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w-subcommander
07-08-07, 11:51 PM
The information below was taken from UBI sh4 german forum.


Exact from read me 1.3.000.// beta

################################################## ##############################
Silent Hunter 4 - Wolves of the Pacific
ReadMe File
################################################## ##############################
Patch v1.3
################################################## ##############################
Table of Contents
################################################## ##############################
1. Minimum/Recommended Specifications
2. Operating System
3. Installation
4. Changes in patches
5. Known Issues
6. Technical Support and Other Important Websites
7. Copyright
################################################## ##############################
1. Minimum/Recommended specifications
################################################## ##############################

-Minimum Configuration:
WinXP/VISTA Only
DirectX 9.0c
2 GHz Pentium 4, AMD Athlon, or equivalent
1024 MB RAM
128MB DirectX 9.0c compatible graphics card with Pixel Shader 2.0 capability
DirectX 9.0C compatible sound device
DVD-ROM 4x or faster
6.0 GB hard drive space
Windows-compatible mouse required
Internet connection for play on Ubi.com (minimum 56k modem or broadband)
-Recommended Configuration:
Win XP/VISTA Only
DirectX 9.0c
3 GHz Pentium 4, AMD Athlon or equivalent
2048 MB RAM
256MB DirectX 9.0c compatible graphics card with Pixel Shader 2.0 capability
DirectX 9.0c compatible sound device
DVD-ROM 4x or faster
6.0 GB hard drive space
Windows-compatible mouse required
Internet connection for play on Ubi.com (minimum 56k modem or broadband)
*Supported Video Cards at Time of Release:
ATI(r): 9600/9700/9800, X300 to X850, X1300 to X1800
NVIDIA(r): 6200/6600/6800/7800

*Not Supported Video Cards at Time of Release:
ATI(r): 9200 and below/9500
NVIDIA(r): 5200 and below/5600/5700/5800/5900
Laptop models of these cards are not supported.

These chipsets are the only ones that will run this game. Additional
chipsets may be supported after release. For an up-to-date list of
supported chipsets, please visit the FAQ for this game on our support
website at: http://support.ubi.com.

################################################## ##############################
2. Operating System
################################################## ##############################
The game has been tested successfuly on, Win XP (SP2) and VISTA
Not Supported:
Windows 95
Windows 98
Windows ME
Windows NT
Windows 2000
Directx9.0b and previous versions.
We strongly recommend to not install Silent Hunter - Wolfes of the Pacific into your system's "Windows" folder or in any partition's root (ex: directly on C: or D:).
################################################## ##############################
3. Installation
################################################## ##############################
Please make sure that you are installing the right patch for your game version.
This patch can be applied on Silent Hunter 4 Original Version, on Patch 1.1 or on Patch 1.2.
This patch will upgrade your version of Silent Hunter 4 to Silent Hunter 4 Patch 1.3.
1. Before installing Silent Hunter 4 - Wolves of the Pacific Patch 1.3 please close all other programs.
2. Run patch installation file.
3. Follow the instructions.
Upon installation you can run the game either from windows start menu ('Start' -> 'All Programs' -> 'Ubisoft' -> 'Silent Hunter 4 - Wolves of the Pacific' -> or use 'sh4.exe' file from the game installation directory (By default, the game will be installed into
"C:\Program Files\Ubisoft\Silent Hunter 4").

Note 1: The save games and replays that were made with the original version of Silent Hunter 4 or with Silent Hunter 4 patch 1.1 or 1.2 will be incompatible with the new patch version.
Note 2: In Base autosaving are compatible between original version, Patch 1.1, Patch 1.2 and Patch 1.3.
Note 3: Multiplayer (LAN or Online) connection between the original version of Silent Hunter 4, any of the previous patches and the new patch version is not possible.

################################################## ##############################
4. Changes in Patches
################################################## ##############################

HARD DRIVE SPACE
Windows will require additional free hard drive space for its operating system
(virtual memory). If you encounter the following message in an error dialog:
"Ran out of virtual memory", free up some more hard drive space.
To install Silent Hunter 4 - Wolves of the Pacific - Patch V 1.3 you will need approximately 350 MB free hard disk space for the full patch.
The most notable changes are:
GAMEPLAY CHANGES:
1. All Sensors have been tuned for a more realistic performance
2. All ship gunners now improve the precision of their shooting in time
3. Small, irrelevant, units don't show up on the map or clutter the sensors
4. The radar and hydrophone won't detect units that don't have a signature of that kind (sampans, rowboats, etc)
5. New orders received by the player are presented through a radio message pop-up.
NEW FEATURES:
1. Radar and Sonar interfaces and functionality have been improved. Now buttons move when clicked and the scroll wheel can be used to train the sensor in the desired direction. Additionally, one can directly click on the bearing indicator, respectively PPI screen, to obtain the same effect.
2. Friendly pilots shot down will pop up red smoke to signal their position to the player
3. Improved orders panel
4. Colorado class battleships have been added to the game
5. The player can now request a speed estimate on a target as long as he has recently sent at least two range+bearing data sets. Keep in mind that the estimate needs to be sent to the TDC to be taken into account for the shot.
6. The recognition manual now remembers the last page it was opened at, and will default to the Japanese roster

BUGFIXES:
1. Solved a bug that lead to target range estimation errors when playing in Imperial measurement system
2. Corrected the wrong orientation of sounds in the submarine interior
3. The radar now detects targets to the north, south and generally any other direction, according to the historical performance, of course.
5. Solved a few bugs related to the AI Group commander
6. Various ships have had firing arcs limitations corrected
7. Various ships have had engine HP values corrected, thanks to some great research by Nematode!
8. Some problems with the sound engine have been solved
9. Various user interface enhancements / bugfixes
10. Parachutes animations run correctly now.
11. Torpedoes fired by the player now show up on the map even after crossing the International Date change Line
12. All menus display correctly on widescreen resolutions
13. Periscope zoom has been set to the historical value.
14. Submarine's batteries no longer recharge when no fuel is available.
15. All ship dimensions are now correct and will no longer lead to targeting errors. Keep in mind that torpedoes may still run too deep, as it is correct historically.
16. Clemson class destroyers are no longer crewed by Japanese sailors
17. AI units will now take notice of nearby ships being destroyed even when there is not a trace of the attacker

************************************************** ***********************************
sapienti sat!

FIREWALL
07-09-07, 01:17 AM
Thx W-Sub :up:

Fearless
07-09-07, 01:22 AM
Thx heaps.:up:

tedhealy
07-09-07, 01:50 AM
Seems like we've gotten patch info "leaked" to us before from the german forums and then the patch shows up within a week :rock:

Looking at some of the other posts at the german forums, looks like the patch was done on the 5th and we are just waiting on UBI.

Der Patch 1.3 ist schon seit dem 05.07.2007 - 14.12 Uhr fertig. UBI hat wohl seine Leute wieder in den Urlaub geschickt bevor sie den Patch releasen.

w-subcommander
07-09-07, 02:14 AM
if someone speaks German fluently please correct my information. As far as I know
July 5 patch 1.3 is beta and its in unofficial status. I translated(by using free on line translator) a lot of posts from german forum but some of them looked contrary. I decided not to publish all of them. Lets hope that we will see patch before July 12

WernerSobe
07-09-07, 03:00 AM
i live in germany. Translation seems rough but ok.

By the way there are rumors that the patch has been leaked and some already have it. The official release is going to be later today or tomorrow (which is also a rumor)

w-subcommander
07-09-07, 03:01 AM
PatchIsGood?.!

information from http://forums-de.ubi.com/eve/forums/...2301084865/p/3 (http://forums-de.ubi.com/eve/forums/...2301084865/p/3) and next page is even more interesting. Thanks to Germans.

McBeck
07-09-07, 04:19 AM
PatchIsGood. NextPageoftheLink_above
PS and nobody said thanks? Ohh....thanx!:up:

Jaeger
07-09-07, 04:21 AM
i read the postings in the german forum. an ubi moderator answered, that somebody found a beta of 1.3 from the 5.7.07 on an ubi server, which is not the last version and which was not designed to be published. the last version will be publiched in a few days.

w-subcommander
07-09-07, 04:31 AM
i read the postings in the german forum. an ubi moderator answered, that somebody found a beta of 1.3 from the 5.7.07 on an ubi server, which is not the last version and which was not designed to be published. the last version will be publiched in a few days.

I think the version I downloaded from filefront is beta. It works good( after 1 hour of testing). Probably they will make some changes, but probably not. 50/50 chance.
Thanks to guys from german ubi forum who gave us information.

CaptainCox
07-09-07, 04:33 AM
This is GREAT! NEWS! cheers for the heads up!
Gonna check it out anyway. I guess it will give some indications as to what mods needs to be tweaked ;)

Anvart
07-09-07, 05:09 AM
...
BUGFIXES:
1. Solved a bug that lead to target range estimation errors when playing in Imperial measurement system
2. Corrected the wrong orientation of sounds in the submarine interior
3. The radar now detects targets to the north, south and generally any other direction, according to the historical performance, of course.
5. Solved a few bugs related to the AI Group commander
...

Where is item 4 in BUGFIXES? :o

Boris
07-09-07, 05:16 AM
it's a secret :know:

w-subcommander
07-09-07, 05:23 AM
...
BUGFIXES:
1. Solved a bug that lead to target range estimation errors when playing in Imperial measurement system
2. Corrected the wrong orientation of sounds in the submarine interior
3. The radar now detects targets to the north, south and generally any other direction, according to the historical performance, of course.
5. Solved a few bugs related to the AI Group commander
...
Where is item 4 in BUGFIXES? :o
You re asking me?:o I didnt write it, I copied it and pasted it.
BTW I like you wolfy icon :-) "schas spoyu"
Dont shoot the Pianist, He plays as he can!!:arrgh!:

Hitman
07-09-07, 05:24 AM
Where is item 4 in BUGFIXES? :o

Item 4 is about the bug causing certain text lines to dissapear in the Readme files. Apparently it has not been solved.












j/j ;)

CaptainCox
07-09-07, 05:52 AM
Well looks like the real deal to me. Installs ok etc (v1.3 in the main window).
Gonna start checking what needs to be updated in my mods here ;)

PepsiCan
07-09-07, 05:55 AM
Well, sounds like the game will be a lot more difficult now, with the AI issues fixed.

Just one question/point. As UBI seems to have fixed the bug on the charging of batteries even when you're out of fuel and not moving, how can we now get back to base when we strand 100 miles off Midway? No special feature to call for help?

CptWilkins
07-09-07, 06:17 AM
Is this patch likely to correct the bug that sees you get the same missions over and over?

I must have checked the South China sea a hundred times now :x

CaptainCox
07-09-07, 06:17 AM
1st impression

Red radar ?
http://i10.photobucket.com/albums/a138/CaptainCox/radar.jpg


Blue and Red hands for the Clock! (ignore the torp panel, its modded by me ;) )
http://i10.photobucket.com/albums/a138/CaptainCox/clock.jpg



So far all my graphics mods seems to be ok. Biggest prob seems to be in the .ini, witch can take some time to fix ;)

BH
07-09-07, 07:57 AM
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.
From the 1.3 official straight from the horses mouth thread


I really hope they did not forget this!!

mookiemookie
07-09-07, 08:18 AM
I wonder who's going to be the first to throw a hissy fit over the fact that their pet feature didn't make it in. :lol:

Looks like a fine patch if all works as intended. All the major problems for me look to be fixed!

Tobias99
07-09-07, 08:39 AM
1st impression

Red radar ?
http://i10.photobucket.com/albums/a138/CaptainCox/radar.jpg


Blue and Red hands for the Clock! (ignore the torp panel, its modded by me ;) )
http://i10.photobucket.com/albums/a138/CaptainCox/clock.jpg



So far all my graphics mods seems to be ok. Biggest prob seems to be in the .ini, witch can take some time to fix ;)


*****************************************

hey captaincox,

i write from germany, pleasure my bad english ;-)..
can you mor nice pics in this forum uploaden, especially from the new features??
thx and best regards from south Germany... ;-)

tater
07-09-07, 08:50 AM
If they updated arcs of fire for some ships, maybe they added weapons that are missing (like the empty turret spot (that on the minelayer, etc)

stabiz
07-09-07, 08:54 AM
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. From the 1.3 official straight from the horses mouth thread


I really hope they did not forget this!!

Its in there, see the readme.

ReallyDedPoet
07-09-07, 09:26 AM
Welcome:up: Tobias99


RDP

dean_acheson
07-09-07, 10:19 AM
Thank God, it's almost here.

Tobias99
07-09-07, 10:26 AM
Welcome:up: Tobias99


RDP

**********************

hi rdp,

can you upload pics - also for the german com - in this forum:) `

greetings tobi

Rockin Robbins
07-09-07, 10:43 AM
Nice to see rumors and beta versions of 1.3. However, I'm very busy harassing a convoy of merchants guarded by three curious destroyers who have kept me at bay for ten hours. It's dusk and I'm gonna crash this party without benefit of 1.3! Excuse me whilst I unleash mayhem. Bonzai!!!!! er.... Geronimo!!!!!!

John Channing
07-09-07, 10:52 AM
Remember.... any changes ("official" or otherwise) to the data files or exe will kill any patrol you have in process so best to finish your patrol and then see what is what.

JCC

SteamWake
07-09-07, 10:57 AM
Remember.... any changes ("official" or otherwise) to the data files or exe will kill any patrol you have in process so best to finish your patrol and then see what is what.

JCC

I further noticed that save games will be incompatible with the updated version.

Get your affairs in order :hmm: its time to start over.

Q3ark
07-09-07, 11:01 AM
Where are you guys downloading this leaked patch from? I can't seem to find it:oops: , i saw someone said they found it on filefront but it seems to be gone :doh:

AVGWarhawk
07-09-07, 11:07 AM
Glad to hear the patch is coming. Not so glad as my career is going just great. It will be nice to have all fixed!

TDK1044
07-09-07, 11:12 AM
Why risk playing with an early Beta version of the patch when the real thing is probably less than a week away? It makes no sense to me.

Q3ark
07-09-07, 11:22 AM
Why risk playing with an early Beta version of the patch when the real thing is probably less than a week away? It makes no sense to me.

Just curiosity. Its like when your a kid on christmas eve, you search the whole house looking for your presents even though you know you are gunna get em the next day anyhow. Or was that just me:)

Hitman
07-09-07, 11:42 AM
Curiosity killed the cat ... or so I was told when I was a boy :hmm:

thankfully for me curiosity has never been one of my vices :) so I can wait and enjoy the patch when it comes all blessed by the Devs.:rock:

Target
07-09-07, 11:44 AM
I did that once and made the mistake of showing my little brother my findings, who, in his impatience, asked my mother if he could play with the toys. I caught it big time that day before Christmas.

Nightmare
07-09-07, 11:58 AM
I further noticed that save games will be incompatible with the updated version.

Get your affairs in order :hmm: its time to start over.
Good to know! Probably will go a reinstall when the patch is released so it's a fresh install.

Jaeger
07-09-07, 12:24 PM
< Please do not post links to un-official files. We don;' know what is in them>

thats the beta download given by trainer1942, who found it on an ubi server. i am loading it at the moment (the speed is very slow :down: ), lets get an impression of ubis work.

greetz, jaeger

The General
07-09-07, 12:27 PM
Wait, are we comparing the release of Patch 1.3 to Christmas?!:rotfl: Whoah, that's some high expectations!

terrapin
07-09-07, 12:29 PM
thats the beta download given by trainer1942, who found it on an ubi server. i am loading it at the moment (the speed is very slow :down: ), lets get an impression of ubis work.

greetz, jaeger


shortly on UBRS DLC also

Q3ark
07-09-07, 12:33 PM
woah dude thats 194.52mb:o, you're dead on about the download speed it's only coming in at 50.7kb/sec, its going to take over an hour to download. Not that i'm complaining, still geting it early:smug:


Curiosity killed the cat ... or so I was told when I was a boy :hmm:


glad i'm not a cat, tho it may be worth scanning the file for viruses:hmm:

tedhealy
07-09-07, 12:47 PM
Curiosity over came me. I just did the sub school torp attack and a minute or two of one of the war patrols.

I really like the new blue/red lines on the stop watch. Makes it much easier to see when torps should hit. The A-scope looks great, hopefully the red ppi is just beta.

I'm a 100% 'er and I like to get the speed myself, but the new stop watch routine is awesome. You click the stopwatch and you'll get a message saying you don't have enough info for the tracking party to determine speed. Once you input the info and give it some time, you click the stop watch and you'll get a message telling you speed and course. Cool thing is the first few times this was way off. I'm not sure if it was a function of time, my early and bad tdc info, or the number of times I updated the tdc, but every few times the speed and course would get closer and closer to correct. A great addition!

That's about all I noticed. When the real 1.3 drops, I'll probably uninstall and reinstall the patch fresh.

edit: checking out the readme

The player can now request a speed estimate on a target as long as he has recently sent at least two range+bearing data sets. Keep in mind that the estimate needs to be sent to the TDC to be taken into account for the shot.

Oh, and when diving it seemed like imperial depths were called out better - 40 feet rather than 32 or 98 or whatever, round imperial numbers instead of converted metric numbers.

CaptainCox
07-09-07, 01:01 PM
That clock might be good for the function...but looks so ugly to me. Will tweak it for personal use only 1st thing now. Might leave the tip of the hand like colored or something.

tedhealy
07-09-07, 01:05 PM
That clock might be good for the function...but looks so ugly to me. Will tweak it for personal use only 1st thing now. Might leave the tip of the hand like colored or something.
That sounds like a good idea. I never really could figure out when torps where supposed to hit with the previous watch, now it's obvious, but distracting with colors.

The General
07-09-07, 01:18 PM
Does the chrono still pop-up during time compression?

tycho102
07-09-07, 01:21 PM
Looks nice. I'm waiting for the release.

TDK1044
07-09-07, 01:23 PM
woah dude thats 194.52mb:o, you're dead on about the download speed it's only coming in at 50.7kb/sec, its going to take over an hour to download. Not that i'm complaining, still geting it early:smug:

You're getting an early Beta version about 24 hours before the release of the completed patch.

longam
07-09-07, 01:35 PM
You're getting an early Beta version about 24 hours before the release of the completed patch.

What? I'm not DL'ing it but how did we find out this info?

terrapin
07-09-07, 01:42 PM
woah dude thats 194.52mb:o, you're dead on about the download speed it's only coming in at 50.7kb/sec, its going to take over an hour to download. Not that i'm complaining, still geting it early:smug:
You're getting an early Beta version about 24 hours before the release of the completed patch.


aaahh, it's like in the mps / f4 days..yeah, I know, I'm old and nostalgic:D

terrapin
07-09-07, 01:44 PM
You're getting an early Beta version about 24 hours before the release of the completed patch.
What? I'm not DL'ing it but how did we find out this info?
Installshield says 'version 1.03.000', file is frolm July 5th

RAM
07-09-07, 01:49 PM
<Sorry.. Subsim.com can't take that kind of risk> :)

thanks a lot in advance

John Channing
07-09-07, 01:49 PM
As with any development or patching process there would have been a number of candidates, all of them named 1.03, that would probably not have made the grade. I know from past experience with other games some of these have the capability of screwing things up enormously, but if people want to take the chance...

Plus no one really knows what this actually contains. Anyone can use Installshield (I have a version myself from my programming days) and Filefront isn't exactly a secure place to download things from. But again... it's your pc, if you feel lucky ...

Until I see a patch on the official Ubisoft server I will remain sceptical.

JCC

TDK1044
07-09-07, 01:59 PM
At this stage, unless you're a modder trying to get ahead of the game, just wait. The patch is very close........sooner than SOON even.

terrapin
07-09-07, 02:02 PM
As with any development or patching process there would have been a number of candidates, all of them named 1.03, that would probably not have made the grade. I know from past experience with other games some of these have the capability of screwing things up enormously, but if people want to take the chance...

Plus no one really knows what this actually contains. Anyone can use Installshield (I have a version myself from my programming days) and Filefront isn't exactly a secure place to download things from. But again... it's your pc, if you feel lucky ...

Until I see a patch on the official Ubisoft server I will remain sceptical.

JCC

The new exe even has a valid digital signature by ubisoft. signed July 5th, 2007.

Screenshot below is by me, made July 9th, 07:14 PM, 07

http://mpgtext.net/pics/SH4_valid13.jpg

w-subcommander
07-09-07, 02:15 PM
I checked it for viruses using Norton Antivirus with latest update. Result: negative. It doesnt mean that 'beta' patch 100% viruses free.
I think even if it is beta version, it is deserved to be downloaded for testing/modding as a cure for "I want it NOW" flu and curiosity brain stroke.
General impression: 9.5 / 12. ( 12/12 is absolete perfection ).

ae4rv
07-09-07, 02:18 PM
I think the SJ PPI scope was amber colored. That's how it was in SH1, and that's how it appears to be in this photo of an old SJ set (http://www.ae4rv.com/temp/images/sj_radar.jpg). In that picture, note how the knobs on this antique look far newer and cleaner than the textures in SH4...

Excalibur Bane
07-09-07, 02:19 PM
I further noticed that save games will be incompatible with the updated version.

Get your affairs in order :hmm: its time to start over.

Actually, any saves made in base, will be compatible with the new version, even 1.0 saves. It's stated in the readme. That could change however. I had no problem loading a save from 1.2

EDIT: I don't think the accompanying readme file is the final version, as some important items are missing that have in fact been fixed or added. Torpedo tubes, for example, stay open when opened, and there is no delay in the interface in getting the message from the GUI after hitting the key to open them. Very nice.

RAM
07-09-07, 02:22 PM
At this stage, unless you're a modder trying to get ahead of the game, just wait. The patch is very close........sooner than SOON even.


Well, you know, patience has never been one of my strenghts ;). I just came back from purchasing the game...and until I have the 1.3 patch on it I won't be able to play it properly :cry:


Well, been waiting for months to a more or less definitive patch to come out...a couple days more won't hurt...

...I guess ;)

GerritJ9
07-09-07, 02:33 PM
Download from Filefront is slower than slow.... took me almost 5 hours.:cry: They corrected the exploder setting switching back from "contact" to "contact+ influence" after a short time (usually less than a minute); now, the switch stays put. That is a major annoyance taken care of!:up:
Played one single mission with it, a mission set in December 1941. Torpedo malfunctions have increased considerably- out of 15 torpedos fired, only two hits. The others exploded prematurely or simply stopped running. Extremely frustrating, which is no doubt how USN sub skippers felt in that period (and U-Boot captains in early 1940).
Escorts seem to react more aggressively and charge to the suspected sub location much sooner, though they are just as effective (or ineffective) in actually locating and attacking as they were previously.
Add-ons/mods don't negatively influence the running of 1.3 so it would seem Trigger Maru is 1.3 compatible.
These are just initial observations- will download the official patch when it is released. Not sure that this is a Beta, though, there is no mention of it being a Beta in the readme- one would expect something like "This is 1.03 Beta version x" if it actually was a Beta in order to prevent confusion between various 1.3 patches.

WernerSobe
07-09-07, 02:38 PM
Why risk playing with an early Beta version of the patch when the real thing is probably less than a week away? It makes no sense to me.

Why not? Even if its early beta what can one lose? Reinstalling the game takes 15 minutes.

mgbmike
07-09-07, 02:38 PM
A couple observations on the leaked beta...

Crono does still come up on TC.

Lifeguard missions are much easier now due to downed pilots having red smoke.

The PPI is red (as noted earlier) but PPI_Range_Marks_v121 by Mraah and other modders listed in his file works fine (green screen) as does Small Radar Contacts Stage 1.

Sub screws are still backwards (minor).

All mods which changed only graphic, sound or music files appear OK.

CaptainCox
07-09-07, 02:44 PM
Yea good observations there :up:
As far as I can tell its only mods using the .ini that are really affected. I have not tested RFB or any other "BIG" mod atm. Trying to fix those blue/red hands on the clock. All mods I am using/done are fixed, hope it will stay that way when the real deal comes.

WernerSobe
07-09-07, 02:45 PM
Add-ons/mods don't negatively influence the running of 1.3 so it would seem Trigger Maru is 1.3 compatible.

i doubt that. You may have an impression that it works but you know it doesnt work properly when you take a look at the files.

Trigger Maru has made a lot of changes to AI and to Sensors. The new patch too. Now trigger maru changes them back. Of course it will run but the patch will influence the trigger maru settings and trigger maru settings the patch ones so you might end up somewhere you didnt wanted to be.

Thats just one example.

Let me give you an advice from a modder. Id wait until your favorite mods are updated or confirmed to be 1.3 compatible. In that time test the patch in stock version otherwise you cant see the difference to the mods anyway.

BH
07-09-07, 02:48 PM
Well with the way Silent Hunter 4 Project has gone since the release it is not surprising that this would be the patch and that it would be released this way.


Lets See.... :hmm:

1. People were able to buy the game before the release date
2.Pirates had the game before the release date and were distributing freely.
3. Most of the major retailers or game stores did not have the game on the "official release date"
4. Game was in the top sellers list, then all hell broke lose with the bugs
5. Patch a few days after offical release.
6. UBISOFT seriously considers abandoning the whole project.

Excalibur Bane
07-09-07, 02:48 PM
Torpedo availability has been changed. Loading up my campaign save at base, I noticed the Mark 16s weren't available. Good thing I already loaded them up. It could be my last load of them for awhile :)

Ah, well. Now that little list I made is gonna have to be revamped from scratch. Bugger :(

GerritJ9
07-09-07, 02:50 PM
Point taken, Werner- but I did say that these were initial impressions based on running one single mission. However, I didn't get any CTDs or other horrible mishaps so at least stability doesn't seem to have been impaired.

nattydread
07-09-07, 03:12 PM
:roll: no damage model audits or the addition of cargo for merchants? So warships will still go up relativly easier than merchants, and merchants dont hold any materials to increase the odds of secondary explosions/damage :down:

John Channing
07-09-07, 03:14 PM
Where was that on the list of things the developers were going to fix? I must have missed that.

JCC

mookiemookie
07-09-07, 03:22 PM
Well with the way Silent Hunter 4 Project has gone since the release it is not surprising that this would be the patch and that it would be released this way.


Lets See.... :hmm:

1. People were able to buy the game before the release date
2.Pirates had the game before the release date and were distributing freely.
3. Most of the major retailers or game stores did not have the game on the "official release date"
4. Game was in the top sellers list, then all hell broke lose with the bugs
5. Patch a few days after offical release.
6. UBISOFT seriously considers abandoning the whole project.

Welcome to every PC game release, ever.

WernerSobe
07-09-07, 03:25 PM
example regarding mods.


Ive now the patch running on clean stock. They have greatly increased the AI and their sensors. Ive ran just the subschool mission where you have to sink the cruiser. They have noticed my periscope almost instantly and startet with evading maneuvers. That never happened on unmodded version.

Now if you install trigger maru over that you will increase their sensors once more making them see your periscope from unrealistic range.

DiveMonkey
07-09-07, 03:27 PM
Hows the AI...any improvement? do they still come to a near stop when you attack?...

w-subcommander
07-09-07, 04:03 PM
the link i relied before is broken now.
But filefront link to D=L still OK.

w-subcommander
07-09-07, 04:13 PM
Why risk playing with an early Beta version of the patch when the real thing is probably less than a week away? It makes no sense to me.

Why not? Even if its early beta what can one lose? Reinstalling the game takes 15 minutes.

Yeah. Agree with you 100%.
We are the champi...(sorry).. testers QA...:rock:

w-subcommander
07-09-07, 04:36 PM
Cannot find my screen shots. in my sh4 directory (my docs) they dont exist.
I have legal copy (DD) of Sh4. Can You give an advise, please?:roll:

tedhealy
07-09-07, 04:36 PM
example regarding mods.


Ive now the patch running on clean stock. They have greatly increased the AI and their sensors. Ive ran just the subschool mission where you have to sink the cruiser. They have noticed my periscope almost instantly and startet with evading maneuvers. That never happened on unmodded version.

I had a similar experience with the ambush in Palawan single mission. They start you on the surface and just about immediately nearly every destroyer turned and went flank straight at me. Never had that happen before on that mission.

w-subcommander
07-09-07, 04:45 PM
example regarding mods.


Ive now the patch running on clean stock. They have greatly increased the AI and their sensors. Ive ran just the subschool mission where you have to sink the cruiser. They have noticed my periscope almost instantly and startet with evading maneuvers. That never happened on unmodded version.

I had a similar experience with the ambush in Palawan single mission. They start you on the surface and just about immediately nearly every destroyer turned and went flank straight at me. Never had that happen before on that mission.
Same story...:rotfl:
japaneese AI is too improved feature now LOL. I think japanese recruited admiral Nelson for every one of their ships

Oops , Admiral Nelson had 1 eye, 1 leg, 1 arm. I think they even found a healthy one

tedhealy
07-09-07, 04:47 PM
I don't mind them spotting me so much as long as they can't sink me all the time. Just means I'll have to be more careful with the periscope and surface attacks. I like that you'll be punished for showing the scope too much :arrgh!:

tater
07-09-07, 04:58 PM
Remember also that they probably didn't touch the campaign layers.

In most missions (even singles) the TF AI is all set to veteran or elite, and the convoy AI (escort) is all set to poor or novice. I don;t think there's an "average" escort AI in the entire stock game.

If the AI is too good in a TF, it's likely set to "elite."

BTW, tedhealy, you mentioned the assisted speed stuff, the interface is to click on the watch, or is there crew to click on now?

tater

tedhealy
07-09-07, 05:00 PM
Remember also that they probably didn't touch the campaign layers.

In most missions (even singles) the TF AI is all set to veteran or elite, and the convoy AI (escort) is all set to poor or novice. I don;t think there's an "average" escort AI in the entire stock game.

If the AI is too good in a TF, it's likely set to "elite."

BTW, tedhealy, you mentioned the assisted speed stuff, the interface is to click on the watch, or is there crew to click on now?

tater

I only saw the little watch icon to click on. Same spot as before, where you set the range/aob/speed. Didn't see any crew to click on for it, but then again I didn't really look :oops:

Tranton
07-09-07, 05:00 PM
6. UBISOFT seriously considers abandoning the whole project.

Is this true!? They considered abandoning us!? :cry:

Anvart
07-09-07, 05:04 PM
...
BUGFIXES:
1. Solved a bug that lead to target range estimation errors when playing in Imperial measurement system
2. Corrected the wrong orientation of sounds in the submarine interior
3. The radar now detects targets to the north, south and generally any other direction, according to the historical performance, of course.
5. Solved a few bugs related to the AI Group commander
...
Where is item 4 in BUGFIXES? :o
You re asking me?:o I didnt write it, I copied it and pasted it.
BTW I like you wolfy icon :-) "schas spoyu"
Dont shoot the Pianist, He plays as he can!!:arrgh!:
Rhetorical question ...
Yes, nice wolf ... and correct phrase "schas spoyu" ...
I see you are our man ...

w-subcommander
07-09-07, 05:09 PM
5. The player can now request a speed estimate on a target as long as he has recently sent at least two range+bearing data sets. Keep in mind that the estimate needs to be sent to the TDC to be taken into account for the shot.

To get "speed" you have to lock on the ship (previously identified)
and get a distance using stadimeter.send data to TDC. Unlock it . And lock again and get a new distance.Send Data to TDC. then go to speed section of ' stadimeter ' panel and click on timer icon. dont forget to send speed to TDC.
Thats all

w-subcommander
07-09-07, 05:12 PM
...
BUGFIXES:
1. Solved a bug that lead to target range estimation errors when playing in Imperial measurement system
2. Corrected the wrong orientation of sounds in the submarine interior
3. The radar now detects targets to the north, south and generally any other direction, according to the historical performance, of course.
5. Solved a few bugs related to the AI Group commander
...
Where is item 4 in BUGFIXES? :o
You re asking me?:o I didnt write it, I copied it and pasted it.
BTW I like you wolfy icon :-) "schas spoyu"
Dont shoot the Pianist, He plays as he can!!:arrgh!:
Rhetorical question ...
Yes, nice wolf ... and correct phrase "schas spoyu" ...
I see you are our man ...
Yes. Guilty. I am.
I served in Army near you 100-120 kmfrom Ekat-burg, place called Elan
You can pm me any time you want, zemliak

Anvart
07-09-07, 05:12 PM
1st impression

Red radar ?



Blue and Red hands for the Clock! (ignore the torp panel, its modded by me ;) )




So far all my graphics mods seems to be ok. Biggest prob seems to be in the .ini, witch can take some time to fix ;)
No probs.

tedhealy
07-09-07, 05:16 PM
Just started a 1941 career at pearl and noticed there are now several wrecked half sunken battleships at pearl. The position seems to be along battleship row too.

Anvart
07-09-07, 05:44 PM
Yes. Guilty. I am.
I served in Army near you 100-120 kmfrom Ekat-burg, place called Elan
You can pm me any time you want, zemliak
Waw, zemliak!
I'm glad, thanks.
Ekaterinburg, Elan, Novosibirsk ...
E-burg my native city ...
I served in army in Novosibirsk.
It was for a long time ...
I think, that with 1.3 beta patch we can to have only one problem, it's limited time of work ...

Uber Gruber
07-09-07, 06:12 PM
Spent last 3 hours testing it. The speed estimation feature is actually very good, there's enough uncertainty in it to allow it to be used by the 100% manual targeting fraternity (of which I am a fully paid up sad person).

I noticed the following:

1. Targeted the Yamamota in the same mission 5 times and set all my Torps to run 2 feet under keel, they all ran under keel but not one of them ever exploded on contact/magnetic influence. Can any one confer ? One thing I did notice is mast height seems good in Imperial and Torp depth is also good in imperial - have not tried metric and don't intend too.

2. Detection abilities still seem inadequate WRT periscope fully extended out of water. Though I accept this may be unique to the mission as others have found detection good.

3. Torps more unreliable, had two pre-detonations, a dud or two and a circular...not bad really.

4. All torps are set to slow speed as default, not sure if this is a bug to be honest. Could even be historically correct.

5. Depth must be set for each Torp, but spread stays the same if you switch torps.

6. You can open each torp door individually, i.e. you can open all torp doors....COOL!

Stay tuned, more news as it happens.

stabiz
07-09-07, 06:22 PM
6. You can open each torp door individually, i.e. you can open all torp doors....COOL!

Stay tuned, more news as it happens.

:rock:FINALLY!

tedhealy
07-09-07, 06:26 PM
Here are a few more thoughts:

The SD (air) radar does indeed detect aircraft again. It does it quite well too. I had a plane detected at long range and had plenty of time to dive before it was even visually spotted. No sign of it picking up surface ships :rock:

The hydrophones now work on the surface.

What I've always assumed to be a hydrophone head in the bridge view, now rotates without skipping.

The conning tower no longer blocks the view from the binocs.

In a gato, neither scope is animated going up or down when in the conning tower anymore :cry:

Excalibur Bane
07-09-07, 07:09 PM
Did your aircraft radar contacts show up as merchants on the map? I thought that was a bit odd. I spent a few minutes trying to chase one down until I figured out it was a damned aircraft :rotfl:

I resumed my career in '43, ran into a friendly convoy of two T2 tankers and a Libery cargo ship on the way out of Brisbane. :)

Great stuff otherwise. The sinkings are damn fine work, I don't even have realistic sinking on, and I gunned down a tanker. She slowly listed, then had her whole ass stinking up in the air. It sat there for a few mins, flooded a bit more, sank a bit more, continued to flood and then disappeared to the coral when I assume her last compartment flooded.

Very nice patch indeed.

tedhealy
07-09-07, 07:13 PM
Did your aircraft radar contacts show up as merchants on the map? I thought that was a bit odd. I spent a few minutes trying to chase one down until I figured out it was a damned aircraft :rotfl:


I've got map contacts off so I can't help you on that.

Uber Gruber
07-09-07, 07:24 PM
Wierd, a similar thread in SH4 mods is locked but not this one.

Anyway, there seem sto be a lot of blah blah about whether its right to leak the beta, download the beta, use the beta etc etc. In my oppinion, and i am most humble here, its pretty obvious based on recent releases that UBI needs all the beta testers it can get so the patch being leaked is a good thing. Secondly, I'm responsible for my PC so i chose to take the risk.

I'm not against people's personal stances here, I just think that UBI have shown themselves to be quite silly by releasing a game before its any where near complete, therefore what is the harm in accessing and using a beta......who knows, our feedback it might actually help them be a little bit more professional.

SUBMAN1
07-09-07, 07:29 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. From the 1.3 official straight from the horses mouth thread


I really hope they did not forget this!!
I think this answers that question:

5. The player can now request a speed estimate on a target as long as he has recently sent at least two range+bearing data sets. Keep in mind that the estimate needs to be sent to the TDC to be taken into account for the shot.

-S

PS. Seems I'm late on answering this I see - oops!

mgbmike
07-09-07, 08:07 PM
For the gunners...

Looks like the beta fixes the bathtub on the early Gato and Gar regarding the tub interfering with the AA gun.

Werewolf13
07-09-07, 08:12 PM
Is this patch likely to correct the bug that sees you get the same missions over and over?

I must have checked the South China sea a hundred times now :x
Read Silent Victory - it is historically accurate that Subs basing out of Australia, especially Brisbane, were repeatedly sent to the same patrol area. In particular, one boat, I forget which, did 3 or 4 patrols in a row off of Camrahn Bay, Vietnam.

Hawaii, OTOH, was a bit different but boats did occasionally get back to back patrols to Honshu and occasionally to the Yellow Sea.

With the exception of real bugs like the conning tower wounding thing, no torp view west of intl date line, etc. I am becoming more and more convinced from reading Silent Victory that many of the things we consider bugs are historicaly accurate features that we just didn't understand the reasoning behind.

Torpedoes running deep is an example. Another feature some consider a bug is the multiple missions that can be received while on patrol. The Sub Commander in Brisbane, Christie, sent his subs off on wild goose chases on, literally, a daily basis. It got so bad that some skippers would do what ever they could to avoid that situation. MacArthur was constantly ordering subs in his theatre to do special missions that took them away from their primary mission of sinking the enemy. Ultra was another source of wild goose chase ops.

Perhaps if the DEVS had stepped in and explained...

THE_MASK
07-09-07, 08:20 PM
No complaints here :up: .

mookiemookie
07-09-07, 08:54 PM
Loving the sunken battleships in Pearl, as well as the new popup for when you recieve new orders....looks like a real Navy communique!

tater
07-09-07, 09:15 PM
The game doesn't do this at all, but in 1942, more than 50% of the patrols sent from PH went to Truk (some were en route to Brisbane/Freemantle and did patrols along the way there).

A fixed campaign will be rather more boring (in terms of location) for the PH boats. The australian based boats will have to do all the special missions.

The exception for PH will be if we can figure out how to make mines...

tater

Weather-guesser
07-09-07, 09:20 PM
Loving the sunken battleships in Pearl, as well as the new popup for when you recieve new orders....looks like a real Navy communique!


Aw baby. Kick ass! Please give us the patch...pretty please?!:yep:

THE_MASK
07-09-07, 09:35 PM
Man i love these devs :/\\k:

stabiz
07-09-07, 09:40 PM
For the gunners...

Looks like the beta fixes the bathtub on the early Gato and Gar regarding the tub interfering with the AA gun.

Yay!

But wait a minute ... that was a feature, no?:stare:

Regardless, this patch is sweet. It fixes my main conserns, and even adds the ability to open several tubes at once.:up:

LukeFF
07-09-07, 09:46 PM
The A-scope looks great, hopefully the red ppi is just beta.

The red PPI scope now looks just like it did in reality:

http://www.usscobia.com/P2050014.jpg?%22

vindex
07-09-07, 10:04 PM
Ahem! I don't see anything about forced retirement, and it concerns me.:roll:

Also, the destroyers sinking when they ram you ...

Sorry to be a party-pooper.

Cajun
07-09-07, 10:08 PM
Well looks like the "unreleased patch"....seems to be the one. I'm glad...I've yet to install SHIV due to all the bugs...now with 1.3 out (soon)...I'm gonna install this mother!

flintlock
07-09-07, 11:11 PM
It's good to read they're finally addressing the sounds being backwards inside the sub. Better late than never.

w-subcommander
07-09-07, 11:19 PM
because all bugs? 14 hours ago I checked it with latest Norton Antivirus, and my friend did the same with latest Kaspersky... I give u 99.8% that it is bugs free. HD was checked too.
Desision is up to u, guys

maerean_m
07-10-07, 12:27 AM
5. The player can now request a speed estimate on a target as long as he has recently sent at least two range+bearing data sets. Keep in mind that the estimate needs to be sent to the TDC to be taken into account for the shot.

To get "speed" you have to lock on the ship (previously identified)
and get a distance using stadimeter.send data to TDC. Unlock it . And lock again and get a new distance.Send Data to TDC. then go to speed section of ' stadimeter ' panel and click on timer icon. dont forget to send speed to TDC.


No need to unlock the target and locking it again.

Do a stadimeter measurement, send it, wait a few seconds, measure again and send. Now you can ask for a speed estimate.

Do note that the speed is better estimated when all the crew is at the battle stations because of the increased efficiency.

w-subcommander
07-10-07, 02:13 AM
5. The player can now request a speed estimate on a target as long as he has recently sent at least two range+bearing data sets. Keep in mind that the estimate needs to be sent to the TDC to be taken into account for the shot.

To get "speed" you have to lock on the ship (previously identified)
and get a distance using stadimeter.send data to TDC. Unlock it . And lock again and get a new distance.Send Data to TDC. then go to speed section of ' stadimeter ' panel and click on timer icon. dont forget to send speed to TDC.


No need to unlock the target and locking it again.

Do a stadimeter measurement, send it, wait a few seconds, measure again and send. Now you can ask for a speed estimate.
Do note that the speed is better estimated when all the crew is at the battle stations because of the increased efficiency.

I have noticed that already("All crew to the battle station" effect). Common sense implementation :up:Anyway thanks a lot for hints :up:

Reaves
07-10-07, 02:21 AM
Great news! :up:

DJSatane
07-10-07, 02:23 AM
5. The player can now request a speed estimate on a target as long as he has recently sent at least two range+bearing data sets. Keep in mind that the estimate needs to be sent to the TDC to be taken into account for the shot.

HELL YEA, question does it work in the fashion described in manual using chronometer? I hope so!

LukeFF
07-10-07, 02:30 AM
5. The player can now request a speed estimate on a target as long as he has recently sent at least two range+bearing data sets. Keep in mind that the estimate needs to be sent to the TDC to be taken into account for the shot.
HELL YEA, question does it work in the fashion described in manual using chronometer? I hope so!

http://www.subsim.com/radioroom/showpost.php?p=588479&postcount=107

w-subcommander
07-10-07, 02:46 AM
After testing 'beta' patch 1.3.000 for 16 hours I consider it is BETA(some guys think that is only real and the last one). And according the information in other threads like http://www.subsim.com/radioroom/showthread.php? t=118141 ( Decimus post ) and information that was sent to me by German guys I can say that complete patch exists and it is very different from BETA vervion (same size, a little bit less 200 mb and I dont have it :-( ).

If you want to test beta so do it.(remember about small risk for your HD(viruses, bugs) it is small risk but it is still there) But for real game we need to wait for the original patch and of cause new mods.

Sincerely -
W-sub, who likes to get the news fresh

LukeFF
07-10-07, 02:56 AM
I'm going to download and try out this leaked patch. As a tester for Red Orchestra, I get to test beta patches all the time, so this is nothing really new to me. If something "doesn't seem right" with this patch, I realize it's just a beta and that the final version will hopefully fix the problem.

THE_MASK
07-10-07, 02:58 AM
I'm going to download and try out this leaked patch. As a tester for Red Orchestra, I get to test beta patches all the time, so this is nothing really new to me. If something "doesn't seem right" with this patch, I realize it's just a beta and that the final version will hopefully fix the problem. How does this differ from the game .

GerritJ9
07-10-07, 03:43 AM
File version of this patch is 12.0.0.49985, will be ineresting to see whether the number changes with the official patch.........

CaptainHunter
07-10-07, 04:43 AM
Great News :up:

Thanks

das numnutz
07-10-07, 08:23 AM
Anyone have an idea if the chronometer will now be functional, I sort of skimmed through the list and didn't see it. It would be a shame if this item isn't fixed.

mookiemookie
07-10-07, 08:26 AM
Anyone have an idea if the chronometer will now be functional, I sort of skimmed through the list and didn't see it. It would be a shame if this item isn't fixed.
Yes, and don't be so lazy. It was just discussed about 4 or 5 posts up.

Uber Gruber
07-10-07, 08:49 AM
Quote:
Originally Posted by das numnutz
Anyone have an idea if the chronometer will now be functional, I sort of skimmed through the list and didn't see it. It would be a shame if this item isn't fixed.


Yes, and don't be so lazy. It was just discussed about 4 or 5 posts up.

:rotfl::rotfl::rotfl::rotfl:

java`s revenge
07-10-07, 10:16 AM
Does the chrono still pop-up during time compression?

Yes it does.....

SteamWake
07-10-07, 10:21 AM
Does the chrono still pop-up during time compression?

Yes it does.....

Good

stabiz
07-10-07, 10:45 AM
Why is that good?

AVGWarhawk
07-10-07, 10:47 AM
Does the chrono still pop-up during time compression?
Yes it does.....

Just hit the X key and it goes away.

Phantom Mark
07-10-07, 03:14 PM
The exception for PH will be if we can figure out how to make mines...

Excuse my stupidity here, are you having problems creating mine fields Tater ??

If so drop me a shout and I will send you my tester mission with working mine fields that I created after much messing around and experimentation ( plus advice from these boards )

Werewolf13
07-10-07, 07:25 PM
The exception for PH will be if we can figure out how to make mines...
Excuse my stupidity here, are you having problems creating mine fields Tater ??

If so drop me a shout and I will send you my tester mission with working mine fields that I created after much messing around and experimentation ( plus advice from these boards )I think what Tater is referring to is the fact that in '42 and early 43 Pearl subs did a lot of mine laying missions because of a shortage of torpedoes.

simsurfer
07-10-07, 09:29 PM
Without having to scour the internet for a patch to game that I havent played in months can someone post a link to where I can get it or is it avail on Torrent anywhere??

tater
07-10-07, 10:06 PM
I think what Tater is referring to is the fact that in '42 and early 43 Pearl subs did a lot of mine laying missions because of a shortage of torpedoes.

Exactly.

Submarine launched mines (for regular fleet boats) went out through the tubes. Making a sub-launched torpedo for the game (assuming ti is possible to add new torps) would actually be fairly straightforward. I frankly don;t care at all what they look like.

Given the render range (where the game turns abstract dots on a map into actual units steaming around), you'd only get kill credit within ~ 20 miles of the drop point.Go to harbor, lay mines, hang out for a few days and see what happens, go home.

tater

NefariousKoel
07-11-07, 02:23 AM
I've heard no complaints about using Imperial so that's a huge plus.

The speed estimation sounds like it's more than I expected. Hell, I may go from using my current manual methods since it'd be fairly representative.

Can't wait to try this out. I'm sure the modders will make the most out of it too. :rock:

Phantom Mark
07-11-07, 05:21 AM
The exception for PH will be if we can figure out how to make mines...
Excuse my stupidity here, are you having problems creating mine fields Tater ??

If so drop me a shout and I will send you my tester mission with working mine fields that I created after much messing around and experimentation ( plus advice from these boards )I think what Tater is referring to is the fact that in '42 and early 43 Pearl subs did a lot of mine laying missions because of a shortage of torpedoes.

Ah right, cool stuff, would be ace if that could be added in for sure :)

Sulikate
07-11-07, 01:33 PM
Great news indeed :yep:

I look forward to try this new update :up:

SirHendrik
07-12-07, 01:10 AM
According to the german forum the patch will be released today at 0600 pm german time

http://forums-de.ubi.com/eve/forums/a/tpc/m/3921042375/r/3921042375/f/9001092274#3921042375

aurgolo
07-12-07, 05:23 AM
Sorry but if patch 1.3 has fixed the bug on the charging of batteries even when you're out of fuel and not moving, how can we now get back to base when we strand miles and miles off our base? Sometimes happened to me that i run out of fuel, and could go back only with electric engines, now what happens?

Does anyone know if they fixed the batteries life duration? According to historical data a gato sub could run submerged at low speed up to 48 hours.........in the SH4 you don't go over 4-5 hours at low speed..........

And some minor bugs:

-Hard to port Hard to starboard keyboard shortcut does not work
-Impossible to know max range at current speed (so you never know if you will come back or not and often run out of fuel)

-Rudder turns hard to port by itself if you order back emercency
-No voice for "deepth under kneel...."
-Weather forecast missing
-Keyboard shortcut for attack map missing

-Plot course tool on the nav map missing
-Conning tower blinks like a xmas tree (impossible to see which tubes are reloading as all of them blink like a xmas tree, moreover is impossible to open one or all tubes from the blinking panel in the conning tower)

Bando
07-12-07, 05:45 AM
Sorry but if patch 1.3 has fixed the bug on the charging of batteries even when you're out of fuel and not moving, how can we now get back to base when we strand miles and miles off our base? Sometimes happened to me that i run out of fuel, and could go back only with electric engines, now what happens?

Does anyone know if they fixed the batteries life duration? According to historical data a gato sub could run submerged at low speed up to 48 hours.........in the SH4 you don't go over 4-5 hours at low speed..........

And some minor bugs:

-Hard to port Hard to starboard keyboard shortcut does not work
-Impossible to know max range at current speed (so you never know if you will come back or not and often run out of fuel)

-Rudder turns hard to port by itself if you order back emercency
-No voice for "deepth under kneel...."
-Weather forecast missing
-Keyboard shortcut for attack map missing

-Plot course tool on the nav map missing
-Conning tower blinks like a xmas tree (impossible to see which tubes are reloading as all of them blink like a xmas tree, moreover is impossible to open one or all tubes from the blinking panel in the conning tower)


I don't know what you've installed, but it does not sound kosjer to me. Maybe reinstall the whole bunch will solve a lot of your trouble.

About not coming back to port without fuel; well, I guess it's inevetible that one should be aware of fuel ALLWAYS and plan accordingly. I can't feel sorry for someone who's in the middle of the ocean without fuel. Somewhere you either miscalculated on a gigantic scale or you have damage to your fuel bunkers. Either case you're scr*wed.
Row the boat...

Bando

aurgolo
07-12-07, 06:49 AM
the problem is that is impossible to know your max range at current speed so you never know if you come back home or not...............that's it.........

EAGLE_01
07-12-07, 07:13 AM
the problem is that is impossible to know your max range at current speed so you never know if you come back home or not...............that's it.........

This and your other complaints..never heard of any of them before. Your installation is whacked somewhere..:hmm:

John Channing
07-12-07, 07:21 AM
The Trigger Maru mod adds the ability to calculate range vs fuel consumption ( but I would wait until it is verified as 1.3 compatibale). As for the rest some of these are problems with your installation and some are design decisions. None of them are bugs in the program (except for maybe the blinking lights... I never got that one figured out).

JCC

aurgolo
07-12-07, 07:43 AM
ok i try to reinstall the whole pack and patch 1,3 ..............let's see what happens, hope it works.........

Bando
07-12-07, 07:55 AM
I forgot, but I installed the keyboard mod, in which CNTR G and SHIFT G would tell you the distance to endpoint and distance at current speed.
I believe that's what you're looking for.

http://www.subsim.com/radioroom/showthread.php?t=112317

Hope it helps

Bando

John Channing
07-12-07, 07:59 AM
ok i try to reinstall the whole pack and patch 1,3 ..............let's see what happens, hope it works.........

Again... I would strongly advise anyone to wait until any mod is certified as compatible with 1.03. the last thing anyone wants is a large number of "bug" reports that are the result of people installing incompatible mods.

It really adds a lot of unnecessary work and wastes a lot of time.


Thanks

JCC

fire-fox
07-12-07, 11:58 AM
is the Beta patch still around to download or am i too late again:damn:

stuntcow
07-12-07, 01:05 PM
I have posted the lack of a Max distance at current speed option some time ago. Just found the keyboard mod. Hope it comes out for 1.3

sqk7744
07-12-07, 05:06 PM
Awsome! Thanks UBI :up::up::up:

Shift+F2 camera view ;)

Snakeeyes
07-12-07, 05:25 PM
I wish I could have helped with the BETA guys, my system is just simply not up to specs enough you know? The wife and I have been saving for 2 months now and I'll probably be up and running with a powerful dual core by the end of October though. I'm sure by then we'll have had 1.3 for a few months and the modders will have and ARSENAL of gear for us ready. I miss SHIV's water and effects but I had to uninstall. Still working with SHIII for the moment on Grey Wolves.