to be reported on this thread only. I have deleted only posts that had nothing to do with bugs. No one was singled out for any reason other than a post that was non-related to bug reporting.
As per request, please post bugs only. If you see a posted bug that is really not a bug, please PM that member and help with a possible fix for the issue. I have already had several PM requests to keep it clean and delete non-appropriate posts.
I appreciate you efforts in this. Lets keep it neat and clean so the devs can dig into the really bad issues. It will pay off in the end.
Proceed........
AVGWarhawk
05-25-07, 12:49 PM
Proceeding........
Fix the radar so it detects ships no matter your heading.
Add a hull damage % somewhere so we know how bad the damage is.
Fix AI reaction to torpedoes/submarine detection....make them zig-zag!
Delete this if inappropriate, AVGWarhawk, its a suggestion, not a bug report.
Devs, when in doubt, if any new code can have a cfg or other moddable component, please do that rather than hiding it someplace we cannot mess with it. That way it might get tweaked.
There are elements of the game that are a "black box" and so anything in such a place that is not totally fixed in 1.3 by you guys, might never be fixed at all. If there was a way to incorporate such fixes that involved a file that the modders could play with, someone might come up with a novel solution to the problem that eyes used to looking at it might have missed (that is so often true that something I'm working on has the same problems over and over, and all it takes to find it and fix it is a fresh set of eyes!).
An example might be setting some AI variables past the "skill level" we have in an AI.cfg file (the definitions of the various skill levels in terms of aggressiveness, how skill affects aim, etc). That sort of thing.
tater
AVGWarhawk
05-25-07, 01:20 PM
@tater,
I only deleted, Thanks, about time, golly great, I'll believe it when I see it, type posts. Nothing deleted other than this. Suggestion post I'm guess might be helpful.
Stormfly
05-25-07, 01:22 PM
Dear Dev-Team,
Additional to the list, it would be fine, if we could get rid of the ship-labels in adversial mode, it steal the Admosphere. Plz set an Option for this.
Also the anti-ship-collision system should be disabled, if a human manned the escort !
It would be fine, if we could set the dept before deptcharging our submerged friends :yep:, or let at least the ai decide. This fixed shallow dept wont help much.
Thank You
Hands B
05-25-07, 02:12 PM
Hurray, these are indeed good news, I had already unninstalled the game and put it in the shelf, if only those bugs are fixed, I'm sure it'll be worth playing again.
Don't know if this bug's been reported, but i'm reporting it as it almost drove me deaf,
the sound of the raft touching the sub, I'm sure it won't be that difficult to solve, if it hasn't already.
Looking forward for the patch :up:
Rgds
Slainte Maith
05-25-07, 02:16 PM
Forgive me if my cursory glancing over the buglist missed someone already saying this...
The damage models seem to need re-looked at since one can hit a target several times with a torpedo, inflict horrific visible damage to a merchant (to the point of listing with port or starboard side practically awash) and still be cruising along at 7-9 knots with speed not affected.
This is a biggie bug for me, since I like to be as stingy as possible with torpedoes.
Thanks for your time.
Thanks, this is great news indeed.
My pet peaves (for the non free cam users):
1. As already mentioned the internal diving animation is reversed.
2. Internal sounds are reversed. Sounds originating from bow are heard from stern, sounds from 270 are heard from 090 etc.
3. Deck and flak gun damage causing damage to crew and never being fully repaired.
minsc_tdp
05-25-07, 02:45 PM
As sh4bugs.com admin, here's my thoughts:
Someone needs to create a prioritized master list of bugs from a.) the dev's 1.3 list, b.) this thread, and c.) the sh4bugs.com site, and then put it in its own sticked thread and start a vote on it. If everyone is fairly agreeable about the priorities then the devs can run with it.
So, who's gonna do it? We're up to nearly 100 posts here, whoever posts a master list first will probably get control of the list and get sticked. I've seen people do this before, so I know you guys can do it. If mine is done first (probably late tonight if nobody starts one), 1280x720 support will be at the top, so get crackin' :) If there are multiple lists, whoever's gets the highest # of votes should get the most dev attention.
For the record, here's the two bugs that are unmentioned and bothering me:
1. 720p (aka 1280x720) support. All pre-1080p HDTV displays support only this, and 1024x768 is badly stretched while 1080i or other resolutions are interlaced. 720p is native.
2. I did a war patrol mission where I was asked to sink a carrier. I was given only a general area many thousands of square miles large with no sense of where it was. Being a high traffic area, the mission was nearly unwinnable, but maybe I just suck.
AVGWarhawk
05-25-07, 03:05 PM
As sh4bugs.com admin, here's my thoughts:
Someone needs to create a prioritized master list of bugs from a.) the dev's 1.3 list, b.) this thread, and c.) the sh4bugs.com site, and then put it in its own sticked thread and start a vote on it. If everyone is fairly agreeable about the priorities then the devs can run with it.
So, who's gonna do it? We're up to nearly 100 posts here, whoever posts a master list first will probably get control of the list and get sticked. I've seen people do this before, so I know you guys can do it. If mine is done first (probably late tonight if nobody starts one), 1280x720 support will be at the top, so get crackin' :) If there are multiple lists, whoever's gets the highest # of votes should get the most dev attention.
For the record, here's the two bugs that are unmentioned and bothering me:
1. 720p (aka 1280x720) support. All pre-1080p HDTV displays support only this, and 1024x768 is badly stretched while 1080i or other resolutions are interlaced. 720p is native.
2. I did a war patrol mission where I was asked to sink a carrier. I was given only a general area many thousands of square miles large with no sense of where it was. Being a high traffic area, the mission was nearly unwinnable, but maybe I just suck.
If you do decide to make a list, I would recommend coming up with the most CRITICAL fixes. Look over what Dan has already posted as to what he is looking into. Contribute anything not on the list he created as he has asked. This will help in sorting out the most need fixes.
strelnikov
05-25-07, 03:06 PM
Yes - one more thing we need in patch 1.3 - I mean bathytermograf - and not one but many thermal layers according 2 the season, depths of waters, etc.
cunnutazzo
05-25-07, 03:19 PM
Please optimize the 3D engine, if possible, before the 1.2 patch the game ran smoother.
tomoose
05-25-07, 03:34 PM
Thanks for the update Enaiba. If only you'd posted this a few weeks ago people would be bugging you less, LOL.
There's a major thread listing the bugs in the main WOTP forum but for my part I would just like the following fixes;
- the stopwatch to pass speed data to the TDC (as it's supposed to).
- the 'pencil' to work for adding labels at the nav/map station (as according to your manual)
- the stopwatch NOT to appear during timewarps (it serves no purpose and is very annoying).
- the horrible collision sound when the rubber raft touches the sub should be removed (I'd rather have no sound effect at all than that terrible metallic grinding)
- parachutes and lifeboats NOT causing "ship spotted" from the crew
- fix repetition of command acknowledgements when AA gun is manned
- convoy reactions to attack need work (unrealistic)
- aircraft flight model needs tweaking (unrealistic)
Again, thanks for the update. No more posts from me now that I know something is being done.
:D
akdavis
05-25-07, 04:17 PM
And if there’s something glaring wrong with the game that’s not on the list, post it here
from my post over at the ubi forums
when i saved my game a few times so i could play later on, when i reloaded the saved games, the entire crew was 99% fatigued!!!!!!! ..right in the middle of getting ready to attack a convoy my ENTIRE crew commits mutiny and sleeps... there was nothing i could do but go back to an earlier save and stop the dam boat to rest them over 24 hours and then look for a new convoy...
I saved when the crew had minimal fatigue, no damage to the ship.. and when reloaded this is what i had to deal with.. a crew which while on active watch came to a full stop and ignored my orders... i had no choice but to reload as mentioned....
please FIX THIS....
I had this happen recently, as well.
DirtyHarry3033
05-25-07, 04:27 PM
Devs/UBI, thanks for not letting us down! Glad to hear 1.3 is in store for us :up:
These aren't "critical" bugs but I do find them a major "annoyance". Would be great if you could fix them!
1) The Event Camera drives me crazy, it always opens right over the torpedo settings window, so I have to close it in order to set up my next shot. Would be really nice if you could code it so if I drag it out of the way, it will remember that position and open there next time instead.
2) The "repeating radio" msgs - every time I load a saved game, I get the same message(s) over and over again. Lately, having done 6 or 8 loads in April 1942, every time I get the same msg about Doolittle's raid of Tokyo. I want to get these msgs, they add immersion, but once is enough! It tempts me to ignore the incoming msgs, and possibly miss convoy reports...
DH
supposedtobeworking
05-25-07, 04:40 PM
The list looks good to me...I would vouch for map notes please...they are very handy and were supposed to be included anyways accord to the manual. thanks.
Elphaba
05-25-07, 05:03 PM
Sorry if its already been posted but what about
a) Bath tub effect when using AA guns ( shielding block view in certain angles)
b) Transparent watch crew & ship (sun / lights visible through ship)
c) as Captain on bridge you cant see all around you - you need to be able to move about or when in binocs NOT have any part of the ship block your view - to simulate you moving around the bridge
d) dropping out of TC when the watch crew sees/hears aircraft / ships i.e. long before you get shot to heck.
Thank you for taking the time to listen to my thoughts...
Elphaba
OK. I dont want to repeat all other posts, but I will say about things that I think are every important for SH4.
1 Properly working Chonographer which sends data to the computer. (I cant play without it)
2 Bugged bow dive planes which cut into Subs hall, with crooked hydrolic arms sticking out, pls fix this. Its very annoying. They move in horrible way which just drives me nuts.
3 I tried to terminate a lifeboat, and a pilot survivor with a Twin Machine guns, and nothing happened. @_@
Now I know how Americans ARE about sensorship and all that, and about Rules of Engagement on the battle field. But I am russian, why do I have to suffer this? :) If I decide that I want to terminate a lifeboat full of "helpless japanese humans" or a pilot who just tried to bomb my ass, It should be my right! :)
4 Something has to be done with Damage Control team, Sub sinks too fast, cant pump out water, crew working on something insignificant like radio antena instead of trying to safe the life of the sub.
Also, howcome all SH series dont show all compatments of the subs, why cant we see crew quarters with sailors sleeping or resting. Engine room with people trying to tend to the engines, or torpedo rooms where you see crew reloading torpedos, I mean for all the work spent on this beautiful game, is it even possible that we in the future can marvel on a fully accessible submarines??? Thanks!
stormimon
05-26-07, 02:59 AM
There is a graphic glitch with the rudder of some boat, the rotation axe is wrong. Most of them are merchants.
http://dnddod.free.fr/Divers/badrudder1.jpg
http://dnddod.free.fr/Divers/badrudder2.jpg
http://dnddod.free.fr/Divers/badrudder3.jpg
buteobuteo
05-26-07, 06:19 AM
Stadimeter mast height only goes to 130 feet whereas some ships masts are as much as 166 feet.
ellestoy2007
05-26-07, 07:01 AM
seems to be a bug when u have the dual 20mm guns on when tracking a plane u suddenly loose sight as the bulkhead intervenesbetween the sights and urself this happens on both sides port and starboard can it be fixed or must we only use the single gun
Along with all the other problems, here is my favourite (not). Whilst switching the External camera the graphics become 'skewed' making the external views useless. I get a similar problem occasionally with SHIII. I can resolve it in SHIII by saving and reloading the current file. This however does not appear to work with SHIV. The whole damn game has to be reloaded and sometimes a reboot is required. Is this a hangover from SHIII or is this problem peculiarly mine?
John Channing
05-26-07, 01:16 PM
What I call the "On Eternal Patrol" bug where sometimes you do not get the message to change your base (even though it changes in the .rmr file) and you cannot dock anywhere, only refit.
JCC
It's probably already listed (heck, think I posted it already once), but RAMMING DAMAGE is FUBAR.
Sub gets rammed by ship, sub should lose, end of discussion. Doesn't matter id ship also get hurt or not, because I should be dead and unable to tell the difference.
(not lifeboats, rafts though, please ;) )
tater
Bug: the Akita Maru's rudder is positioned incorrectly, which leads to problems when it tries to make a turn.
AVGWarhawk
05-26-07, 06:30 PM
Men,
You have seen a lot of deleted post on this thread. The dev team asked for bugs to be reported on this thread only. I have deleted only posts that had nothing to do with bugs. No one was singled out for any reason other than a post that was non-related to bug reporting.
As per request, please post bugs only. If you see a posted bug that is really not a bug, please PM that member and help with a possible fix for the issue. I have already had several PM requests to keep it clean and delete non-appropriate posts.
I appreciate you efforts in this. Lets keep it neat and clean so the devs can dig into the really bad issues. It will pay off in the end.
Proceed........
pioleen
05-26-07, 08:22 PM
Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible.
Thanks UBI. :up:
In multiplayer sessions, triggers don’t work in multiplayer missions that the player have made them from editor.
When a multiplayer game is finished, Silent Hunter IV displays the total results for each player, but in this list I can not find sunk ships for each player. This is not a bug, but good if you can make it better, like in Silent Hunter III. This is very important for multiplayer tournaments.
Thanks for you attention
PD: Sorry for my english.;)
MONOLITH
05-26-07, 09:06 PM
If possible, please look into why ATI cards do not get the same glare/bloom effects (cool full sky sunsets) that Nvidia cards get.
Not really critical but annoying:
Sometimes when I have Mk10 torpedo loaded game lets me set the High speed. But it should not be so, because Mk10 had only one speed setting. It usually works correctly in the game (only Low speed) but SOMETIMES I do have an option to set High speed as well - probably a leftover from a previously loaded Mk14.
If it's only speed switch with no relation to actual torpedo speed - no biggie, but devs should check that the torpedo does not "inherit" other properties from the previously loaded Mk14 (like faulty detonators etc.)
It would be nice to be able to toggle off the "instant success" we have in the game now. Ie: when you sink a ship, have no message about the sinking until to reach port. In single player, it adds immersion, and in multiplayer it is simply critical.
For example, 2 submarine players attack a convoy run by a third player. COnvoy player prosecutes a sub to the east of the convoy. With instant success, he knows to stay there until the job is done, without it, he might think he's nailed him, and move on. No "fog of war" really cripples such play.
In single player, it's the difference between finishing a target off or not.
Unreported change in home port is a serious deficiency.:x
Just a smal thing, Ex-Brisbane finishing a recon / area mission with SEngage Merchant active once I got to the area, sinking 70,000 ton after a local refit in Solomons returned to Brisbane with out a dock option, only refit / postpone. Also restarted mission on Leave dock last save, same thing happened... also tried to dock at Midway ex- Brisbane (yes I had 1 min of fuel left... lol) still did not allow me to DOCK....:down:
1) Using Nvidia w 512 vid / 2 gig ram / sometimes load with crippling wave fps, game runs normally, doesnt effect 3rd party shiping speeds or ownship speeds... just kills the overall game play, reload abot 50% chance of same thing happening again without a close / restart.
2) Lighting sprites shine through ships hull, ie periscope is semi-translucent when viewed through binoculars at a lighthouse, search light etc...
3) Using obvious 3rd mods to enhance skyline was the only option to get rid of screaming sky / clouds running at a million miles an hour at 1 x speed after running at 5000+
Immacolata
05-27-07, 05:20 AM
1) The problem with the AA gun that people mention is best reproduced by aiming the AA gun zoomed out and as high as it will go, then turning 90 degrees to port or starport. You will then notice the side of the hull sliding past your point of view, between the camera and the gun aiming reticule. If the camera was closer to the gun it would probably solve itself.
MONOLITH
05-27-07, 06:25 AM
AVGWarhawk, I'd like to suggest using this thread for our requests (along with keeping out the pointless chatter);
but creating a second locked list that only moderators can post in. There you could list the important things from this thread. That way there is one compiled post with the issues listed in a quick easy to read for both us and the devs.
Right now unless I look through 5 pages, I have to preface my post with "Sorry if this has been said already...."
Which, by the way,
Sorry if this has been said already (and probably has), but the damage model needs a review.
1. Damaged areas like conning tower continue to kill crewman placed there as if the area is now cursed. (Don't think this was fixed with 1.2)
2. The sudden mysterious sudden death sinkings, usually encoutered during TC. Maybe this is just an unfortunate byproduct of TC, where for example a bottom collision occurs before the game can slow down, but maybe it could be looked at.
3. A damaged sub, even after crew makes repairs, often sinks after submerging because of "residual damage" I suppose, but it seems a little bit "set too high". A repaired sub should be able to go to periscope depth without sinking if the crew states "repairs are complete". Maybe reduce the crush depth substantially to demonstrate weakened hull integrity, yes; but right now it's a little over done. Or at least, if I cannot go to periscope depth anymore without sinking, have the crew give a warning of "Recommend remaining on the surface sir".
Someone let me know if I have any of this wrong please...
hi all
don't know if it's a bug, but they are a lot of connection lost in multiplayer :s
also can you do something for insubmersible surfaced sub in multi ?
(sorry for my english)
McHannemann
05-27-07, 09:06 AM
Somehow any injured member of my crew doesn't get his health back after a while,
even when I returned to port after a mission, I don't know if this has been reported
so far. Else I am glad to see so many bugs to be fixed and worked on
Thor
D'biter
05-27-07, 10:09 AM
if any one of the ship's engines (diesel or electric) get damaged, none of the other will run at all, even if they are fine.
AVGWarhawk
05-27-07, 10:33 AM
AVGWarhawk, I'd like to suggest using this thread for our requests (along with keeping out the pointless chatter);
but creating a second locked list that only moderators can post in. There you could list the important things from this thread. That way there is one compiled post with the issues listed in a quick easy to read for both us and the devs.
Right now unless I look through 5 pages, I have to preface my post with "Sorry if this has been said already...."
Which, by the way,
Sorry if this has been said already (and probably has), but the damage model needs a review.
1. Damaged areas like conning tower continue to kill crewman placed there as if the area is now cursed. (Don't think this was fixed with 1.2)
2. The sudden mysterious sudden death sinkings, usually encoutered during TC. Maybe this is just an unfortunate byproduct of TC, where for example a bottom collision occurs before the game can slow down, but maybe it could be looked at.
3. A damaged sub, even after crew makes repairs, often sinks after submerging because of "residual damage" I suppose, but it seems a little bit "set too high". A repaired sub should be able to go to periscope depth without sinking if the crew states "repairs are complete". Maybe reduce the crush depth substantially to demonstrate weakened hull integrity, yes; but right now it's a little over done. Or at least, if I cannot go to periscope depth anymore without sinking, have the crew give a warning of "Recommend remaining on the surface sir".
Someone let me know if I have any of this wrong please...
There are several list going that started since the 1.2 patch. The true bugs are coming very evident with the lists. Please refer to DragonDDR list that was created weeks ago. It is a very useful list and part of the list being utilized to look into and correcting major bugs. This is list here is is a afirmation of the bugs currently known and a few more. I have kept it as clean as possible and Dan will be able to sort it out. Keep the faith that all major bugs are getting a look see!
AVGWarhawk
05-27-07, 10:41 AM
List of issues since 1.2. Very comprehensive. Thanks for the efforts Dragon!
1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.
The following provides a workaround/fix: - credit to - Ducimus
At the top of your data/UPCData/UPCCampaignData/flotillas.upc file you should see the departure co-ordinates for Pearl Harbor. Change the DepartureDescriptionOut1 to the following:
DepartureDescriptionOut1= 21438780, 3367405, 270.000000
2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]
3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 (http://www.subsim.com/radioroom/showthread.php?t=112400) ]
4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.
5) Removed.
6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]
See also 23)
Kakemann in this thread appears to have a full description of the issue which basically involves weather rather then time of day:
http://www.subsim.com/radioroom/showpost.php?p=520452&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=520452&postcount=1)
7) Removed.
8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”
9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.
10) Sun shines still through objects, now even with full intensity.
11) Removed.
12) Removed.
13) Removed
14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]
[This is probably linked to issue 70) saving the game when submerged]
15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]
16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]
17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]
18) Combined with 14.)
19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 (http://www.subsim.com/radioroom/showthread.php?t=112950) ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 (http://www.subsim.com/radioroom/showthread.php?p=508289#post508289) ]
20) Hydrophones still do not work at periscope depth.
Jungman wrote:
Change a value -9 to -4 inside Sensors_sub_US.sim the MaxSensorHeight of the hydrophones. Now you can hear it yourself and your crew. This allows it to work in more shallow water. See various threads. Easy fix. Some changed it less, some changed all three ocurrances.
See Documis FTT Mod for an exact answer to what works best all around for all submarines. They have different sizes. Never proven if devs wanted this as a feature, or IRL you could use Hyrophones at shallow depth. After all, the Escorts hunting you use them on the surface. We agreee you should be able to use them at periscope depth.
Bane pointed out that the hydrophones on a Gar class boat seem to work correctly at periscope depth, although the range seemed short.
21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..
22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)
23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 (http://www.subsim.com/radioroom/showthread.php?t=112904) and this http://www.subsim.com/radioroom/showthread.php?t=112853 (http://www.subsim.com/radioroom/showthread.php?t=112853)
Another reference to the same problem here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455)
Another here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455)
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]
Early war AI doesn’t see the periscope very often, At night searchlights don’t lock on – feature or bug?
There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem:
http://www.subsim.com/radioroom/showthread.php?t=113232 (http://www.subsim.com/radioroom/showthread.php?t=113232)
Updated version of Kakemann’s mod here:
http://www.subsim.com/radioroom/showthread.php?p=517755#post517755 (http://www.subsim.com/radioroom/showthread.php?p=517755#post517755)
AI in ports, for example if a ship Japanese ship is torpedoed is also very passive.
24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.
25) Combined with issue 37)
26) Combined with 8)
27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos?
[see also 3) ]
28) Save game issues:
NOTE: With patch 1.2 it is suggested that players save the game only when on the surface and not near enemy shipping.
External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before, fatigued crew. One player has mentioned that the radio repeats news reports and events from the start of the patrol including log entries.
Saving the game when underwater is problematic and not recommended. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.
29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion.
30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]
31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.
32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?
33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.
34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]
35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place.
36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)
37) Feature request - Please provide the ability to open all tube doors with sound effect.
[There is a mod which does fix/workaround his issue]
38) Fix the radar and sonar.
[There may be a mod fix for this.. ]
39) Campaign retirement – feature or bug? Suggestion that it should be optional.
40) Aircraft. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]
41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.
42) Graphical flashes on the ocean.
43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?
44) You can’t click on crew members to go to their station – like you could in SH3.
45) Crew sometimes don’t seem to verbally acknowledge orders.
Sound man does not call out when a depth charge is dropped in the water.
Sound man does not report when a destroyer is pinging the sub.
46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time.
[Possible Mod fix for this.]
47) Pilot bailouts are reported as merchant contacts, as are lifeboats.
Note: Sampans, life boats and even downed pilots are picked up as contacts by the hydrophone. None of these have engines, needs fixing.
In addition it appears that surface radar picks up Sampans which shouldn’t be radar reflective?
48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.
49) Pencil on Navmap doesn’t allow note entry
50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.
51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]
One user reports here: http://www.subsim.com/radioroom/showpost.php?p=520431&postcount=417 (http://www.subsim.com/radioroom/showpost.php?p=520431&postcount=417) that he still had repetitive missions without infinite fuel on.
52) Patrols do not suggest how long you need to stay on station unlike SH3.
54) The AA gun view is often blocked by conning tower walls.
55) Chronometer pops up after 256 time compression for no apparent reason.
56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
Many users report the striped map problem, screenshot here: http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1)
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]
57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]
58) Graphics – the rev counters don’t work.
59) Torpedoes are not automatically loaded at base nor is there a reminder.
60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]
Confirmation screenshot here: http://www.subsim.com/radioroom/showpost.php?p=525401&postcount=447 (http://www.subsim.com/radioroom/showpost.php?p=525401&postcount=447) although this shows an inability to man either deck gun with dual deck guns.
61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 (http://www.subsim.com/radioroom/showthread.php?t=112193&page=15)
[It is possible that their home port has been moved without them noticing]
Some users mention that there is no notification that their home port has been changed.
62) Radio messages can be received underwater.
63) Removed.
64) Some shipping does not stop following loss of all props & rudder.
65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..
66) Log book does not track items correctly – all ships sunk at the same time and date for example.
67) When SD radar fitted there is no A scope display – confirmed.
68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994 (http://www.subsim.com/radioroom/showthread.php?t=112994), http://www.subsim.com/radioroom/showthread.php?t=112684 (http://www.subsim.com/radioroom/showthread.php?t=112684)
69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Picture here:
[ http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D (http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D) ]
70) Combined with 28)
71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board.
72) Confirmed issue: Deck and AA guns problems:
With crew assigned to the deck or AA guns they will fire at any target regardless of the weather conditions (Note that it isn’t always possible to get the crew to man the deck gun in rough seas).
The player can fire the deck and AA guns manually without an assigned crew.
Regardless of weather conditions AND regardless of whether the desk or AA guns have crew assigned the player is able to manually fire. According to the file for each boat the maximum wind speed allowed is 7m/s.
73) Some ship weapons are unable to fire:
The Subchaser is unable to fire its main gun at all. If you mod the Subchaser to have a second gun in a raised position where the AA gun is it will fire this gun.
The Akizuki DD has a similar issue, of the four guns it has only the two guns on the raised platforms actually fire.
74) It is well known that CTRL+N resets the weather – feature or bug?
75) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.Issue confirmed by Bane.
76) Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable.
77) The follow nearest contact button doesn’t light up when selected although the sonar man does follow the contact.
78) Unless the deck and AA guns are manned there is no way to tell what the ammo reserves actually are.
79) There isn’t any obvious way to tell the gun crews what ammo they should be using.
Provisional not included, need confirmation:
a) There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment.
b) Rudder not shown on damage screen, is it possible for it to be destroyed without notification?
c) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be!
d) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpedoes which do blow up are not reported as duds.
e) Crewmember’s head through roof! http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335 (http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335)
f) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator’s wheel I stuck!
g) The main or observation periscope does not rotate in external view, always points forward.
h) 1280x720 resolution is not available/doesn’t work.
i) There is no visible crew on the deck of the Coastal Composite Freighter and the Small Split Freighter
j) The bridge compass on the Gar class and possibly other subs if off by 90 degrees.
k) The radar defaults to focus mode when the player moves to one of the displays.
l) Some boats have no second man at the right hand dive planes station but rather somewhere else in the station. The slot gets filled only when battlestations is selected.
Gar class boat left dive plane indicator points to dive when surfacing, right hand indicator mirrors so it points to nothing.
Gar class boat – crewman MAY rotate the wheels the wrong way.
m) If you leave the AA gun stations as the boat goes underwater the crew can be seen manning the AA gun underwater from the external view.
n) Surface radar sweeps only at up to around 8x time compression (may be system dependent) at higher speeds the radar turns off.
o) Event camera, when showing the sub being attacked by planes, often shows the sub 90 degrees from it’s own wake or sticking up out of the water before everything pops back into position.
Query:
If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment)
Player help/Information:
Many users report that they have CTDs with patch 1.2. Many, but not all, of these users have found that the following steps have helped to removed the CTDs (myself included)
1. Uninstall SH4 using the uninstaller.
2. Check to see whether the SH4 game folder still exists, if it does delete it.
3. Completely delete the SH4 user folder here C:\Documents and Settings\yourname\My Documents\SH4.
4. Reinstall SH4. Do not run it.
5. Apply only patch 1.2, if the CTD still persists go back to step 1 and try 1.1 patch followed by 1.2.
Running the game with a NOCD crack is KNOWN to cause issues! Even if the game appears to work flawlessly you will almost certainly get issues like, striped nav maps, 2d crewmembers, headless bodies, inability to launch torpedoes at random times, problems with crash diving and keyboard shortcuts. Note to Devs - there is still a probable issue with protection kicking in for clean players.
There is an explanation of crew efficiency by a developer here: http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4 (http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4)
Thanks for the PMs of support peeps, you know who you are ;)
I need confirmation of the remaining provisional issues so that they can be either removed or escalated
MONOLITH
05-27-07, 10:46 AM
:up:
strelnikov
05-27-07, 12:43 PM
Wow! Perfect work - gratz for AVGWarhawk!
only few more information :
ad. 16 and 64:
I can confirm = I got the same problem - marchant without propeller (destroyed by torpedo explosion) sitll continues on at about 4 -5 knts
ad. 62:
In real world radio messages can be received underwater - I mean when sub is underwater but close to the surface, you can read about it in Norman Friedman books -)
ad. 66:
Yes - this problem appear always when 2nd or 3rd patrol is finished
And I can't find it on your list but 3 other very important points:
A) I am sure (and many other gamers) that sub flooding model should be improved. A leak should not be an automatic ticket to the bottom. 1st wait for the flooding to get out of control -before- making depth control a lost cause.
B) Problem with any symetric sub damages (mentioned before)
C) The game permanently crashes on NVIDIA 8800 GTX video card (drivers from 17th May 2007, 158.22_forceware_winxp) It is the best video card on the market today and SH4 should support it!
--> EDIT
and one more thing !
D) We need Bathytermograf - instead of ONLY ONE, ALWAYS EXISTING thermal layer.
Weather-guesser
05-27-07, 03:20 PM
I wonder if I am the only one experiencing this since I dont see it on any other list but has anyone had no sound for steam pipes bursting or leaking when taking damage?:hmm: All other internal sounds are ok except for the damage sounds.
:arrgh!: Torpedo autoload bug
http://www.subsim.com/radioroom/showthread.php?t=115489
Autoload causes wrong torpedos to be loaded. Only occurs in campaign as that is the only place you can have mixed torpedo loadouts.
If you have a Mk27 in tube 1 and fire it, autoload will load another Mark27 into tube 1 even if you dont have any of that type in reserve (you must have some torpedos though to get it to reload)
Also, under certain conditions, this can cause a CTD...!!!!!:damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn:
One of our main concerns at wolfpack league where we play sh 3 stats online ( hoping to play SH4 Stats ) is the multiplayer side and certain " faults " that you do not get with SH3 Multiplayer :-
1. How come you can name the ships in sh4 mission editor ie USS Tang or Osaka Maru but if they are sunk their name does not show on results board ? This does not happen in SH3
2. How come, when you write missions the radio messages do not work in SH4 but work in SH3 using the same principle ?
3. How come each ship that is sunk in SH3 Shows on the result board its own tonnage ie Marybelle c3 cargo 8632 Tons but do not in SH4 ?
4. How come when you finish the stat multiplayer mission and leave the game you are shown as KIA....each and everytime, even when your sub as taken no damage whatsoever.
5. These things need correcting...Or how else can you write and play a historical mission if things dont work ?
Oh yeah, and fix the flickering textures....
please...
Lagg-Alot
05-27-07, 05:26 PM
The Propellers turn in the wrong direction. <Edit: Let's keep it to bugs and save the editorializing, please!>
Jungman
05-27-07, 06:57 PM
I wonder if I am the only one experiencing this since I dont see it on any other list but has anyone had no sound for steam pipes bursting or leaking when taking damage?:hmm: All other internal sounds are ok except for the damage sounds.
My pet peeve also is this bug: No damage sound from the interior water pipe breaking, steam leaks, and electric sparks. Nothing.
It would be nice to hear something to let you know your submarine is falling apart right from underneath you while you are looking at the Nav map or Damage Control screen!
"Hey, Captain...We are diving too deep!! Can't you hear the water pipes breaking??" There is NO sound.:dead:
d) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpedoes which do blow up are not reported as duds.
That is a 'realistic feature'. Inside the Torpedo_US.sim file there is a setting for a premature detenation, it is suppossed to work only for magnetic setting torpedo; but there seems to be no difference (bug in that contact and magnetic seems to work the same)
The chance is controlled by a percentage via Water Wave height related to the wind speed. See CCIP Dud Torp Mod discussion for more info.
Oh, it should be called out as a dud, but it is not, and the AI should react to seeing a premature explosion!
next one -
Time control is not reduced to 1x when you spott a frindly naval unit
switch.dota
05-28-07, 09:39 AM
Minor Design/Realism Issue: Batteries magically recharge on the surface even if the diesel tanks are empty and the sub is not moving.
Moderate Gameplay Issue/Bug: Sometimes sinking ships does not provide proper credit. Example: I have faced a two ship "convoy" that I sunk without any "enemy destroyed" messages and any kind of credit. I watched the hulks do under the waves and dissapear without any mark on the map (ship sunk here mark) or any credit and/or tonnage added to my list. Shortly after experiencing this bug, the game crashes upon visual contact with ANY other vessel.
Can you add something to 28?
I have been having problems reloading a saved game when it is saved near enemy shipping as stated . . . is this due to a failure in the reloading process . . or a corrupted save file?
Arctic Fox
05-29-07, 06:17 AM
Please add to 65/66 - Log Book does not reflect tonnage sunk.
The General
05-29-07, 09:25 AM
http://img512.imageshack.us/img512/2795/sh4img2952007152024343xi8.th.png (http://img512.imageshack.us/my.php?image=sh4img2952007152024343xi8.png)
Here is an example of one of the many problems with SH4. I have come to a complete stop and have flooding in the stern. While my boys are fixing it, 2 Jap destroyers are circling above. Well, they should be circling or attacking but they're just sitting there. Why can't the A.I. see 15 odd feet of enemy sub sticking up in the air? Are the destroyer crews on their lunch-break or what?
Thanks to ImageShack for Free Image Hosting (http://imageshack.us)
ReallyDedPoet
05-29-07, 09:26 AM
Somehow any injured member of my crew doesn't get his health back after a while,
even when I returned to port after a mission, I don't know if this has been reported
so far. Else I am glad to see so many bugs to be fixed and worked on
Thor
Welcome:up::roll:
RDP
I was having some problems that made no sense so I found these forums and long and behold, I found my problem:
The players career is ended sometimes by high command, for inaccurate reasons such as perfectly good and new submarines being retired from frontline duty. This will be sorted out to work as intended.
Trying to be of help, I thought I'd detail why I thought I got this error. I launched out of Pearl Harbor with a brand new sub and patrolled the phillipines. Only thing is, I didn't fullfill whatever guidelines to actually have completed "patrolling", I only got there, sunk some tonnage and left (I only completed one of the two objectives). I got back to port and they put me in "mothballs". Not wanting to abandon my career, I started the entire mission over from a save and complete it entirely and correctly only to be once again "put in mothballs". So I'm thinkin it held onto my previous failed mission for whatever reason.
I guess I'm going to restart my career and just not F up. I can't stand to not play this game for how ever long it will take for this patch to come out!
One thing that should be easy to add that would remarkably change the way campaigns could be generated (by players/modders):
Make the captain's log file write out a text file in real time.
Think about that.
You can then have a campaign that is truely dynamic because modders (Bill.Braskey in this case: http://www.subsim.com/radioroom/showthread.php?p=550962#post550962 ) would make applications to read the captain's log, then engage something like a bulk editor (mcoca's program) to redo the campaign layers on the fly.
This one feature addition would allow truely dynamic campaigns.
The General
05-29-07, 01:27 PM
Make the captain's log file write out a text file in real time. I like where this guy's going with this. :up:
SinisterDexter
05-29-07, 01:36 PM
There are a few threads mentioning this but, I didn't see it here after a brief review - and it seems that some bugs are being reiterated here so; here's my two cents...
ATI card don't increase to 3D clock speeds for SHIV. Can workaround with third-party tolls but not for the average joe.
In the game the maximum depth radar can be used is 39 feet, while historically radar depth was around 48 feet (would be a bit more shallow for the S-Class boats).
Bug: Radar dish on Balao class submarine does not rotate.
D'biter
05-29-07, 07:40 PM
suggestion------bring back the "continue career" button from Sh3
the current way to load careers is too annoying- it is hard to tell what missions are the newest
AVGWarhawk, sorry if this is unnacceptable
Bug: deck gun and flack guns can be manned without crewmen assigned to them.
Suggestion for making the radar station more user-friendly (like you said you planned to do in the initial post): add a "report on nearest radar contact" button to the interface.
D'biter
05-29-07, 10:15 PM
allow the user's sub to sit on the bottom without accumulating much damage, this was an actual tactic used (i think)
D'biter
05-29-07, 10:29 PM
in the "tutorials" the convoy attact mission has a small problem.
As far as i kno, the player's sub starts withing visual range of the convoy. This causes one of the destroyers to break away and attack, even before the player does anthing.
Dimitrius07
05-30-07, 09:30 AM
Finaly some good news for a change!!
Hey Dev team! What about the torpido fire button problem? Yes god damn you all can say that am only camplaining but thise bug made the game unplayble especially when i ` am playing at fool realism.
Add the ship leight to the recondation manual book (sorry for my English).
O well, meanwile SH3 :arrgh!:
FooFighters
05-30-07, 09:42 AM
* Sampans and other such vessels will no longer be detected by Hydrophone
Maybe it's also possible that lifeboats are not detected by hydrophones or radar.
Detonator
05-30-07, 10:51 AM
Current annoying bugs are that I can't use the AA gun on the Gato class, when I zoom in and move the gun to the side the bridge screen gets in the way and obscures the view.
Semi transparent bridge crew.
Still takes a long time to bring up the clip board when a long time into the mission.
Oh and I still think the Zero Fighter carries to many bombs. They normally carried 2 x 60kg bombs so dropping 4 makes no sense.
Donavan
05-30-07, 12:04 PM
I'm having flickering graphics with my SLI 7900's. Sometimes it starts instantly, sometimes after 2 hours of playing. It's not my system and I've using the latest drivers.
strelnikov
05-30-07, 12:45 PM
The same problem with NVIDIA 8800 GTX video card (drivers from 17th May 2007, 158.22_forceware_winxp) - The game permanently crashes on this card. Only SH4!
minsc_tdp
05-30-07, 01:46 PM
Here's another fairly critical bug that caused me to waste a lot of torpedoes in low-realism mode:
At Midway or a convoy or any situation where there are a lot of ships, if I lock onto a ship with the periscope and then go to the attack map, the trajectory line for my torpedo would dance and fly all over the place, and clearly have no relation to the movement of the ship I locked. "Way off" would be the understatement of the year - it's moving very fast and pointing at a fast moving phantom ship that doesn't exist.
I go back to the periscope and make sure I actually locked the ship I thought I locked, and not a distant airplane somewhere or something like that. Sure enough, it's tracking the ship just fine.
These are slow moving vessels 1000 meters dead in front of me moving in a straight perpendicular line - yet the torpedo ends up doing a nearly 90 degree turn and heading off into nowhere. It's pretty obvious that it's going to happen before you even shoot.
It's possible this was related to fast torpedoes as I was switching back and forth a lot. I haven't played 1.2 very much at all so it's hard to say if 1.2's fast torp fixes made any difference.
It's possible this was related to fast torpedoes as I was switching back and forth a lot. I haven't played 1.2 very much at all so it's hard to say if 1.2's fast torp fixes made any difference.
Maybe you should have tried more before posting? :hmm:
Gucc475
05-30-07, 04:37 PM
The same problem with NVIDIA 8800 GTX video card (drivers from 17th May 2007, 158.22_forceware_winxp) - The game permanently crashes on this card. Only SH4!
I've also had an intermitent problem with flickering graphics on a 8800GTX with the latest driver installed.
No crashes (one lock-up) as yet but I haven't tried starting a career yet.
Wow! I just got back from vacation and saw this thread. This is great news.
Please, make the Enemy subs receive a Torpedo Impact! I just spent several days making a Secret Enemy Sub base custom mission, only to figure out that no matter how many times I hit an enemy sub docked at port, it received NO DAMAGE!
2 Torpedos: Both Impact, but no damage:
http://img123.imageshack.us/img123/4230/sh4img3052007185153941xf9.th.png (http://img123.imageshack.us/my.php?image=sh4img3052007185153941xf9.png)...http ://img408.imageshack.us/img408/5061/sh4img3052007185210550ls4.th.png (http://img408.imageshack.us/my.php?image=sh4img3052007185210550ls4.png)
Actually, this was the second time I sent 2 Fish at that same sub. So a total of 4 Torpedos and no damage at all.
So, the Enemy Sub does not Sink.
And the Mission Objectives cannot be completed.
minsc_tdp
05-30-07, 06:24 PM
It's possible this was related to fast torpedoes as I was switching back and forth a lot. I haven't played 1.2 very much at all so it's hard to say if 1.2's fast torp fixes made any difference.
Maybe you should have tried more before posting? :hmm:
Are you saying this is fixed or not? I've never seen anyone else report it, and it's just wild speculation that it might be linked to the fast torps. Even if it is, they fixed the fast torp speed which was "off by a little", but as I said, these lines are all over the place and the scope is locked on a slow moving ship, so there's no reason for this. I'm done doing free QA work, I've seen the bug more than once, it seriously hurts gameplay, that's enough to report it.
As a side note people - I think there are too many requests in this thread for pet features, unimportant historical accuracy fixes, or dubious suggestions that only affect a miniscule fraction of players that simply do not matter when you consider the enormity of work that this game needs just to be reasonably playable by most people.
NefariousKoel
05-30-07, 06:37 PM
Yes, Minsc, the torpedo speed bug was fixed in 1.2
supposedtobeworking
05-30-07, 07:40 PM
Dev team...could the damage system in-game be looked at? I was just rammed by a DD in stormy weather and took no damage whatsoever....if it is as messed up as i think it is...and is hard-coded as i think it is...then it would need fixin. thanks.
minsc_tdp
05-30-07, 07:53 PM
Minsc's Bug Summary with Ratings
I'm going to start with the dev's bug list, then everyone else's suggestion, and put my opinion of the Rating on a scale of 1 to 10 with an explanation and throw it out there for everyone to consider. I've only gotten through the first three pages of posts so far, and haven't re-sorted the list according to the ratings yet (so it's still in thread-order.)
Please do not be offended if I give your bug a low rating. I believe we only have the opportunity to fix a small handful of bugs so the purpose is to find those key bugs that will enable us to play, not to disrespect anyone.
First I'll get these two out of the way:
* Chronometer overhaul
Rating: 10/10 - Seems like everyone wants this with few exceptions.
* 1280x720 support
Rating: 3/10 - Just to show my rating system is fair, since this is my pet bug that I really, really want fixed. Really. But that doesn't change the fact that it's still a 3.
Now the Dev's buglist:
* Eliminate the instances where the player gets assigned the same mission multiple times, even though the game is meant to give you variety and different missions, of course depending on historical context
Rating: 8/10 - Repeating things are frustrating and can cause people to stop playing forever.
* Solve a small conversion error with the stadimeter when using “imperial system” for in-game data display.
Rating: 5/10 - Historical accuracy issue - the workaround is "don't use imperial" which only affects historical accuracy, therefore this is low priority. I'm sure that will be a controversial statement. Metric works fine, game is playable without this fix, there are bigger targets that need work. Unless there is a full commitment to have consistent Imperial measurements throughout the entire game interface, don't bother. However if this is a tiny fix, then it can probably make it in anyway without distracting from anything, but I'm just trying to make a point about priorities here.
* Add an “assisted method” to determine the target’s speed when playing with the manual targeting option set to “ON”, to simulate the firing party putting together subsequent range checks from the captain.
Rating: 10/10 - Obviously a lot of chatter about speed measurement. I assume this is the same as just fixing the Chronometer so that you can click it, wait, click again, and it will get sent to the TDC.
* Recheck all ship dimensions in the game config files to solve errors in target range calculations
Rating 9/10 - Anything that causes you to miss when you spend half an hour setting up a shot is high priority in my opinion.
* The submarine radars (SD, SJ) should work consistently and detect targets in all appropriate circumstances
Rating 8/10 - Quite important, any core function of the sub should work as expected. Should be combined with the necessary fixes to make the game GUI radar screens actually show the targets rather than just verbal reports (I assume this is part of what they're talking about fixing.)
* The players career is ended sometimes by high command, for inaccurate reasons such as perfectly good and new submarines being retired from frontline duty. This will be sorted out to work as intended.
Rating 10/10 - Career ending bugs are bad.
* Multiple AI improvements
* The Group AI should always choose a new commander when the current one gets killed, instead of waiting for the currently assigned one and having all ships circle around
Rating: 9/10 - The moment enemies stop moving and fighting back, there is no game.
* Destroyers should take into account the estimated depth of their targets and sinking time of depth charges when deciding the dropping point, while remaining human-like and prone to error
Rating: 9/10 - I don't know if this is because they're too accurate or not accurate enough. Still a high priority since the enemy AI is generally pretty dumb most of the time, so anything to make it more realistic (while not necessarily a lot tougher) is good.
* AI and submarine sensors will be tuned for more realistic performance
Rating: ?/10 - I really don't know what this means.
* AI units will now take notice of nearby ships being destroyed even when there is not a trace of the attacker
Rating: 8/10 - Dumb AI is bad.
* Several ships classes (for example Japanese Sub-chaser and the Akizuki class) will have improved firing arc definitions that make them a more realistic and deadly opponent in gun duels
Rating: 7/10 - Dumb AI is bad, but this is only two ship classes out of many. Still a 7 though.
* Improve the “Realistic sound speed simulation” to eliminate sound effects cutting when the player is moving around with the external camera
Rating: 4/10 - Seems like there are bigger issues, and this is not even a feature most games even come close to doing. Hard to say how much immersiveness this adds - I've tried both ways and just don't notice anything signficantly different, sorry, I think there's bigger stuff to chase.
* Improvements will be made to the Sonar and Radar stations to make them more user friendly
Rating: 8/10 - Core sub functions should work generally as expected.
* The Submarine upgrade screen will be improved to present the relative merits of various torpedoes and systems that are available to the player.
Rating: 2/10 - Put it on a webpage, no need to waste dev time on this.
* Sampans and other such vessels will no longer be detected by Hydrophone
Rating: 6/10 - Minor violations of the laws of physics that don't have a seriously detrimental impact aren't too high of a priority, but are >5 since they can be jarring and the annoyance factor is quite high.
* Players crossing the International Date Line should not lose their map torpedoes silhouettes
Rating: 7/10 - Sounds like a fairly nasty, game stopping issue. Is there a workround of just save & reload? If so then it's maybe a 6/10
* The Torpedo Bearing Transmitter screen and all interfaces should display correctly on all resolutions
Rating: 8/10 - Consistency across resolutions is important
* Colorado class battleships will be added to the game
Rating: 1/10 - Not critical, seems to only be done to appease upset players. The best way to appease them is to fix high priority bugs.
So, out of the gate overall we have a pretty good bug set with most having high priority with only a few exceptions. Now let's move on to the player reponses from the thread:
* the lack of a watchman to help us track targets
Rating: 4/10 - If you're not sure if it's intentional or not, it can't be all bad
* behavior of the sub in heavy seas (http://www.subsim.com/radioroom/showpost.php?p=543001&postcount=483)
Rating: 3/10 - Minor violations in graphics or the laws of physics that don't severely affect gameplay cannot have priority over other game stopping issues
* The switch that sets the torpedo to Directional Contact or Contact seems to be reversed and it flips back to its default position all the time. Rather annoying feature.
Rating: 8/10 - Can seriously screw up a torp shot you've spent a lot of time setting up. Generally anything that messes up shots is high priority in my book.
* if the pressure hull is damaged the player has no way of knowing until the submarine sinks!
Rating: 8/10 - Damage management still seems pretty bad overall so this needs attention
* collision damage between a sub and a DD or other ship (DD usually blows up), especially since destroyers will intentionally try to ram subs
Rating: 6/10 - Relatively seldom occurence compared to the rest of the game. Exploitation is not an issue except in multiplayer which is very low priority overall IMHO.
* Overly fast sub sinking, from even light to moderate flooding. A leak should not be an automatic ticket to the bottom. Wait for the flooding to get out of control -before- making depth control a lost cause. IMO this is a LARGE part of the frustration with damage control.
Rating: 8/10 - If you're right and this really is the root cause of much of the frustration of damage control, then you might be on to something, and since damage control overall seems to suck, any attention it gets is good.
* On the Bow-plane note. They do sometimes get jammed/collide with the hydraulic arms...graphic bug!
Rating: 5/10 - Graphical anomalies only which do not affect gameplay are low priority, sorry. This is a little higher than some other since it's been seconded by other and seems to have a pretty high annoyance factor
* That calculation error in the Possion Keeper is repeted in Sonar range reports as well
Rating: 8/10 - Not too familiar with this but, as I've repeated, core functions and tools of the ship should work as expected.
* flashes when topside, as if all the graphics blank out for a second. And only while on the bridge.
Rating: 2/10 - Any bug that fixes itself after 1 second, is graphical only, and does not affect gameplay is low priority, sorry
* the camera in the conning tower tilts the opposite of the motion of the boat
Rating: 2/10 - Factoring in LukeFF's comment and then HeartC's comment, if it really isn't hurting the functionality of the equipment and thus not truly affecting the gameplay, then it is categorized as a graphical anomaly and thus low rating.
* CTDs
Rating: 10/10 - CTDs are bad, mmkay. Any time spent increasing stability, hunting down known crash bugs is time well spent.
* Convoys no longer coming to a stop (or about 1 kts speed) once a ship has been torpedoed
Rating: 7/10 - Might be a good reason for this, I don't know. I almost rated this as ?/10. But I'd generally agree that things are pretty easy after that first hit and it could use some work.
* CAN WE PLEASE HAVE OUR HYDROPHONE BACK?
Rating: 8/10 - Last I checked, home/end worked from the hydro station and you could listen to the sounds just fine. However, I have noticed in 1.2 that there can be moving ships just feet away that the hydro doesn't pick up, even with the sub at 0 speed. Core functions of the sub should work as expected.
* any chance of adding some 'biologics' to the sound files
Rating: 1/10 - Pet feature request
* Interaction with the crew (via mouseclick like SH3)
Rating: 3/10 - A non-gameplay feature request but something many people have expressed a desire to have. The lack has been mentioned in some reviews. Still, lower priority than gameplay killing bugs.
* aircraft AI (they collide in air, crash into sea...), also B.) the flightpaths I've seen aircraft take on a few occasions... bouncing a hundred feet or so vertically
Rating: 6/10 - They seem to shoot back OK and generally stay in the air. I've spent a lot of time against planes and they do swoop and climb a bit much, and while not realistic, not game killing
* hidden damage to sub (not shown in repair screen)
Rating: 8/10 - Damage control generally sucks, needs work, high annoyance factor
* torpedoes sometimes do net get reloaded using refit
Rating: 9/10 - Game halting bug (unless there's any workaround, which is pretty acceptable given that a refit is usually a peaceful moment, so save/reload or something isn't that bad)
* Reassigned homeport not reported
Rating: 6/10 - Kind of annoying but keeps you on your toes :)
* Torpedo settings reset after some time
Rating: 7/10 - Anything that screws up a shot is bad.
* Realism settings not applied to career mode (on startup career screen)
Rating: 1/10 - Simple workaround already that everybody knows - use the in-career realism adjustment.
* Ship spotted" shout by crew when spotting lifeboats
Rating: 3/10 - Dumb bug but not game killing
* Tie deck gun to the same pitch and roll as the TBT when set that way in difficulty levels.
Rating: 6/10 - I get it now. This is related to maintaining realism but the deck gun is still usable (albeit easier than you would like) so I give it a 6.
* Add AI true zig-zag support instead of only "constant helms" once an attack has happened
Rating: 4/10 - I get it now, but it still seems like you're primarily asking for this in the mission editor. Which means it doesn't affect the general playerbase who will never play custom missions and just want to play the game. Now, you also indicate that real ships zig-zagged in RL attack scenarios but my impression is that this is not significantly different than constant helming when the computer AI is handling all of that and you're watching it all from a fuzzy periscope a thousand feet away. Once the crap hits the fan things usually get crazy anyway so whether they zig first or zag first and by what degrees or whatever, I still have to aim at ships that are now moving erratically while being shot at by destroyers. Nitpicking over the historical accuracy of the erratic movement seems like just nitpicking, sorry. I have to be extremely conservative with my high ratings since I'm trying to draw attention to the game killing bugs, of which only some will probably get patched and that will be the end of SH4 development.
* Can we get the ability to make notes on the map, as stated in the manual
Rating: 6/10 - Not delivering something the manual says you can do is unprofessional, and this would be pretty useful.
* It has been reported that when your sub is sunk, you are somehow rescued and either courtmarshalled or go on to live a happy life Stateside
Rating: 5/10 - Agree this shouldn't happen, but not a serious issue. After all, the game is about the experience you have while actually playing, not the experience you have when you're not playing.
* range markings on the deck gun should be given in yards, not meters
Rating: 5/10 - Equal with the stadimeter imperial conversion bug. If you're going to fix any, fix them all, otherwise there's no point.
* remove the ranks of Senior Chief Petty Officer and Master Chief Petty Officer. They didn't exist until 1958
Rating: 5/10 - Historical inaccuracies are unimportant for gameplay, but should be extremely easy to do so I bump the rating up. Still, I prefer to focus attention on game crippling bugs.
* lifeboats and liferafts should not be detectable by hydrophone
Rating: 6/10 - Same as Sampan bug above, already covered
* inflatable boats scraping the hull of your sub make the screeching metal collision sounds
Rating: 4/10 - Really weird and annoying (some might say humerous!), ultimately not too serious.
* command to track the nearest sound contact works properly - currently it can be turned on, but it can't be turned off
Rating: 7/10 - Core sub functions, tools, crew abilities should work as expected
* command to track nearest warship contact
Rating: 5/10 - Since it was present before, should be here, but it's really a feature addition
* Spatial issues. Imperial measurements and ship dimensions need to be fixed. If the recognition manual says that a ship has a 15 foot draft, then the ship I'm shooting at better have a 15 foot draft, and the torpedo settings wheel better be in Imperial! I was raised with metric, but this game should really be playable in Imperial.
Rating: 6/10 - You don't generally measure a ship size by its draft, do you? If so, then the Imperial issues are hurting ability to set up shots, and maybe they do need a higher priority. I also agree that if they're going to work on any Imperial bugs, they need to fix them all, and there are a hell of a lot.
* sound issue bug. When using high TC then after a while this sound isasue starts. If I save the game and then start from that save, this sound issue dissapear for a while, but the comes back after using high TC
Rating: 2/10 - Sounds computer-specific and it doesn't really say what the "sound issue" is exactly. Repeating? Too loud? French?
* Another bug is if your conningtower gets damaged and then repaired, the crew still gets hurt when assigned to the bridge
Rating: 9/10 - Crew getting hurt after assigned to repaired stations is ludicrous, along with a lot of the damage control issues. Should be fixed
* The submarine needs to be flipped by 180deg with respect to the 3d sound engine. Also, This visual effect is backwards as well as the sound from the engines.
Rating: 7/10 - Can be disorienting/confusing, high annoyance factor for many people, hurts the game terribly when something is 180 degrees from where your senses tell you it is.
* a better indication of pressure hull integrity.
Rating: 6/10 - Only as high as 6 since it's DC related which is a mess overall, but one of the lower priority DC issues probably.
* When taking damage some of the men turn black
Rating: 2/10 - Admittedly low priority by submitter. Not game killing. In fact, it actually resolves the bug someone else reported that there are no African-American sailors :)
* The horizon sometimes has what looks like tracer bullets running along it back and forth in calm seas
Rating: 2/10 - Admittedly low priority by submitter
* LCD 1280x1024 and 1024x768 with AA, hydraphone dials are severely blurry
Rating: 7/10 - Worth attention, lots of LCDs out there. But should be abandoned quickly if it can't be easily reproduced by dev team.
* Restoring save games does not resume speed and other settings
Rating: 8/10 - I just remembered this one and decided to throw it in. A bit annoying and can sometimes get you killed by slowing down a dive.
* There's been a few times too when loading a save it seems like I'm taking damage, and then there're time when i'm taking damage when nothing is going on
Rating: 6/10 - Hard to reproduce, DC related though so it's kind of high
* I was playing recently and watching my torpedoes hit the enemy ships in the external cam. As soon as I saw and heard the explosions (viewpoint close to the impact) the crewmember immediately announced "torpedo impact" while the sub was a good distance away
Rating: 1/10 - Seems low priority
* When manning AA guns in first person, the conning tower tub blocks shooters view when aiming in the 90 & 270 degree ranges. There seems to be video clipping where you end up outside the tub and it blocks your view of the incomming target. Also, the AAA clipping bug when you're manning the gun and turn the surrounding structure blocks your view
Rating: 7/10 - Seemingly minor since it's graphical but hurts ability to fight in critical situations, and has the bonus of violating physics and generally looking bad
* option in settings to turn this "retiring" completly OFF
Rating: 6/10 - Somewhat of a game-killing feature, not everyone can invest their whole life. All of my work and accomplishment should not be so easily undone and forced to start from scratch except for the most severe of reasons.
* Action camera doesn't appear in Career
Rating: ?/10 - I think this is just the realism settings not being applied from the main menu, you have to turn them on after starting the career from the bookshelf
* Fix track nearest contact and add track nearest warship for for radar, along with the ability to input radar range and bearing to the TDC. Oh, and simple bearing information for the radar would be kinda useful, as well. Oh, and radar should be capable of reporting more exactly than "long, medium, short" range. It is radar after all.
Rating: 4/10 - A lot of small requests
* Jap marchants AI behaviour and movement during attack need to be improved
Rating: ?/10 - Already lots of AI improvements are planned.
* Jap destroyers need 2 use all guns
Rating: 2/10 - Minor issue
* TDC data reset should be present
Rating: 7/10 - Is this a real bug? If so, sounds like it should be pretty high.
* not being able to use the hydrophones submerged at periscope depth
Rating: 7/10 - Overall the hydrophones seem very broken so I think this should get attention
* Sub taking collision damage and eventually being destroyed when resting stationary on sea floor
Rating: 8/10 - A seldom used and dubious tactic, since deliberately crashing into the sea floor I doubt will make the enemy AI think you've sunk when they hear it. Of course, if the AI really does listen for that, then this should be fixed. But also, if forced to settle due to damage, you should be able to, and we know I hate DC related bugs. Having put some more thought into this and considering comments, I realize that this is actually a very cinematically dramatic activity for subs and to treat the sea floor as "hot lava" that cannot be even slightly touched really takes something important out of the game.
* resize the TBT graphic so it fits the screen at resolutions other then 1024*768
Rating: 6/10 - Not too insignificant - games shouldn't break when resolutions are changed, more attention needs to be on this in general.
* Ability to transport back to port,after completing missions.As opposed to 2hrs.real time wasted getting sub icon across map screen
Rating: 5/10 - Would be nice
* The damagehandling is not clear. The sub has two types of damage: The dynamic damage, which is displayed and can be repaired - and the static damage, which is not displayed and can not be repaired while on sea. But this type of damage can sink you sub.
Rating: 9/10 - Fully agree that DC is screwy
* if you get some hits by a DD Gun, you can repair all damages and your boat looks ok. But if you dive after this, your sub will sink
Rating: 10/10 - Extremely severe issue.
* in rough seas the submarines have a tendency to leap out of the water - call it the "flying sub" syndrome
Rating: 5/10 - Minor graphical anomaly
* The AA Gun When set to auto fire on enemy planes does not opperate as it should,"Under attack".The guy is on the gun but will not fire,just stands there..
Rating: 9/10 - Extremely annoying, lethal, gameplay affecting bug. It is unacceptable to miss a pass of a plane with a fully manned station. Core functions of the ship should work as expected.
* The warning needles on the Depth Gauge for P.D. and C.D should be in red not black.
Rating: 0/10 - Historical inaccuracy requests like this are polluting the forum.
* Searchlights are not working on a mid career loaded game
Rating: 7/10 - As a key element of late night ambience during a battle, this has pretty high priority for a graphical glitch. Also it could be affecting gameplay if the spotlights are on and they're vision is assisted by it, but we can't see it.
* A.I. for firing Star Shells at night is poor.
Rating: 5/10 - Could use more elaboration
* radar screens remains blank
Rating: 8/10 - Probably already covered, core functions of the sub should work as expected
* Aircraft are too frequent and too easily destroyed
Rating: 6/10 - I would generally agree here, some missions/patrols are nearly unwinnable due to the crazy amount of aircraft. Easily solved with modding so I've lowered the priority. But I also believe in a strong "in the box" experience that does not require community interjection to be playable and usable by the general public.
* After some damage we run out of fuel and can't end the game in a graceful manner. Would be nice to know the fuelstores have been holed, and it's time to get out of dodge (this bug was on page 2 and I missed it somehow)
Rating: 8/10 - I think a fuel leak would be a critical situation and fuel status/loss would be monitored by crew constantly, and for it to go unreported is kind of dumb. Some might argue that you see the fuel guage directly and it's your job to figure that out, but You are supposed to be the Captain so it's a little silly that he would be taking fuel readings directly, though he could certainly look at the gauge anytime he wanted to.
ulyanov:
* Call for help/teleport to avoid lots of time lost time compressing back to harbor
Rating: 8/10 - Considering ulyanov's comments I've bumped this up. Considering how much it could affect new players, and I recall in SH3 I very frequently just used the ol' "return to base" option even though I was generally striving for max realism, since I just don't want to waste time. I also agree that the max TC lowers over time which further makes this tough to deal with, so it should get some attention.
* Solve lag/choppiness while sailing under high time compression
Rating: 7/10 - Now, I realize that the engine has to process a lot going on at those high time compression levels, but I'd be willing to sacrifice some realism for smoothness while sailing under time compression. It seems like the game engine is busy calculating the exact movement of everything under compression - for example, each individual ship in a convoy rather than simply abstracting the entire convoy as a single convoy game entity moving in a certain manner, which would be much lighter on the CPU.
5 more pages to parse. Bookmark this post if you want to follow the changes. Would love to hear input on overall Ratings - tell me if I'm nuts for putting A above B or B above A and make a case for it.
Major Johnson
05-30-07, 10:13 PM
A while back I saw some posts about fuel consumption being a little to high. The work around was to run at "Slow Speed" from Midway to Japan at high TC. Is this no longer an issue to be looked at?? Seems a little annoying to me.
Acheron
05-31-07, 02:04 AM
Hello there,
to me, the biggest problem is, that I never get a new/another sub in the campaigns. Its regardless which one I chose in the beginning and its regardless wether I get a new one by headquarters due to my efforts or the time progress in the game, I always have the porpoise-class sub. And even when there is shown for example "USS Drum - Gato Class" in the management screen, I have that other sub. Its the same with Balao, Salmon and so on. And that really drives me crazy. I dont want to play the game further, unless a new Patch eradicates that problem!
Greetings
I did not see any mention of the following issues.
1.When attacking Japanese port facilities, or any for that matter, not even one of the escorts that are on standby (port protection? ), with crews at battle stations ever attack, they just sit in the middle of the port and let me blow everything up.
2. The only time I get attacked is if a escort thats patrolling the harbor sees the attack and the charges in. I had one of those DD's slam right into the dock about 400yards away. Didnt try to slow down or Manuever, he was not even pinging me he just went straight into the dock and kaboom.
Happened to anyone else??
* Tie deck gun to the same pitch and roll as the TBT when set that way in difficulty levels.
Rating: ?/10 - Huh?
That was mine. Seems pretty obvious. There is a difficulty setting that doesn't gyrostabilize the TBT and binos on the surface for the pitch and roll of the boat. The deck gun, OTOH, is ALWAYS gyro stabilized right now, even if the deck is set to not do that. It makes using the deck gun a joke, regardless of difficulty settings. The only realism option without making the gun move like the TBT does in rough seas is to simply never use the deck gun. Tieing the camera for the deck gun to the same code used for the TBT can't be that hard I would think. Lotta gameplay (for high realism) bang for the buck, IMO.
* AI "constant helms" once an attack has happened.
Rating: ?/10 - Not sure what "constant helms" means. From the context it looks like it's only related to mission editing, not sure how it affects gameplay, but I give all standard missions priority over edited stuff - after all, not many people are playing that while everyone has to deal with the normal missions.
Perhaps actually quoting the whole suggestion rather than a fragment would help? Adding the second sentence makes all the difference in the world since the second sentence is the request, and the first is a statement of fact in the current game: "Is there any possibility of adding a group property for "zig-zag?""
I actually said:
2. AI "constant helms" once an attack has happened. Is there any possibility of adding a group property for "zig-zag?" Ideally the Group Properties in the mission editor would have:
zigzag:
time: (minutes between zig and zags) ex: 30
degrees: (degrees off base heading) ex: 25
Can always be gutted out in the mission layers, but if the AI did it the way they did constant helming, it might prevent some AI issues with station keeping when done with waypoints.
"Constant helming" means a ship is never moving in a straight line. A zig-zag is going straight for X minutes, then turning. Constant helming means you slowly, constantly move the wheel so the ship transitions to some offset off base course (say 30 degrees), then back. The ship describes a sine wave like shape in the water, not a Z like a zig zag.
Ships do this already in game, the AI can handle it, even for a convoy.
What I asked for was that this functionality be added so that real zig-zagging is supported. Right now ships do not zig zag. Not ever. In RL ships almost always zig-zagged in combat zones. You can set up zig zags in the mission editor by hand, but the AI formations can get seriously FUBAR sometimes when doing this. Since the AI can deal with constant helming, adding support for zig-zagging would be a major AI improvement (and it already does something very very similar). I ask for the feature since it seems like a small change to current constant helming code.
Note that if added as a group property, it would affect all normal missions if they bulk edited the missions files to turn it on for all merchant, convoy, troopship, and TF layers (easy to do, I could do it in 5 minutes with mcoca's bulk editor right now if such a line of code to add existed).
Sounds minor, but this one fact makes the game far far more easy than RL.
* remove the ranks of Senior Chief Petty Officer and Master Chief Petty Officer. They didn't exist until 1958
Rating: 0/10 - Historical inaccuracies are unimportant for gameplay
I understand priorities, but DELETING content takes little work, so I'd place the cost-benefit high. If he had asked for a new hat for the Chief of the Boat, I'd agree with a zero, but selecting a couple lines someplace and hitting the "delete" key? Bang for buck.
* Sub taking collision damage and eventually being destroyed when resting stationary on sea floor
Rating: 6/10 - A seldom used and dubious tactic, since deliberately crashing into the sea floor I doubt will make the enemy AI think you've sunk when they hear it. Of course, if the AI really does listen for that, then this should be fixed.
I have been forced to settle on the bottom due to damage before in shallow water. It's very annoying that I can move at 1 knot once repaired to try and raise the boat, and the bump from that invariably destroys the boat. It's a bug and needs looking at IMO. Bizarre that a 1 knot or less bump on sand is more lethal than using my sub at flank speed to ram a warship (which is also a big deal, IMO).
* Aircraft are too frequent and too easily destroyed
Rating: 8/10 - I would generally agree here, some missions/patrols are nearly unwinnable due to the crazy amount of aircraft.
Since you are prioritizing, this is not a bug really, it has to do with the mission layers, and a few settings in plain text. The latter is an easy mod, the former is really beyond the scope of a bug list—if the mission layers are at issue, I could make a list as long as this whole list you have of inaccuracies, etc. Instead, my plan (with others) is to simply fix the campaign, the planes will certainly play a role
Good idea for a post, BTW, I agree with the idea of prioritizing and making a master list, I did much the same for Il-2 myself, actually.
<S>
tater
minsc_tdp
05-31-07, 06:39 PM
Tater, I've noted your comments and updated my list accordingly, thanks. And thanks for agreeing with my idea even though I beat your bugs all to hell :)
* The Submarine upgrade screen will be improved to present the relative merits of various torpedoes and systems that are available to the player.
Rating: 2/10 - Put it on a webpage, no need to waste dev time on this.
The point is to make things easier for the player, not more difficult. I see questions here and at Ubi all the time asking what the merits are of different equipment upgrades and weapons. It is a simple edit, for instance, to the menu.txt file to add information in for each type of torpedo. What's more, SH3 has a very nice description for each type of weapon & piece of equipment in the game. Telling people to "put in on a webpage" is ignorant and impractical - I don't want to alt-tab out to my internet browser and search through a myriad of pages just to find out why I might want a Mark 27 torpedo on my boat.
* Sampans and other such vessels will no longer be detected by Hydrophone
Rating: 6/10 - Minor violations of the laws of physics that don't have a seriously detrimental impact aren't too high of a priority, but are >5 since they can be jarring and the annoyance factor is quite high.
This is so silly that you give it such a marginal rating. Simply put, a boat without propellors isn't going to be heard by a boat's passive sonar. It is a significant gameplay issue and more than a "minor violation of the laws of physics."
* Colorado class battleships will be added to the game
Rating: 1/10 - Not critical, seems to only be done to appease upset players. The best way to appease them is to fix high priority bugs.
:roll:
Having more ships in the game is always appreciated, and I can't even recall a post here or at Ubi calling for the Colorado BBs. Having another historical ship in the game should always be appreciated, not denounced.
* behavior of the sub in heavy seas (http://www.subsim.com/radioroom/showpost.php?p=543001&postcount=483)
Rating: 3/10 - Minor violations in graphics or the laws of physics that don't severely affect gameplay cannot have priority over other game stopping issues
Again. :roll: It's a basic law of physics that boats don't "fly" from the peak of one wave to the next. I'd call this a pretty important fix.
* collision damage between a sub and a DD or other ship (DD usually blows up), especially since destroyers will intentionally try to ram subs
Rating: 6/10 - Relatively seldom occurence compared to the rest of the game. Exploitation is not an issue except in multiplayer which is very low priority overall IMHO.
Any instance of a warship ramming the submarine should result in catastrophic damage and a quick trip to the bottom of the sea. Again, a pretty important fix, IMO.
* the camera in the conning tower tilts the opposite of the motion of the boat
Rating: 2/10 - Graphical anomalies and minor physical or historical inaccuracies only which do not affect gameplay are low priority, sorry
How many times do we have to go over this? :huh: This is like saying a plane that tilts to the right when giving it left bank is a "minor issue." This is NOT a minor physical innacuracy.
D'biter
05-31-07, 09:16 PM
* Sampans and other such vessels will no longer be detected by Hydrophone
Rating: 6/10 - Minor violations of the laws of physics that don't have a seriously detrimental impact aren't too high of a priority, but are >5 since they can be jarring and the annoyance factor is quite high.
This is so silly that you give it such a marginal rating. Simply put, a boat without propellors isn't going to be heard by a boat's passive sonar. It is a significant gameplay issue and more than a "minor violation of the laws of physics."
Not that i'm against your ruling, but technichly, anything moving through the water will send out flow noises.
Im not saying that sampans and the such should be extremly loud, but they should put out a little noise
codeseven
05-31-07, 11:19 PM
Mnsc_tdp, your doing a great job! Thanks
From another thread:
The "estimate range to contact" button (under the sonar menu) only returns the range you estimated using the perisope, but if you are actually at the sonar station, it will return the correct range.
Thus, the fix should be that the sonar will give a correct range esimate while looking at a target through the periscope.
* The Submarine upgrade screen will be improved to present the relative merits of various torpedoes and systems that are available to the player.
Rating: 2/10 - Put it on a webpage, no need to waste dev time on this.
The point is to make things easier for the player, not more difficult. I see questions here and at Ubi all the time asking what the merits are of different equipment upgrades and weapons. It is a simple edit, for instance, to the menu.txt file to add information in for each type of torpedo. What's more, SH3 has a very nice description for each type of weapon & piece of equipment in the game. Telling people to "put in on a webpage" is ignorant and impractical - I don't want to alt-tab out to my internet browser and search through a myriad of pages just to find out why I might want a Mark 27 torpedo on my boat.
* Sampans and other such vessels will no longer be detected by Hydrophone
Rating: 6/10 - Minor violations of the laws of physics that don't have a seriously detrimental impact aren't too high of a priority, but are >5 since they can be jarring and the annoyance factor is quite high.
This is so silly that you give it such a marginal rating. Simply put, a boat without propellors isn't going to be heard by a boat's passive sonar. It is a significant gameplay issue and more than a "minor violation of the laws of physics."
* Colorado class battleships will be added to the game
Rating: 1/10 - Not critical, seems to only be done to appease upset players. The best way to appease them is to fix high priority bugs.
:roll:
Having more ships in the game is always appreciated, and I can't even recall a post here or at Ubi calling for the Colorado BBs. Having another historical ship in the game should always be appreciated, not denounced.
* behavior of the sub in heavy seas (http://www.subsim.com/radioroom/showpost.php?p=543001&postcount=483)
Rating: 3/10 - Minor violations in graphics or the laws of physics that don't severely affect gameplay cannot have priority over other game stopping issues
Again. :roll: It's a basic law of physics that boats don't "fly" from the peak of one wave to the next. I'd call this a pretty important fix.
* collision damage between a sub and a DD or other ship (DD usually blows up), especially since destroyers will intentionally try to ram subs
Rating: 6/10 - Relatively seldom occurence compared to the rest of the game. Exploitation is not an issue except in multiplayer which is very low priority overall IMHO.
Any instance of a warship ramming the submarine should result in catastrophic damage and a quick trip to the bottom of the sea. Again, a pretty important fix, IMO.
* the camera in the conning tower tilts the opposite of the motion of the boat
Rating: 2/10 - Graphical anomalies and minor physical or historical inaccuracies only which do not affect gameplay are low priority, sorry
How many times do we have to go over this? :huh: This is like saying a plane that tilts to the right when giving it left bank is a "minor issue." This is NOT a minor physical innacuracy.
I mostly agree with minsc's rating here. Most of this is eye candy stuff. The sub doesn't really fly from wave to wave, this is overstating the problem imho. Only in very rough seas does it really become visible and somewhat annoying. The boat DOES pitch, just not as much as it should. In SHIII it was way overdone on the other hand, with the sub constantly pitching up and down and the bow diving into the seas even if the seastate was almost calm. I found this way more annoying and it looked ridiculous, especially from the outside view.
The last one really is only a graphical anomaly. The comparison with an airplane doesn't apply imho, since you don't fly the boat and will only notice it when memorizing the movement from the outside / bridge view whilst sitting in the conning tower. It doesn't break anything in the game. I myself never noticed it.
About adding a new Battleship - well, that's fine, let's hope though that the time needed for that isn't cut off from fixing what's broken.
Have not seen anything on the Unlimited CO2 check not working. Anyone else experiance this? I have had this since day 1. Not too big of a deal, but it does appear to be a bug.
Bill KUnert
06-01-07, 06:39 AM
I'd really like to see one of the features of SH3 included in SH4. Range to target in periscope view and approx. speed.
Dustyboats
06-01-07, 07:36 AM
Requesting that the Mission to the Marshall Islands be cancelled and more enemy traffic included for the Carolina's.
I assume the BB had probably been mostly finished anyway. New ships that aren't targets are not terribly important, though.
EinsteinEP
06-01-07, 09:54 AM
Originally Posted by LukeFF
Any instance of a warship ramming the submarine should result in catastrophic damage and a quick trip to the bottom of the sea. Again, a pretty important fix, IMO.
I've not yet gotten to experience being rammed by a destroyer, or any ship other than the special agent raft, but in reality a submarine's cylindrical hull is stiffer and stronger than a surface ship's of similiar tonnage. You can even try an experiment: take an empty soda can as a submarine and a can cut in half longwise as a destroyer and ram the two together, see which one comes out on top. Not an exact scientific experiment, but it's mythbuster quality.
Historically, I don't know that a destroyer ramming a submarine would have exploded into flames and sunk, but it's not that far fetched to believe that a small destroyer would have suffered catastrophic damage while the submarine only had minor damage after an impact.
Also, when comparing this bug against others in the game, I agree with minsc that this bug doesn't rate in the top "must fix". Who cares if the destroyer ramming is accurate or not when the entire convoy just screeches to halt as soon as one of theirs is hit? It's a matter of priority, not whether or not the bug is valid, and since we'll be lucky to get anthing out of Ubi, we may as well indicate to them what bugs we think are more important to fix than others.
Bravo, minsc, on a job well done. I hope the devs take your list to heart.
At PD, a DD trying to DC you will likely hit you. Since they try to drive over you to DC, they are constantly in "pure pursuit" and trying to hit you.
While the sub is indeed very strong for its size, it would lose in a collision. Your periscope alone in game right now will gut a warship like a fish.
So while the DD (or whatever) might take serious damage if it hit you, you should never know this because you should be dead. I think that this ramming issue is part of a larger problem, actually. The subs take a rediculous amount of damage on the surface, and repair it really quickly, too.
Try a surface engagement vs DDs. Make sure you are at battle stations for DC to work well. You will look like swiss cheese, but you will still be driving around killing DDs. Why is it I can get hit 10 times by a DD and drive along like nothing happened, but I can sink a DD in 10 rounds (or at least mission kill him by setting him ablaze and bringing him to a stop or near stop).
So I think the ramming issue is partially that the DM for warships is very very poor. They probably have no damage control like subs do, so I think to represent some DC capability they need to be harder to take out than they were (1 shot wise). They are easier to take out than RL right now though.
ulyanov
06-01-07, 10:26 AM
Minsc's Bug Summary with Ratings
ulyanov:
* Call for help/teleport to avoid lots of time lost time compressing back to harbor
Rating: 4/10 - Sorry but I strongly disagree with teleport on principle. However the problem of wasting lots of precious game time sailing back to harbor is somewhat valid, especially if you can only get 256x for some reason. But it sounds like you need a PC upgrade. Even so, I have a very fast, overclocked Core2 at 3+ GHz and I get choppyness/lag over 4096x. So that leads to another bug suggestion which I think is better:
Nothing wrong with my PIV 3.0HT with 2Gb Ram. The bad lag is only when heavily damaged or after having sunk many ships (I've never acheived one or the other individually) either way - not being able to go over 256x TC in a career save is a bad thing.
I can sail out at 4096, and trundle around (not close to shore, obviously) at 4096, but after a while the max TC gets lower and lower... I can't pin down why. It's not a leak - this is persistent across save/reboot/reload.
And as for you disagreeing with teleport on principle, that's cool. Hardcores can play the game the way they want, that's why there's an option to turn on/off manual targetting. But if Ubisoft don't want part timers saying "I played SHIV for 4 hours and only found one ship to sink becuase I spent all my time in transt, I'll never buy another ubisoft game again" then it needs to be accessible to part timers who want to have a career game, but want to get to the action fairly quickly (and from, but only so they can get back to :D ).
Hell, I'd only use it when it all went to hell in a handbasket, but you gotta admit, we're not here to transit. We're here to hunt.
minsc_tdp
06-01-07, 07:10 PM
LukeFF -
I've still only processed 3 pages of bugs. There's still 5 more. The main reason I'm being so stingy with my ratings is because I've seen the fix list from 1.1 and 1.2, and they're pretty short, and 1.3 may be the end of it. I firmly believe that we cannot allow distractions from lower priority bugs to take away from the big ones. That's why I give an extremely low rating to adding the Colorado. The devs should not be adding features when there is so, so, so much broken in the game, it's nearly unplayable for most, and this could be the last patch with a very short list of fixes.
I'm thinking of cracking my knuckles and finishing this list tonight, considering every bug from this forum as well as the high-value bugs on sh4bugs.com. But I think we're running out of time, and the devs have not indicated that I'm on the right track with such a list so a big part of me wonders if I'm just spinning my propellers here. But I want this game to work so I'll get to it I guess.
I'm thinking another way to look at this entire problem is more of "this area needs work" rather than "fix these bugs". If DC has a ton of bugs and TC has a few and the AI has a moderate number of bugs, then dev attention should be doled out accordingly. I think when I'm done I'll group the bugs by Category and then average the Ratings within them to come up with an overall "importance" score for each game area that needs work.
Lt commander lare
06-01-07, 07:46 PM
the loading times need to be fixed it takes like 15 minutes to load a saved mission that should be corrected and the retirment should be an option for someone that would like to go through the entire war and if possible model truck lagoon in the game with ships like in the original silent hunter game
lt commander lare
starvingartist507
06-01-07, 09:24 PM
DESTROYERS SINK THEMSELVES with depth charges. Some merchies ride so low that they can't move. Also, the "estimate range to contact" in the sonar tab just returns whatever range you estimated with the stadimeter. It works fine if you are at the station though. i'm sure someone mentioned it, sorry. I just had to be extra certain. :D
Could we get the "contact update" in the realism settings broken down to visual / audio contacts? i'd love to play with no visual mapping, thats fun, but its just a pain not having audio bars. Oh well, low priority.
DasBoot73
06-02-07, 08:00 AM
Not sure if this have been mentioned before, but it's sure a critical bug when your base gets transferred in middle of mission and after it doesn't let you dock in your new base.
ReallyDedPoet
06-02-07, 08:09 AM
Welcome:up: DasBoot73
RDP
D'biter
06-02-07, 09:25 AM
not the most essential bug, but every once in a while, the entire world begins to vibrate around your sub. Quite annyoung
nomad_delta
06-02-07, 08:50 PM
D'biter, I've seen that same thing happen too -- everything shakes back & forth pretty quick like. Hard to describe, but definitely annoying.
V.C. Sniper
06-02-07, 09:47 PM
I think that I've discovered a bug with the speed setting in the game.
When I watch my Mark 14 torpedo glide through the water in replay mode through the external camera, it seems to slow down and speed up, slow down and speed up periodically. The speed setting for it is on fast.
Gucc475
06-03-07, 04:18 AM
[quote=minsc_tdp]Minsc's Bug Summary with Ratings
* flashes when topside, as if all the graphics blank out for a second. And only while on the bridge.
Rating: 2/10 - Any bug that fixes itself after 1 second, is graphical only, and does not affect gameplay is low priority, sorry
Don't know if this refers to the bug I posted earlier (along with a couple of other Nvidia users) but the problem I am getting does not correct itself. It doesn't do it all the time but once it starts it just keeps flickering.
System is Core 2 quad, 2GB, Nvidia 8800GTX (latest drivers), Window Vista Home Prem
Personally I believe glitches like this and the vibrating world syndrome (raised by D'biter & Nomad Delta above) are generally worth investigating because they can be symptomatic of underlying coding issues.
As far as priority, as with many of the 'bugs' listed its always going to be very subjective and dependent on how you play the game - but it certainly spoils my fun 'cause I spend so much time just enjoying the eye candy!;)
bsalyers
06-03-07, 06:19 PM
I don't know if this is a "bug" or a "feature", so I'll post it here in case it can be addressed. I've noticed that the hydrophones give you a lot less info in SH4 than they do in SH3. For instance, it would be very helpful to know if a DE on attack run is dropping depth charges (and by that, I mean before they go off). In all the literature I've read, the hydrophone man could hear quite plainly when the cans hit the water, unless other noise, such as high-speed screws, occluded them. In SH3, your sound man tells you when the "wasserbomben" are being launched (or perhaps this was a mod; either way, it is possible to be notified). in SH4, you don't know until they start exploding. There is a huge difference between a DE passing overhead trying to acquire a target and one coming in to attack one he already knows is there. This info is very valuable to a sub captain. I would like to hear from my sound man not just when a warship is approaching, but when he slows down, starts an attack run, drops depth charges, etc.
Thanks! :up:
Have anyone mentioned that the S18 sub has the same revoulutions/engine soud at flank speed as set to 1 kt silent running?
Cheers:)
/Per
D'biter
06-04-07, 03:58 PM
for some reason, if the sub is sitting on the surface w/ no diesel fuel, but with a speed order, the batttereis will still charge
I've not yet gotten to experience being rammed by a destroyer, or any ship other than the special agent raft, but in reality a submarine's cylindrical hull is stiffer and stronger than a surface ship's of similiar tonnage. You can even try an experiment: take an empty soda can as a submarine and a can cut in half longwise as a destroyer and ram the two together, see which one comes out on top. Not an exact scientific experiment, but it's mythbuster quality.
Historically, I don't know that a destroyer ramming a submarine would have exploded into flames and sunk, but it's not that far fetched to believe that a small destroyer would have suffered catastrophic damage while the submarine only had minor damage after an impact.
USS-26 (SS 131)
January 24, 1942 - 46 Men Lost (http://www.csp.navy.mil/ww2boats/s26.htm)
"S-26 was proceeding from Balboa, C.Z. to its patrol station in company with S-21, S-29 and S-44 and an escort vessel, PC-460, at the time of the disaster. At 2210 the escort vessel sent a visual message to the submarines that she was leaving the formation and that they could proceed on the duty assigned. S-21 was the only submarine to receive this message. Shortly thereafter PC-460 struck S-26 on the starboard side of the torpedo room and the submarine sank within a few seconds."
PC-460 Submarine Chaser: displacement: 380 tons
S Class Displacement: 854 tons
German Submarine Losses from All Causes During World War One (http://www.gwpda.org/naval/sml00001.htm)
Look there and see how many boats were sunk as the result of ramming.
Now, if a sub chaser with a tonnage less than half that of the submarine it rammed can sink a submarine in such a short amount a time, a much larger destroyer is going to do that same damage with even greater efficiency.
Again, any instance of a submarine being rammed by a warship should result in catastrophic damage and very rapid flooding. Otherwise, it's just not realistic.
bsalyers
06-04-07, 08:54 PM
The whole way patrol assignments work is either screwed up or deeply flawed by design. When I'm assigned to patrol an area, how big is that area? How far can I stray without being out of the patrol zone? Also, if I sink 50,000 tons of enemy shipping on the way to the patrol zone and have no torpedoes left, I should be able to send a status report and be recalled to base; it's ridiculous to be in a situation where you've sunk enough ships to win a medal, all your torps are gone, and your patrol assignment is still marked "incomplete", particularly when you can supposedly send a status report relating all this and the response is... nothing. This was far better modelled in SH3.
I'm with lukeff. I'd rather have a ship literally be the touch of death to what it is now.
Argus00
06-05-07, 07:07 AM
@ Gucc475 and anyone else with Dual/Quad core rigs experiencing choppy graphics from time to time (myself included): it seems this is related more to multiple cores than anything else. In my case (Dual Core + 2GB RAM + nvidia 7900 GS), the choppiness disappears if I CTRL+ALT+DEL and in the Task Manager right click the game executable, SH4.EXE, and set the AFFINITY to only ONE core. This also fixed some random CTD's I've had.
My only serious problem now is not being able to load savegames once in a while - it happens in 3 to 4 patrols in a career (I'm on my third career now, upping the realism notch by notch).
John Channing
06-05-07, 07:37 AM
The whole way patrol assignments work is either screwed up or deeply flawed by design. When I'm assigned to patrol an area, how big is that area? How far can I stray without being out of the patrol zone? Also, if I sink 50,000 tons of enemy shipping on the way to the patrol zone and have no torpedoes left, I should be able to send a status report and be recalled to base; it's ridiculous to be in a situation where you've sunk enough ships to win a medal, all your torps are gone, and your patrol assignment is still marked "incomplete", particularly when you can supposedly send a status report relating all this and the response is... nothing. This was far better modelled in SH3.
Not really.
In SH3 if you sent in a report all you got was "Be More Aggressive". This was one of the biggest complaints about the system (and continues to be) so to say that it worked better may be an overstatement. This was not at all the way Doenitz worked in real life. Commanders were not free agents, able to prowl wherever they felt. Doenitz maintained tight control over their patrol assignments.
In Sh4, just like in real life, you have to follow orders. If they tell you to patrol an area, then you patrol the area. Sinking ships is great for renown, but disobeying orders is a guarantee of a quick trip to the beach (and not in the good way).
For your patrol to be complete you don't get more than 100 miles away from the icon (I stay within 50 of either side of it) and in about 48 hours you will have completed your objective. If you leave the area I think the clock re-sets, so that is another 48 hours. Then radio in and see if they want you to return to base or if there is another objective they need completed.
This actually does make sense. Even if you are out of torps you can still send in contact reports which can lead to other assest being directed against them. At least ComSubPac wants to know what is going on there, and it is your job to tell them.
In actual fact, I think that if you are out of torps and have completed your objective you may get a rtb at that point. If you don't well then it's off to your next objective. You have to assume ComSubPac has their reasons, even if it is not clear to you or don't seem to make sense.
Very much like real life!
JCC
Sailor Steve
06-05-07, 10:13 AM
"Ours not to reason why; ours but to do and die."
bsalyers
06-05-07, 10:37 AM
Not really.
In SH3 if you sent in a report all you got was "Be More Aggressive". This was one of the biggest complaints about the system (and continues to be) so to say that it worked better may be an overstatement. This was not at all the way Doenitz worked in real life. Commanders were not free agents, able to prowl wherever they felt. Doenitz maintained tight control over their patrol assignments.
I've played SH3 since it came out and I know the complaints you refer to. I will still maintain that "Be More Agressive", while robotic and annoying, is more of a realistic response than none at all, which is what you get when you report status in SH4 (at least every time I've submitted one, and I've also played SH4 since it came out).
For your patrol to be complete you don't get more than 100 miles away from the icon (I stay within 50 of either side of it) and in about 48 hours you will have completed your objective. If you leave the area I think the clock re-sets, so that is another 48 hours. Then radio in and see if they want you to return to base or if there is another objective they need completed.
This is great info and I thank you. How did you come by it? It's not laid out in any of the game materials, which is where I would expect to see it.
This actually does make sense. Even if you are out of torps you can still send in contact reports which can lead to other assest being directed against them. At least ComSubPac wants to know what is going on there, and it is your job to tell them.
In actual fact, I think that if you are out of torps and have completed your objective you may get a rtb at that point. If you don't well then it's off to your next objective. You have to assume ComSubPac has their reasons, even if it is not clear to you or don't seem to make sense.
Like many good players, I think you are using your imagination to compensate for what are really flaws in the game; there is a paucity of information, so you justify it as being the way ComSubPac works. While I admire your attitude (and can, myself, justify with the best of them) I'm just talking about the game mechanics and I think they could be improved.
Seems like a lot of the patrol issues could be "fixed" with a better briefing.
"Orders: Deploy to your patrol zone off Honshu. Remain on station patrolling within 150nm for at least 2 days. Report status and broaden patrol if no targets are found."
You get the idea.
What would be really neat would be the ability to place more complicated orders in a mission file. So when you leave port you get a map, etc.
AVGWarhawk
06-05-07, 10:45 AM
The whole way patrol assignments work is either screwed up or deeply flawed by design. When I'm assigned to patrol an area, how big is that area? How far can I stray without being out of the patrol zone? Also, if I sink 50,000 tons of enemy shipping on the way to the patrol zone and have no torpedoes left, I should be able to send a status report and be recalled to base; it's ridiculous to be in a situation where you've sunk enough ships to win a medal, all your torps are gone, and your patrol assignment is still marked "incomplete", particularly when you can supposedly send a status report relating all this and the response is... nothing. This was far better modelled in SH3.
If I run out of torps before hitting my mission area, I look for the refit port or ships. Sometimes returning to my original port. Since you did not complete the mission originally you will get the same mission over. More often I use the refit option and go do the mission. Also, if you are out of torps go convoy hunting. Report it and you will be told to come home. The mechanics need some polishing but once you know how to work it, it is not so bad....IMHO. BTW, you get the mission incomplete because the mission was not completed. Makes sense to me.
John Channing
06-05-07, 01:58 PM
I've played SH3 since it came out and I know the complaints you refer to. I will still maintain that "Be More Agressive", while robotic and annoying, is more of a realistic response than none at all, which is what you get when you report status in SH4 (at least every time I've submitted one, and I've also played SH4 since it came out).
In either case (Sh3 & sh4) sending a status report without completing patrol objectives triggers absolutely nothing of consequence. However the difference with SH4 is that, once you complete an objective, it does trigger a new objective or change in your orders. I suppose it could be set up that, when you sink something that is not related to your objectives it could trigger an "ATTA BOY" message, but this would be historically inaacurate, as US Subs did not send in messages with anywhere near the frequency that U-Boats did. They knew they could be tracked and maintained radio silence religiously.
This is great info and I thank you. How did you come by it? It's not laid out in any of the game materials, which is where I would expect to see it.
Trial, error and careful, extensive observation. That and a lot of time on these forums.
Like many good players, I think you are using your imagination to compensate for what are really flaws in the game; there is a paucity of information, so you justify it as being the way ComSubPac works. While I admire your attitude (and can, myself, justify with the best of them) I'm just talking about the game mechanics and I think they could be improved.
Well... I do pride myself in having an imagination and it is a wonderful thing to have. However, in this case, it is more along the lines of knowing a bit about how the game was designed to react. I have the advantage of reading Clay Blair's excellent "Silent Victory" as I am playing. It provides a valuable insight into how ComSubPac operated and I am constantly delighted to find that, if I run my missions like they were run historically, I have absolutely none of the "problems" that other people are experiencing.
It also helps to know that Dan is a history buff and Silent Victory was one of the reference books that was used in the design of this game.
In the final analysis it is a game, and as such, does, and should, require a suspension of disbelief to fully enjoy. Frankly I have always been a little mystified by people who seem to spend more time looking for flaws, percieved and real, than actually enjoying it.
JCC
^^^ the statement that Silent Victory was a source for this game is interesting. I got into a discussion with someone (mod or dev, I cannot recall) regarding convoys as a % of japanese merchant shipping. Whoever was sticking up for the game thought there were far more convoys---particularly early war---than I did. If your source is a book about US submarine engagements, you would probably get that impression (I'm rereading Blair right now myself). The problem is the data sample in Blair is shipping that was observed by submarines, or shipping that submarines were steered to via ULTRA (or other intel), or shipping observed where patrols happened to be.
It's a bad sample.
In terms of tasking subs, they would disproportionately be tasked at what were considered valuable targets---convoys.
In terms of what they saw at random, a convoy is easier to find than a single ship. The horizon from a sub is very close. A convoy is an extended object compared to a single ship which is more of a point source. All things being equal, you are more likely to stumble into a convoy than a random, single ship.
There is a third point for early war. US subs were sent to patrol poor areas to hunt. Sitting right outside ports for example. Also from PH, more boats were sent to Truk than the Empire. Truk was a place where convoys were the norm because the shipping had been commandeered by the IJN. The IJN convoyed it's own merchant ships to the front (less than 30% of japanese shipping), but didn't do so for the Army or civies. So if 50% of your patrols are in an area where ALL shipping is military and escorted, that'll give a broken picture of the japanese merchant marine.
John Channing
06-05-07, 03:01 PM
Actually if you are reading Blair's book then you know that during the first 18 months or so convoys were not a priority at all. Capital ships were the be all and end all of the early thinking, with merchants taking a distant third, behind smaller men of war. It was only after this proved ineffective that they started focussing on merchants, and even then it was tankers. Freighters came much later.
I am not sure what your point is, but if you misread my comment about Slient Victory to mean that it was the roadmap for the game then I apologize. It was a source, one of many.
The proliferation of convoys in the game is clearly a gameplay decision. For me I really don't want a game where I sail endlessly through empty seas with absolutely no chance to sink anything. While this may have been reality for many real life commanders it really would not make for very compelling gameplay. Fortunately for the Grognards among us they left the architecture open enough that it can be modified down to just about any level one wants (and I am sure it will be, over time).
For me it's a game... nothing more. One that I find immensely enjoyable. I am learning to play it the way I think it was meant to be played, and am having a lot of fun (and learning the odd thing or two to boot).
JCC
WilhelmSchulz.
06-05-07, 03:09 PM
What about being able to base away from home port(ie midway)?
John Channing
06-05-07, 03:23 PM
Not sure I understand your question. Historically, Commanders did not get to choose their base any more than thier patrol zones... in both cases they went where they were told to go.
JCC
Monica Lewinsky
06-05-07, 03:34 PM
^^^ the statement that Silent Victory was a source for this game is interesting.I am buying that damn book for the 3rd time since 1980. The first two purchases were borrowed out to a friend and a relative and I have not seen my books in 25+ years. Bought online a >THIRD< copy of this book this week, due here this Friday from Amazon.com. Can't wait to get my hands on it. HIGHLY recommend to ALL interested in SH-IV. It will become your bible - it's that darn good.
Sailor Steve
06-05-07, 03:49 PM
Can I borrow it?:rotfl:
Actually, I've had a copy for years, and I wouldn't lend it either. That's true of most of my books.
True, great book.
I know convoys were not a priority for US subs early on. That said, if a convoy was going anywhere, and they had ULTRA on it, the skippers would see that. The main reason early war would be that the only convoys were invasion forces, or direct supply to the fleet places like Truk, really.
Yeah, they made a choice for gameplay presumably. Can't spit without hitting a large convoy escorted by 4 DDs (all set to "idiot") every time. Shooting gallery :D
tater
Seems like a lot of the patrol issues could be "fixed" with a better briefing.
"Orders: Deploy to your patrol zone off Honshu. Remain on station patrolling within 150nm for at least 2 days. Report status and broaden patrol if no targets are found."
That can be done within the /Campaigns/Campaign/PatrolObjectives folder. Lots of files to go through there, but it just might be worth it.
Hmm, I smell a new mod coming on... :D
Gucc475
06-05-07, 04:58 PM
[QUOTE=Argus00]@ Gucc475 and anyone else with Dual/Quad core rigs experiencing choppy graphics from time to time (myself included): it seems this is related more to multiple cores than anything else. In my case (Dual Core + 2GB RAM + nvidia 7900 GS), the choppiness disappears if I CTRL+ALT+DEL and in the Task Manager right click the game executable, SH4.EXE, and set the AFFINITY to only ONE core. This also fixed some random CTD's I've had.
Thanks Argus00, I will give that a try. I really appreciate your help.
Dustyboats
06-06-07, 10:10 AM
Please everybody, this is a GAME! The life of a submariner on his boat, in most cases is totally boring and monotonous, wether at war or within the so called peace time. The books we have at our disposal are written by the few or of the few, who were lucky enough to sink tons or carry out some "daring do". We do not hear of the monotony of 16 or 17 weeks at sea plying a patrol area, nothing in sight, no tweak on the asdic apart from snapping shrimps and whales. There is, in SH4 a little more reality (immersion I think you call it?), than you think.
Ask any of the lads, who like myself have served, who have been on the notorious "sneakies", either plying off some given Russian Area during the Cold War or the Chinese Coast gathering intelligence for twelve weeks at a time....if we are all truthful we would all say ..."it was worse than watching paint dry"....naturally we do not, we "bull" it up when ashore or even in our memories, thats our given right as submariners.....we're all bl*****dy hero's!
I recall vividly many such excursion over my twenty years in boats. The Cyprus Patrols were a shining incident too during the EOKA troubles of that splendid Island. We went round and round the island for sixteen weeks looking for fishing boats or stray costals, reporting to surface ships so that they could investigate further or even board and search; we saw four!......That was submarining!!! It was much much like this too for the many in both the Atlantic and the Pacific Theatres during 1939-1945, U-boats, Brit and American boats....all had their share of watching "paint dry"
If, when you are PLAYING SH3/SH4, you don't have a contact for an hour or so or if you do its a fishing boat.....raise your handy brew to all the submariners of yesterday and today who ply the oceans in boring monotonous routine and remember...YOU ARE PLAYING A GAME!!!!
Like most ex-Submariners' however....I'd do it all over again!
DasBoot73
06-06-07, 11:33 AM
@ Gucc475 and anyone else with Dual/Quad core rigs experiencing choppy graphics from time to time (myself included): it seems this is related more to multiple cores than anything else. In my case (Dual Core + 2GB RAM + nvidia 7900 GS), the choppiness disappears if I CTRL+ALT+DEL and in the Task Manager right click the game executable, SH4.EXE, and set the AFFINITY to only ONE core. This also fixed some random CTD's I've had.
Running E6600 + 2GB + Club3D X1950XT 512MB here and no choppiness of anykind, GFX settings very high..., might be your motherboard drivers/old bios perhaps?
Hello,
Not really bugs, but since some suggestions are being allowed without instant deletion, here goes:
Realtime map updates on 3D map surface ala SH3. In SH3 u can at most time merely glance at the map while in full 3D view to get a quick update on the situation without actually goin into the Nav or Attack map screen.
Of course to allow that u must also bring back the feature of being able to take over the crew member position by clicking on them while in full 3D mode.
How about also bringing back the ability to choose different standing locations while in full 3D mode such as in SH3. This alone would work wonders while on the bridge and not having your view partly obscured by the coning tower.
Thirdly, would love more complete vocalisation from crew members when responding to commands like in SH3, instead of merely giving out text messages. Failing that, please dont just mess with the pitch of the voiceovers in order to make it sound like its from different individuals. It sounds simply ridiculous (calvin and the chipmunks anyone? LOL). So u only had one or two voice actors, would've been better to used it as is.
This last one is a bug:
I can confirm that the fore deck gun crew compartment will dissapear if your try and switch if out for an aft one and the trying to switch back to fore. Leaving you with no choice other that to use aft guns only if u want ai control.
-----
Hope the 1.3 fixes comes out great with it does. This is such an awesome franchise and all the previous SH games were awesome. SH4 looks absolutely incredible, but for me atleast as is it now, I'll keep being a U-Boat skipper.
Thank you.
D'biter
06-06-07, 04:19 PM
in the 3d controll room, the diving plane angle indicators are messed up, the one to the left points left, with the numbers on teh left and the one to the right points left with the numbers on teh right
Greentimbers
06-06-07, 06:24 PM
I took a new boat out of Brisbane, finished all of my patrol objectives and tried to return to Brisbane.:cool:
Of course I could not end my patrol there, I had to dig into the cfg files to find I had been transfered to Fremantle:damn:
So I dock in Fremantle, only to be told I am being retired along with my boat, a new boat with 1 patrol on it. It is mid 1943.??????
Fix the change of base notification and the "end career" parameters please.
http://www.subsim.com/radioroom/images/icons/icon4.gif Add One More To Patch 1.3
Hi Everyone,
I entered the harbor to Kolonia, I fired two torpedos and sank the two merchents that were in port. I surfaced and proceed at back emergency since the harbor is to narrow to turn around. I increased the time compression and I started to notice that my depth gauge started changing from 16ft-18ft to 17ft-19ft,19ft-22ft and this continued until about 27ft-29ft and the sub started diving/dropping like a rock stern first shortly there after. I set the engines to all ahead flank and emergency blow X2,the sub barely slowed down and it slammed to the bottom at about 10 knots+600 ft......hull breach bye bye. I reloaded the game and tried the same thing in shallow water.
I duplicated the unexplained dive and I tried ahead flank and blowing my ballast and I still slammed to the bottom of the ocean floor at 200 feet. Then after giving the order ahead flank and blowing the ballast the sub finally began to rise after a few seconds(took longer then usually).Try duplicating this error, it is rather annoying when it happens. In SH3 I finished off a British Destroyer that I had torpedoed by going in reverse and firing my deck gun. I now I could not duplicate that in SH4 if I tried obviously.:down:
The Japanses had NO guns at port , NO DDs, NO bunkers and NO planes so there was no damage received at any time during time compression.
Greentimbers
06-06-07, 08:58 PM
http://www.subsim.com/radioroom/images/icons/icon4.gif Add One More To Patch 1.3
Hi Everyone,
I entered the harbor to Kolonia, I fired two torpedos and sank the two merchents that were in port. I surfaced and proceed at back emergency since the harbor is to narrow to turn around. I increased the time compression and I started to notice that my depth gauge started changing from 16ft-18ft to 17ft-19ft,19ft-22ft and this continued until about 27ft-29ft and the sub started diving/dropping like a rock stern first shortly there after. I set the engines to all ahead flank and emergency blow X2,the sub barely slowed down and it slammed to the bottom at about 10 knots+600 ft......hull breach bye bye. I reloaded the game and tried the same thing in shallow water.
I duplicated the unexplained dive and I tried ahead flank and blowing my ballast and I still slammed to the bottom of the ocean floor at 200 feet. Then after giving the order ahead flank and blowing the ballast the sub finally began to rise after a few seconds(took longer then usually).Try duplicating this error, it is rather annoying when it happens. In SH3 I finished off a British Destroyer that I had torpedoed by going in reverse and firing my deck gun. I now I could not duplicate that in SH4 if I tried obviously.:down:
The Japanses had NO guns at port , NO DDs, NO bunkers and NO planes so there was no damage received at any time during time compression.
Did you hit a mine?
SnowCajun
06-06-07, 09:27 PM
Maybe for Patch 1.4
I'm glad to see the early retirement thing is being worked on, it's truly sickening to go through the game that long doing well only to be retired with a rude statement such as low performance rating. Boo!
I hate the fact that the real life medals or awards aren't used, but to top that off upon receiving numerous medals of the same type, let's say the equivalent of the Navy Cross, there's no "clusters or leafs" or whatever they're called, added to the ribbon to show that you've received more than one, so when you open your box after receiving four or five of these there's still only the one medal showing and no bronze or gold leaf things added to the ribbon to show you'd earned the others.
I'm not sure how it can be said that you can't use the names of the medals in the game, other games do! Also, how can you use the names of the submarines, or types of boats names if you can't use the medal names. Something doesn't sound right about this. Never the less maybe in Patch 1.4 they'll fix up the medals to show you've received more than just the one, I enjoy getting the medals to be honest, I earned them and I'd like to see them when I open my display box. :D
SnowCajun
Two bugs I haven't seen listed (I admit I didnt read all of them--whew);
1. This is kind of a game breaker--sometimes when there is a howling wind on the surface it gets into a loop and every screen howls even after the storm stops. I have found no way to break this loop short of going back to base and starting the next mission. Refitting does not stop it.
2. This is just kind of an irritant; I keep getting awards for the 7th and 4th mission over and over even though I am on about mission 15 with this captain. Same awards too...over and over.
ReallyDedPoet
06-07-07, 09:15 AM
Welcome:up: azr
RDP
(SH3)JOHN LAMARRE
06-07-07, 09:55 AM
have u notice the radar in the balao class does not rotate when u are on bridge or externel view, they need to fix that and the subs max depth. the max depth of the balao class is 400 ft the rest i do not know
mookiemookie
06-07-07, 10:11 AM
the max depth of the balao class is 400 ft
That was the test depth. Dick O'Kane took the Tang a heck of a lot deeper than that on more than one occasion.
tedhealy
06-07-07, 10:39 AM
the max depth of the balao class is 400 ft
That was the test depth. Dick O'Kane took the Tang a heck of a lot deeper than that on more than one occasion.
Yeah, he regularly went down to 600. One of his early test dives was to 600, apparently it frightened quite a few on board. The boat sprung some leaks, but the leak sources were fixed at the yard and 600 feet became no big deal. He thought they could make it to 900.
He seemed to indicate that at those very deep depths under a temperature gradient, he could run at whatever speed he wanted to and no one would hear them.
AVGWarhawk
06-07-07, 10:45 AM
apparently it frightened quite a few on board.
True, but none asked for a transfer after O'Kanes tests on the Tang! :up:
http://www.subsim.com/radioroom/images/icons/icon4.gif Add One More To Patch 1.3
Hi Everyone,
I entered the harbor to Kolonia, I fired two torpedos and sank the two merchents that were in port. I surfaced and proceed at back emergency since the harbor is to narrow to turn around. I increased the time compression and I started to notice that my depth gauge started changing from 16ft-18ft to 17ft-19ft,19ft-22ft and this continued until about 27ft-29ft and the sub started diving/dropping like a rock stern first shortly there after. I set the engines to all ahead flank and emergency blow X2,the sub barely slowed down and it slammed to the bottom at about 10 knots+600 ft......hull breach bye bye. I reloaded the game and tried the same thing in shallow water.
I duplicated the unexplained dive and I tried ahead flank and blowing my ballast and I still slammed to the bottom of the ocean floor at 200 feet. Then after giving the order ahead flank and blowing the ballast the sub finally began to rise after a few seconds(took longer then usually).Try duplicating this error, it is rather annoying when it happens. In SH3 I finished off a British Destroyer that I had torpedoed by going in reverse and firing my deck gun. I now I could not duplicate that in SH4 if I tried obviously.:down:
The Japanses had NO guns at port , NO DDs, NO bunkers and NO planes so there was no damage received at any time during time compression.
Did you hit a mine?
No mines, nothing.
These might have been listed already, but I'll mention them again for the heck of it: :D
The boat's speed is always reset to All Stop when loading up a patrol in progress.
If Battlestations is ordered with a non-fatigued crew and then the game is saved, the whole crew will be exhausted upon reloading the game.
skacer54303
06-07-07, 09:16 PM
I know it's been mentioned, but please give us an idea somehow of hull integrity after damage. SHIII was great in that respect. Also, there are many blind spots after upgrading from a single to twin 20mm cannon. In most positions, you cannot see what you are aiming at when on a Gato class sub. Thankyou very much. I feel these are the best series of games available anywhere.:up:
Another one - again, it might've already been mentioned:
When refitting at a port, only the reserve torpedoes are replenished and not the tubes themselves.
D'biter
06-08-07, 12:11 PM
many times, i have snuck into an ememy pport and attacted docked shipping
at all of the ports that i have attacked, there have alos been IJN ships docked
when a ship is blown ip in their harbor, they should get underway but they dont
Forgive the off topic, but I gotta ask:
I bought SH4 when it came out but stopped playing completely and went back to my good ol modded SH3 after being made to repeat the same dang mission 4 times in a row. But since hearing the upcoming 1.3, I find my self trying out SH4 again with a new career. But of course by the third patrol or so I'm being made to do the same repeating crud again.
Sounds like most of you guys have gone much further into the career mode. So got a question for you, how many repeat missions did you had to go through before it spits out a new mission and you can get on with things? Or does it never gives out the other sets and just get stuck in a loop?
Thanks.
nomdeplume
06-09-07, 06:03 AM
how many repeat missions did you had to go through before it spits out a new mission and you can get on with things? Or does it never gives out the other sets and just get stuck in a loop?
I've gotten the same mission in a row a few times, but usually only 2 or 3 times. If you're really stuck with it, requesting a transfer to another base might get you out of it.
Are you actually completing the mission, as well as any other additional objectives it might create for you (i.e. getting them ticked off in the objectives list)? I think it might keep giving you the same mission until you actually complete it. Sometimes when you're sent to patrol an area, when you get there you get another mission to patrol somewhere else. I often don't these until I zoom out to plot a course back home, and see another objective item marked on the map...
Yep I'm quite sure I got all the starting objectives and any dynamic ones done. And frustatingly the transfer option is out since I'm stuck very early on. But it's good to know that it is possible to advance the career mode if you keep doing the repeat.
Guess it's time to go 0% realism and repeat until I either go insane or stop playing it again.
Thanks.
(EDIT) Since I've been off topic quite a bit, here's another in topic contribution ;) :
Dont know if this is a feature or a bug but it sure is unrealistic. If you torps hit an enemy ship dead straight on the bow with 0 degrees angle, the ship wont take any damage, no matter how many torps you use. I've sometime got great hits this way that pushes the bow upwards clear out of the water, but once settled it'l happily go about it's business at full speed. LOL. funny but unrealistic.
grafix7
06-09-07, 05:09 PM
...
John Channing
06-09-07, 05:29 PM
When doing lifeguard missions the downed airmen move off faster than you can approach them. Some move as fast as 10 knots. It makes it almost impossible to complete your objectives.
JCC
THE_MASK
06-09-07, 05:40 PM
Get them into the olympics:doh:
Julius Caesar
06-09-07, 05:55 PM
Minsc's Bug Summary with Ratings
* resize the TBT graphic so it fits the screen at resolutions other then 1024*768
Rating: 6/10 - Not too insignificant - games shouldn't break when resolutions are changed, more attention needs to be on this in general.
This is how it looks. Please fix it.
http://i28.photobucket.com/albums/c239/goldfinger35/g2SH4Img10-6-2007_0.jpg
DragonRR1
06-09-07, 09:16 PM
Minsc's Bug Summary with Ratings
* resize the TBT graphic so it fits the screen at resolutions other then 1024*768
Rating: 6/10 - Not too insignificant - games shouldn't break when resolutions are changed, more attention needs to be on this in general.
This is how it looks. Please fix it.
http://i28.photobucket.com/albums/c239/goldfinger35/g2SH4Img10-6-2007_0.jpg
Fix here: http://www.subsim.com/radioroom/showthread.php?t=112400
There are a number of sound files that were working in SH3 but currently are not working in SH4:
Water leaking from damaged pipes.
Several audio files, including:
"Depth charges in the water"
"Enemy is pinging us"
"Destroyer in attack run"
"Enemy is ramming us" (not sure on this one, but it's an essential one to have, IMO).
"Crash dive"
Bublegum
06-10-07, 03:35 AM
One thing that botheres me, is that when surfaced in rough seas, I can't choose a target for the deck gun, with my googles, wich is OK. It says "seas to rough to man deckgun" or something like that, BUT if I choose man deck gun and fire at will, the crew manning the gun just start blasting away, and this happens no matter what the sea conditions are like... I've tried it in REALLY rough storms, but the crew don't care. Sure its nice, but not that realistic.
Anyone else experienced this??
Julius Caesar
06-10-07, 10:02 AM
Minsc's Bug Summary with Ratings
* resize the TBT graphic so it fits the screen at resolutions other then 1024*768
Rating: 6/10 - Not too insignificant - games shouldn't break when resolutions are changed, more attention needs to be on this in general.
This is how it looks. Please fix it.
Fix here: http://www.subsim.com/radioroom/showthread.php?t=112400
Yes... and no: see me post in that thread.
Thanks.
DragonRR1
06-10-07, 07:06 PM
Minsc's Bug Summary with Ratings
* resize the TBT graphic so it fits the screen at resolutions other then 1024*768
Rating: 6/10 - Not too insignificant - games shouldn't break when resolutions are changed, more attention needs to be on this in general.
This is how it looks. Please fix it.
Fix here: http://www.subsim.com/radioroom/showthread.php?t=112400
Yes... and no: see me post in that thread.
Thanks.
Thanks Julius.. I take it that your fix of the fix ummm does actually fix the issue then? :)
Julius Caesar
06-11-07, 11:39 AM
Thanks Julius.. I take it that your fix of the fix ummm does actually fix the issue then? :)
Yes, but devs should fix it in a proper way in 1.3 patch because I guess a lot of people are using resoultions other than 1024x768.
:hmm: Not sure if this has been mention, and sorry if it has. There is no radio operator that I can find to send contact and patrol reports back to base. Would be nice to see in 1.3.
crapgame
06-11-07, 07:13 PM
To many threads here now for me to read, so sorry if I repeat this bug. After saving the game in port I come back to the torpedo to load new torpedoes and there are only mark 13 torps available. Previous to saving and exiting the game I had a choice of mark 13, mark 18, and mark 23 torps.
The scroll bar for selecting a load of torps is annoying it keeps scrolling to the top.
:hmm: Not sure if this has been mention, and sorry if it has. There is no radio operator that I can find to send contact and patrol reports back to base. Would be nice to see in 1.3.
Check your clipboard that you use to check inbound radio messages and mission objectives. They'll be on the left-hand tab. :)
Wonderful to hear a patch is being developed. I would appreciate some attention to the radio log. As a mission progresses the delay from the loading of the radio log is unbearable.
A change to only show those messages received since the last time the log was reviewed would be welcomed.
Thank you,
LOL... I found it Luke after making the request. Tho hard to find at least it's there in SH4 even if "hidden away" so to speak. There should be a RO as in SHIII with a direct key link and not "hidden" as it is in SH4 IMHO.
It seems there are a lot on keyboard links missing that should have been included. Maybe I'm just partial to SHIII. ;) So far at least the graphics are superb.
LOL... I found it Luke after making the request. Tho hard to find at least it's there in SH4 even if "hidden away" so to speak. There should be a RO as in SHIII with a direct key link and not "hidden" as it is in SH4 IMHO.
It seems there are a lot on keyboard links missing that should have been included. Maybe I'm just partial to SHIII. ;) So far at least the graphics are superb.
Hey, it happens to all of us at one time or another. As for missing keyboard commands, yes, there are a lot of commands that didn't get carried over from SH3. Thankfully, though, they can be enabled without too much issue via modding.
These might have been listed already, but I'll mention them again for the heck of it: :D
The boat's speed is always reset to All Stop when loading up a patrol in progress.
To add to this one:
Save the game with the boat following a plotted course.
When the game is reloaded, the boat will come to a full stop.
Clicking the "Return to Course" button will cause the boat to accelerate momentarily to Ahead Standard, and then it will come to a stop, with the navigator telling you the boat has reached the last waypoint.
If the player tries to set the speed of the boat and then clicks the "Return to Course" button, the end result in #3 occurs ("reached last waypoint" bug).
Feature request: make the "nearest visual contact" command give the range in yards, not feet. It really looks silly right now how the watch officer says things such as "range to nearest contact is 25874 feet!"
Graphic BUG:
I see White "water line" and lumpy water behind and around ship through waves eg. if is stormy weather or i have periscope too low above water line and spikes of waves going before my view from periscope (i don't mean if my periscope is under water). It's doing with free view too.
Graphic BUG:
Bow spray is getting transparency with distance from me and bow of ship is invisible behind this trasparent spray eg. If i see "long range" ship I see transparent bow spray and through this spray i see only horizon of water behind and through this ship (all what cover bow spray is invisible but water horizon not). If ships is closer to mee all is right. BOw spray has 100% covering with no transparency
Ati x1900 and this bugs happened with all latest drivers.
Captain Crane
06-14-07, 03:44 PM
In addition to random crashes, sticking bow-planes, unresponsive crewmen, invisible or overvisible damage, and the absence of a hydrophone I can actually listen to, a consistent immersion-killer for me is the consistently grossly incorrect real-time orientation of the submarine interiors to their visible exteriors. My boat may be steeply diving or ascending whilst turning or rolling severely from depth-charging, but to look at the interior compartments (all two of them) gives little or no sign of the dramatic variations in attitude that are supposed to be occurring. Whilst I don't exactly expect to see crewmen running from side to side, it would be nice to see them brace themselves against something to compensate for visibly inclining floors and surfaces around them. SH3 was better (though still not great) at this.
I recently sailed a Gato class boat (with infinite fuel) from Brisbane up to my old Kriegsmarine base at St Nazaire, partly for the hell of it and partly to see what, if anything, would happen. (I took some screenshots whilst I was there as evidence) Despite the complete absence of traffic or activity of any kind outside the Pacific 'gaming' area, (making for a wierdly atmospheric trip north - anyone seen 'On The Beach'?) I was astonished to find an invisible (ghostly) band still playing 'Deutchland Uber Alles' at the dockside. How is it, I wonder, that this completely extraneous and unecessary legacy detail came to be written into SH4, whilst so much else that was working fine in SH3 got written out?
I was going to sail on to Portsmouth and then New York but the game randomly crashed before I could go any further (grrr) and I haven't found the time or the inclination to try again.
HarleyRider
06-15-07, 11:56 AM
You guys are getting pretty anal here aren't you? LOL!!!
No offense, but some of these request are pretty trivial compared to what REALLY needs to be fixed. Remember, this is just a game. NOT a real submarine in a real ocean. I don't see how the devs can fix every bug in the game. Some we will just have to live with. IMHO.
Cheers!!!
AVGWarhawk
06-15-07, 05:15 PM
You guys are getting pretty anal here aren't you? LOL!!!
No offense, but some of these request are pretty trivial compared to what REALLY needs to be fixed. Remember, this is just a game. NOT a real submarine in a real ocean. I don't see how the devs can fix every bug in the game. Some we will just have to live with. IMHO.
Cheers!!!
But it is nice to dream:smug: . Yes, I suspect the major bugs to be addressed. That is all I need. Although it is just a game in the end, some, like myself, would like to have as much realism as possible. More of a hobby than anything.
You guys are getting pretty anal here aren't you? LOL!!!
No offense, but some of these request are pretty trivial compared to what REALLY needs to be fixed. Remember, this is just a game. NOT a real submarine in a real ocean. I don't see how the devs can fix every bug in the game. Some we will just have to live with. IMHO.
:roll:
There's an old saying which can be applied to this thread: "You have not because you ask not." It's FAR much better to put forward a request/concern in this thread and at least have it considered by the development team, than to omit it because someone like you thinks it's trivial. All we can do is ask and see what the devs want to do about it.
Cmdr Mathias
06-16-07, 07:30 PM
I check in each day for 1.3. Of course I am dissapointed but I have to say I am very happy with SH4. Honestly with the speed estimate and other issues with targeting, I have become an expert in averaging, estimating, guessing and most importantly...SNAP SHOTS.:yep: I am killing them.
I'm Sam Dealy now! RIP
I think back to when the actual Captains and crews were dealing the bugs with the torpedoes and other issues. They were looking for 5.8!
My new tactic is submerged cruising during the day. I will occasionally rise for O2 but I spoend my days below the surface at 3 kts. I have no RADAR. Might as well get an S-Boat
My crew is happy. They are just running watches and chilling.
I've never had a CTD since the initial retail version. No STD's either.
I recently took my son on the "Croaker" (SS-246) in Buffalo NY. Of course he liked the CL "Little Rock"...I will shame him later in life. Great open museum if you are near.
SS-246 is a GATO class boat that was converted to an SSK post-war...however, the museum has tried to return and restore it to WW2 specs. You can board the vessel and spend hours on her if you wish. I wished. Amazing!
http://www.history.navy.mil/danfs/c15/croaker.htm
I will upload pics.
Brad:yep:
E.Hartmann
06-18-07, 05:27 PM
Well its been a month since this post so my question now is where is the patch? or do we get post its coming for three more months?
Elder-Pirate
06-18-07, 08:19 PM
Well its been a month since this post so my question now is where is the patch? or do we get post its coming for three more months?
Patience grasshopper, patience. Rome wasn't built in a day ( nor a month ) neither is a good patch. And I'm counting on this one to be a good one ( fingers crossed ) . :yep:
ReallyDedPoet
06-18-07, 08:21 PM
Wonderful to hear a patch is being developed. I would appreciate some attention to the radio log. As a mission progresses the delay from the loading of the radio log is unbearable.
A change to only show those messages received since the last time the log was reviewed would be welcomed.
Thank you,
Try this:http://www.subsim.com/radioroom/showthread.php?t=108959
By the way, welcome:up:
RDP
oli123456789
06-19-07, 11:36 AM
I hope alot of changes wil be made in this patch (like euuhh flying marker in the air???:doh: )
ReallyDedPoet
06-19-07, 11:45 AM
I hope alot of changes wil be made in this patch (like euuhh flying marker in the air???:doh: )
Here is a list from page 1: http://www.subsim.com/radioroom/showpost.php?p=545224&postcount=1
Also if you are talking about the subs flying across the waves their is a mod for that, both Trigger Maru and RFB fix this among other game improvements.
RDP
micky1up
06-20-07, 02:47 PM
The Silent Hunter doesn’t let the prey escape easily. While part of the team has been assigned to other projects – as it is normal in any busy development studio – key members are still on track and working to improve Wolves of the Pacific or correct existing bugs.
So yes, we are working on 1.3 :) To cut a long story short, here is a partial list of improvements that we intend to bring with this patch:
Eliminate the instances where the player gets assigned the same mission multiple times, even though the game is meant to give you variety and different missions, of course depending on historical context
Solve a small conversion error with the stadimeter when using “imperial system” for in-game data display.
Add an “assisted method” to determine the target’s speed when playing with the manual targeting option set to “ON”, to simulate the firing party putting together subsequent range checks from the captain.
Recheck all ship dimensions in the game config files to solve errors in target range calculations
The submarine radars (SD, SJ) should work consistently and detect targets in all appropriate circumstances
The players career is ended sometimes by high command, for inaccurate reasons such as perfectly good and new submarines being retired from frontline duty. This will be sorted out to work as intended.
Multiple AI improvements
The Group AI should always choose a new commander when the current one gets killed, instead of waiting for the currently assigned one and having all ships circle around
Destroyers should take into account the estimated depth of their targets and sinking time of depth charges when deciding the dropping point, while remaining human-like and prone to error
AI and submarine sensors will be tuned for more realistic performance
AI units will now take notice of nearby ships being destroyed even when there is not a trace of the attacker
Several ships classes (for example Japanese Sub-chaser and the Akizuki class) will have improved firing arc definitions that make them a more realistic and deadly opponent in gun duels
Improve the “Realistic sound speed simulation” to eliminate sound effects cutting when the player is moving around with the external camera
Improvements will be made to the Sonar and Radar stations to make them more user friendly
The Submarine upgrade screen will be improved to present the relative merits of various torpedoes and systems that are available to the player.
Sampans and other such vessels will no longer be detected by Hydrophone
Players crossing the International Date Line should not lose their map torpedoes silhouettes
The Torpedo Bearing Transmitter screen and all interfaces should display correctly on all resolutions
Colorado class battleships will be added to the game ;)Keep in mind this list is WIP, and although we’re doing our best, in the end we might just be unable to fix some of them for 1.3. Or some other items will make it on the list.
And if there’s something glaring wrong with the game that’s not on the list, post it here. Maybe we were not aware of it ... yet.
When will the patch be out? There is no release date set yet, we’re taking our time in order to have the maximum of fixes with a stable code. The future of this game and this series depends on US and YOU.
Your Silent Hunter Dev Team, present here on Subsim and on other boards too.
http://img175.imageshack.us/img175/7564/danforumuy7.gif
Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible.
ok then GET ON WITH IT
John Channing
06-20-07, 03:11 PM
Well, that certainly told 'em.
JCC
THE_MASK
06-20-07, 05:03 PM
CloudShadow seems to be activated at all times even when there are no clouds . Maybe someone could mod this though ?
WilhelmSchulz.
06-20-07, 05:57 PM
Can you add the option of FULL wepon officer assist like in SHIII?
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.
Excalibur Bane
06-22-07, 01:12 AM
Disabling "Limited O2" is non-functional. Your crew will still run out of air if submerged and eventually die. This bug has been present since v1.0 but I doubt anyone is terribly interested in fixing it :D
Animation glitch/bug:
In certain situations, when following a sound contact, the sonarman will call out the bearing (while still looking at the sonar panel), and then turn towards the player. When he turns towards the player he says nothing but looks like he's trying to swat a fly. :D
nomad_delta
06-22-07, 01:23 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? Seems like it shouldn't be too difficult to just put it back the way it was...
nomad_delta
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.
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