View Full Version : Impressions and Observings in 1.3
WernerSobe
07-09-07, 10:26 PM
Hello. Lets sum up the impressions and observings of new content, bugs, fixed bugs etc... anything you have noticed post here. Make sure the features you have noticed are not coming from a mod... Ill start:
1. Radar working as intended. God finely. Also very nice new radar interface.
2. Hydrophone now works when surfaced. Thats not a bug american subs used to have their hydrophones mounted at the bottom. However it seems that the range is limited in high waves (someone confirm that)
Also new hydrophone interface. You can now use the mousewheel for sweeping and click on the dial. Very nice.
3. Sensors from Escorts greatly increased. They spot my periscope easily from far away when i raise it up during daylight and calm see. Also they seem to be better at chasing subs.
4. Escorts start shooting from greater range. First inacurate but after few shots they get a lot better.
5. Merchants do not stop when the convoi is being attacked. Instead they scatter and start zigzagging like crazy. Very hard to hit something when they do that. They are also alerted when escorts have spotted a sub before it had a chance to attack.
6. **NEW BUG**: Sometimes torpedoes have no trace (wet heater). About 10% of them.
7. Magnetic Detonator still doesnt work. Ive tested torpedoes running 1 feet below the keel without explosion.
8. Influence / Contact doest switch back anymore
9. Greater Malfunction of torpedoes in early war. That fits better to historical data. Always fire at least double ammount as you are used to. Sometimes you fire 4 and only 1 actualy arrives the target while 3 explode to early or just sink. Looks realistic to me. Not sure how it is developing later on. Historicaly they have fixed torpedoe problems.
10. Speed Estimation. Get the range twice in certain period of time. Click on the stopwatch symbol (that didnt work). Your crew will report estimated speed and course of the target. Very nice and thats the way its done real. Make sure the range is as accurate as possible. And chose a long time period, the longer the better.
THE_MASK
07-09-07, 10:33 PM
Wheres do i download the patch from .
They have beta version that has been removed from UBI site, we all must have patience and wait!:cry:
WernerSobe
07-09-07, 11:32 PM
thats not the beta. Was the same story with 1.2 and it also exposed to be the full version.
And do you realy think ubi is beta testing patches? They dont even beta-test their games why should they betatest patches...
mookiemookie
07-09-07, 11:54 PM
Pearl Harbor looks more like a post 12/07/41 Pearl Harbor. Awesome!
PPI radar looks nice. Red is historically correct...see picture in another thread
Torpedoes indeed don't seem to be functioning with magnetic pistols
Lifeboats don't show up on hydrophones, and your watch officer says "Lifeboat spotted" instead of "Merchant Spotted"
Absolutely in love with the new popup for new orders recieved while at sea. Looks just like a piece of paper...like an official Navy communications document from the radio officer.
Ditto the convoy AI...actually have only experienced a 2 ship convoy, but they do scatter very well when attacked
It's very convenient that the recognition book defaults to IJN warships when opened, and whatever page you left it on is stickied.
Holy crap, I HAVE TWO PLANESMEN AT ALL TIMES!Lovin it so far!
thats not the beta. Was the same story with 1.2 and it also exposed to be the full version.
And do you realy think ubi is beta testing patches? They dont even beta-test their games why should they betatest patches... It was marked as a beta, it was removed, there are still no official Patch 1.3 to download yet, if it was the proper version why was it pulled?:-?
terrapin
07-10-07, 02:11 AM
Wheres do i download the patch from .
Check my sig;)
PeriscopeDepth
07-10-07, 03:06 AM
This sounds sweet! Guess I'll have to get back into SH4. And I don't think the magnetic pistols ever worked in real life anywho.
PD
Is the torpedo loadout/reload bug fixed?
GerritJ9
07-10-07, 03:47 AM
Another bug solved is the exploder switching back to "contact & influence" (default) after a minute or so when "contact" is selected- it stays put now.
I don't think it s a Beta patch either- there is no mention of it being a Beta in the readme, and one would assume that there would be something to that effect if it is, such as "Patch 1.3 Beta version x".
The General
07-10-07, 03:59 AM
Is the torpedo loadout/reload bug fixed?Please elaborate. I am using 1.3 and would like to answer your question.
I am happy to report a vast improvement to SH4. Especially to the A.I. Regretfully, and I suspect this is the fault of my Nvidia 7600GT card, searchlights still only rarely make an appearance. I now have a red SD Radar screen with markings but I am unable to switch it on. Is this because I am in an S-18?
PepsiCan
07-10-07, 04:23 AM
Hello. Lets sum up the impressions and observings of new content, bugs, fixed bugs etc... anything you have noticed post here. Make sure the features you have noticed are not coming from a mod... Ill start:
1. Radar working as intended. God finely. Also very nice new radar interface.
2. Hydrophone now works when surfaced. Thats not a bug american subs used to have their hydrophones mounted at the bottom. However it seems that the range is limited in high waves (someone confirm that)
Also new hydrophone interface. You can now use the mousewheel for sweeping and click on the dial. Very nice.
3. Sensors from Escorts greatly increased. They spot my periscope easily from far away when i raise it up during daylight and calm see. Also they seem to be better at chasing subs.
4. Escorts start shooting from greater range. First inacurate but after few shots they get a lot better.
5. Merchants do not stop when the convoi is being attacked. Instead they scatter and start zigzagging like crazy. Very hard to hit something when they do that. They are also alerted when escorts have spotted a sub before it had a chance to attack.
6. **NEW BUG**: Sometimes torpedoes have no trace (wet heater). About 10% of them.
7. Magnetic Detonator still doesnt work. Ive tested torpedoes running 1 feet below the keel without explosion.
8. Influence / Contact doest switch back anymore
9. Greater Malfunction of torpedoes in early war. That fits better to historical data. Always fire at least double ammount as you are used to. Sometimes you fire 4 and only 1 actualy arrives the target while 3 explode to early or just sink. Looks realistic to me. Not sure how it is developing later on. Historicaly they have fixed torpedoe problems.
10. Speed Estimation. Get the range twice in certain period of time. Click on the stopwatch symbol (that didnt work). Your crew will report estimated speed and course of the target. Very nice and thats the way its done real. Make sure the range is as accurate as possible. And chose a long time period, the longer the better.
First of all, thank you for sharing with us!
But with regards to your point 7, that is not a bug, but a feature. Magnetic exploders never worked on the Mark 14. The magnetic exploders were never fixed, they were simply disabled as of late 1943, requiring skippers to aim for contact. The bureau of Ordenance never fixed it and the US Navy, just like their British and German counterparts, gave up on magnetic exploders. Instead, development geared towards building torpedoes with larger/more explosive warheads (i.e. replacing TNT with Torpex).
I now have a red SD Radar screen with markings but I am unable to switch it on. Is this because I am in an S-18?
Yes. The S boats didn't get PPI radar until later on in the war.
THE_MASK
07-10-07, 04:52 AM
Is the torpedo loadout/reload bug fixed?:D:D :D
Hello.
...
6. **NEW BUG**: Sometimes torpedoes have no trace (wet heater). About 10% of them.
...
It's old bug ...
thats not the beta. Was the same story with 1.2 and it also exposed to be the full version.
And do you realy think ubi is beta testing patches? They dont even beta-test their games why should they betatest patches...
Have you SecuRom after patching?
If you have not, it's beta with limited time of work ...?
The General
07-10-07, 05:43 AM
I have used 1.3 long enough to know that this is as good as SH4 is ever gonna get, as far as Ubi are concerned (at last, it's everything it should've been in the first place). It's up to the Modding Community now, to make any additional improvements/changes. I look forward to those and to SH5 (If SH4 met the sales targets that is).
TDK1044
07-10-07, 06:02 AM
And do you realy think ubi is beta testing patches? They dont even beta-test their games why should they beta test patches...[/quote]
Patch 1.3 was Beta tested by some good testers...including some members here.
Capt. Shark Bait
07-10-07, 06:11 AM
i'm gonna wait till it officially released as there may still be some things to fix/add, like the retirement bug, and don't tell me it's a feature
TDK1044
07-10-07, 06:27 AM
Waiting for the official patch is the smart move. You won't have long to wait.
When you pick up a contact on the hydrophones, the green warning light above the bearing indicator will now light up.
java`s revenge
07-10-07, 07:46 AM
After playing my first mission in a campaign.
Destroyed half the japanese navy i believe and also a trooper.
But the only thing that irritates me is that when you set your timecompr.
higher than 512 the stopwatch does appear.
Further it`s a great sim.
CaptainCox
07-10-07, 08:23 AM
Waiting for the official patch is the smart move. You won't have long to wait.I really do hope they wait until Friday :) hate to fiddle with this stuff in the middle of the week :p
Uber Gruber
07-10-07, 08:55 AM
Pearl Harbor looks more like a post 12/07/41 Pearl Harbor. Awesome!
Just out of curiosity as will test tonight but does is the attack on Perl Harbour now scripted into the game ?
mookiemookie
07-10-07, 09:16 AM
Pearl Harbor looks more like a post 12/07/41 Pearl Harbor. Awesome!
Just out of curiosity as will test tonight but does is the attack on Perl Harbour now scripted into the game ?
No idea. Started my career in '42
Steel_Tomb
07-10-07, 09:47 AM
Have they fixed the sound problems, like missing voices for crash dive and rudder midships instead of just rudder??? Its little things like that which really bug me!
Is the problem with magnetic torps just from historic failures of the torp? Early in the war the torps had a crazy failure rate sometime only a few out of the entire stock would actually detonate! Which is weird as I've only ever seen ONE dud in the whole time I've been playing SHIV.
SteamWake
07-10-07, 09:50 AM
After playing my first mission in a campaign.
Destroyed half the japanese navy i believe and also a trooper.
But the only thing that irritates me is that when you set your timecompr.
higher than 512 the stopwatch does appear.
Further it`s a great sim.
I'll never understand these "complaints" about the watch popping up. At that degree of TC the sun comes up in a hurry and I kind of like to know what time of day it is.
Uber Gruber
07-10-07, 09:59 AM
Completely agree, its very helpfull to have the watch pop up during high TC, helps me know what time of day it is especially if you manually navigate and expect to be at X by a certain time.
Definately a feature:smug:
I never used the watch for normal time, just as a stopwatch, is it set to LOCAL time?
tater
Misfit138
07-10-07, 10:38 AM
The radio bug still seems to be there. After loading a save the radio starts broadcasting the news from the beginning of the patrol all over again... :cry:
Can somebody confirm?
SteamWake
07-10-07, 10:39 AM
I never used the watch for normal time, just as a stopwatch, is it set to LOCAL time?
tater
No but if you make a note of the time when the sun rises well it will pretty much come up at the same time the next day :know: I watch the time and dive about an hour before sunrise.
mookiemookie
07-10-07, 10:42 AM
The radio bug still seems to be there. After loading a save the radio starts broadcasting the news from the beginning of the patrol all over again... :cry:
Can somebody confirm?
Yes. The "come to an all stop when reloading a saved game" bug is still there as well.
I never used the watch for normal time, just as a stopwatch, is it set to LOCAL time?
tater
No but if you make a note of the time when the sun rises well it will pretty much come up at the same time the next day :know: I watch the time and dive about an hour before sunrise.
There is a digital clock on the lower right. I use that. If telling time is the only reason for the watch in TC, I'd rather not see it. My X key is gonna need replacing.
SteamWake
07-10-07, 10:59 AM
I never used the watch for normal time, just as a stopwatch, is it set to LOCAL time?
tater
No but if you make a note of the time when the sun rises well it will pretty much come up at the same time the next day :know: I watch the time and dive about an hour before sunrise.
There is a digital clock on the lower right. I use that. If telling time is the only reason for the watch in TC, I'd rather not see it. My X key is gonna need replacing.
Ive always preferred analog timepieces (shrug).
I don't read it terribly well at 8192 TC (or whatever the rate is).
I could never see the digital clock, Old Fart Eyesight, or 19" crt to small, or both.
The time that is posted is the 24 hour clock. Sorry I am venting but it is the most reliable one. At 0550hrs, it's 5:50 AM. It is not brain surgery folks...add or subtract 12 hours and you're golden. My watch has the 24 hr clock included, so my slovak brain has less to adjust to.:rock:
PepsiCan
07-10-07, 11:29 AM
Has anyone already used the deckgun with 1.3? Apparently something has changed according to some info in another thread.
the_belgian
07-10-07, 11:37 AM
Up to now(V1.2)it was playing "war plan orange"*,now after installing V1.3 the war has begun!
On the bridge i'm verry happy to see the a$$ of my boat at last(free 360° view with bino's):up:
*World War 1 has come and gone and the world has settled into an uneasy peace. Fearful of the growing strength of Japan between 1922-1930, the United States created a series of plans in case of a pacific war with Japan. Their name: War Plan Orange.
Couple of screenshots showing new features:
Colorado Class BB:
http://img.photobucket.com/albums/v258/LukeFF/SH4Img10-7-2007_2339.12_562.jpg
Sonar Station. Note how the green warning light glows when your hydrophones have picked up a contact and the new switches & placards for the various functions that can be performed at this station. Notepad position is the new default:
http://img.photobucket.com/albums/v258/LukeFF/SH4Img10-7-2007_2340.14_515.jpg
Mav87th
07-11-07, 02:54 AM
I never used the watch for normal time, just as a stopwatch, is it set to LOCAL time?
tater
Stock SH-4 clock time is "Base Time" and have the correct time for the timezone you have spawned in 3d in. So if you started docked at PEARL HARBOR your time is the timezone for PEARL. If you started at Brisbain your BaseTime is Brisbain time.
The clock will keep the BaseTime no matter where you sail aka. there are no undergraduates that will set the time to what ever timezone your in. So you will have to calculate Base Time to local time to know the correct Sun Rise and Sets....
Much more about that in the Real Navigation in SH-4 thread.
maerean_m
07-11-07, 03:08 AM
The "come to an all stop when reloading a saved game" bug is still there as well.
Please understand that this was neccessary in order to avoid some bugs that happened when the submarine entered the 3D world at full speed.
So it's a "feature" that's here to stay.
PS: I believe you when you say it annoys you, but I also believe is not such a big annoyance.
Von Tonner
07-11-07, 05:35 AM
Waiting for the official patch is the smart move. You won't have long to wait.I really do hope they wait until Friday :) hate to fiddle with this stuff in the middle of the week :p
Friday the 13th eeeeeek:lol:
mookiemookie
07-11-07, 08:28 AM
The "come to an all stop when reloading a saved game" bug is still there as well.
Please understand that this was neccessary in order to avoid some bugs that happened when the submarine entered the 3D world at full speed.
So it's a "feature" that's here to stay.
PS: I believe you when you say it annoys you, but I also believe is not such a big annoyance.
Well if that's the case, then that's fine by me. I'd rather take a small annoyance over a large bug. :up:
ReallyDedPoet
07-11-07, 08:39 AM
Waiting for the official patch is the smart move. You won't have long to wait.
Great news TDK:up:
RDP
SteamWake
07-11-07, 09:51 AM
The "come to an all stop when reloading a saved game" bug is still there as well.
Please understand that this was neccessary in order to avoid some bugs that happened when the submarine entered the 3D world at full speed.
So it's a "feature" that's here to stay.
PS: I believe you when you say it annoys you, but I also believe is not such a big annoyance.
Makes sense to me cant imagine dropping an entity into a 3d world traveling at 12 knots or so. Question is though arent all the AI ships already at speed or do they start at full stop as well. Frankly Ive never noticed.
Sailor Steve
07-11-07, 10:26 AM
Patch 1.3 was Beta tested by some good testers...including some members here.
Always good to hear. I was privileged to partake in the testing for the SH3 1.4b patch. This one sounds good so far. Can't wait to see screens from Pearl Harbor.:sunny:
ReallyDedPoet
07-11-07, 10:27 AM
Patch 1.3 was Beta tested by some good testers...including some members here. Always good to hear. I was privileged to partake in the testing for the SH3 1.4b patch. This one sounds good so far. Can't wait to see screens from Pearl Harbor.:sunny:
Me to Steve:up:
RDP
the_belgian
07-11-07, 11:20 AM
Torpedo-doors open (to my regret)instanyly and you can now close them.
Torpedo setting (contact/magnetic) remains when switching between screens and so.
Now i have a silly question:oops: ;what is the purose of the button on the torp-setting white/red?
Barkhorn1x
07-11-07, 11:40 AM
All;
Sounds like a great patch - the one I have been waiting for.
Will wait for the official one and get back into SHIV. :up:
Barkhorn1x
07-11-07, 11:45 AM
Also;
That "cage-mast' BB screenshot looks very nice. They must have gone to my local Pontiac dealer to get that flag tho'. :yep:
With nothing to loose I reinstalled the game (a mod had made a mess of it) and tried the "leaked" beta. Someone said that it's the same as the official version that will be released soon. I hope not, can't get the game to run, loads to the point of resuming a game and then crashes.
And yes, I had ensured that all the old files had been deleted before I did the reinstall.
the_belgian
07-11-07, 12:00 PM
Try to install 1.2 first and then install 1.3 "over it"
I hope not, can't get the game to run, loads to the point of resuming a game and then crashes.
And yes, I had ensured that all the old files had been deleted before I did the reinstall.
May-be it's the resuming part what screws up. You may well have to start a new career.
Bando
Yes Belgian did that, maybe I shouldn't have.
Uh Bando I think you misunderstood me. It's resuming a career after a fresh install with the patch. Not resuming an old career from the previous install. For some reason, after I installed it I was able to start a career but then, later, couldn't return to the game. In fact the game now crashes when trying any of the gametype options.
John Channing
07-11-07, 12:42 PM
You can only install changes when you are in port, not in the middle of a patrol. This goes for patches, mods... pretty well anything.
JCC
Powerthighs
07-11-07, 01:20 PM
Now i have a silly question:oops: ;what is the purose of the button on the torp-setting white/red?
It turns on and off the position keeper. White is off, Red is on. It's visible both from the position keeper and torperdo settings page.
LOL I'll try again, I didn't change anything, it was a fresh install and a new career. It just doesn't seem to like to reload.
THE_MASK
07-11-07, 07:52 PM
Concerning the AA guns in stock vanilla 1.3 beta patch . I feel the balance is perfect . Playing on 100% if you want to stay surfaced and duel it out with planes then you might be lucky and get a few . My impression is that while you might get a few down for little renown its not worth it because its just too dangerous . Sure you can risk it and get a couple maybe , or maybe that first ones a death waiting to happen , sometimes just a few stray bullets , sometimes minor or major damage . Just like in real life . cheers .
WernerSobe
07-11-07, 08:06 PM
ive added more damage and more explosion radius to bombs. That makes them even more dangerous and realistic. Ive been reading a lot about subs and i can tell you sudden airstrike was one of the most dangerous situations for a sub. A lot of subs were killed by planes in just one attack.
Bmbs should be dangerous, OTOH, the planes in the stock game are grossly overloaded with bombs. Planes that carried no bombs in RL have 3000lbs worth, etc.
tater
So 1.3 is looking good. :up:
Weather-guesser
07-11-07, 11:13 PM
Any beta users notice if interior damage sounds are now fixed? Used to bug me when pipes were bursting and lights exploding but no sound of them doing so:roll:
Excalibur Bane
07-12-07, 01:57 AM
Concerning the AA guns in stock vanilla 1.3 beta patch . I feel the balance is perfect . Playing on 100% if you want to stay surfaced and duel it out with planes then you might be lucky and get a few . My impression is that while you might get a few down for little renown its not worth it because its just too dangerous . Sure you can risk it and get a couple maybe , or maybe that first ones a death waiting to happen , sometimes just a few stray bullets , sometimes minor or major damage . Just like in real life . cheers .
My two AA gunners, Davy and Michael, are absolute maniacs, I have to stay on the surface or they'd start a mutiny. :D
I got both forward and aft twin 20mm mountings, and I've had little difficulty shooting down anything that is unfortunate enough to come in range of my insane AA gunners. A little zig-zagging usually throws them off enough, so they can't get a bead on me. Oddly enough, the bullets never seem to cause any real damage aside from that moron DC officer crying out the obvious "We're under attack, sir!" as the bullets plunk against the conning tower. "Really? I didn't notice. *slap* Get a hold of yourself man!" :shifty:
the_belgian
07-12-07, 01:24 PM
Pearl Harbor pics at http://www.subsim.com/radioroom/showthread.php?t=108977&page=21
Lt. Staumeier
07-12-07, 02:03 PM
I've only played the game with patch 1.3 for about 20 minutes or so, now on the convoy attack school training mission. So far, I'm very impressed. It feels like a whole new game, or it just feels...whole. It is complete, and the new radar is actually pretty awesome, I love it!
Also, not sure if you could pre 1.3, but now you can open all tubes in sequence without the prior one closing. Also, the speed/course plot from the crew is great, new sounds are very nice (Crew callouts). All in all, this is what the game lacked. I'm back in game from having it shelved for quite a while. Oh, also the range bug with repeating sounds seems fixed while running on Realistic Sound Travelling now. I haven't had it bug out yet. Thumbs up for Devs!
Sorry if I mentioned a lot others have said, I didn't read the entire thread, just two first pages.
Poochie
07-12-07, 02:17 PM
Not sure if this due to 1.3 but batteries are recharging really slowly on the S class boats, like 1-2% an hour.:o
I'm no expert on sub history but it seems a bit "extreme". Correct or not?:-?
Silent Munter
07-12-07, 02:53 PM
My watch crew still don't have eyeballs, and damage sounds still don't happen at depth. I took USS Pike on a one way journey to Davey Jones' locker to test this.
At one point the interior lights went off, and when they came back on the er.. shadow remained on the crew. It looked like a bucket of oil had exploded and covered them all. Only the whites of their eyes were visible.
Pearl Harbour post attack looks good though, and the hydrophones are fixed.
THE_MASK
07-12-07, 04:13 PM
I have never seen the shadowed crew . Died more times than not in 1.3 .
Inside686
07-12-07, 04:13 PM
Finally the ruler on the map (to measure range) has become accurate, when it passes to 0.5nm we can be sure it's 0.5nm and not 0.55nm. IMO this is a great improvement. :up:
Downloaded, installed and trying. No dvd need, great :up: ; Red radar:ping: wonderfull:cool: ; "x-tmas tree" fixed, yes; only one dive plains man, just bad...:down:; periscopes raise and down animations, not working, buahhhhh:cry: :cry: .
TriskettheKid
07-12-07, 04:23 PM
I just tried a few things in the game post-1.3.
I noticed a few minor things, but I did notice one glitch. Maybe.
I got into a Balao and order a dive (just hit "D"). However, my dive ended, without my order, at around 300 feet. No matter how many times I hit "D" again, I would not dive below 300ft. The only way I could do it is if I manually changed the depth. So, that's kinda disappointing. Unless I made a mistake and you can dive deeper just by using "D".
mookiemookie
07-12-07, 05:08 PM
only one dive plains man, just bad...:down:; .
I have two at all times.
only one dive plains man, just bad...:down:; .
I have two at all times.
See, :cry: it's me, my crew doesn't like me as the captain, buahhh.
Besides joking, you have 2, I only have one, started a career in 44, gato class sub.
Seeadler on the SUBSIM SH4 Patch discussion thread also has this problem.
This don't bother me much, the only think to now that I don't like in the new patch is the periscope animation. And it maybe something simple to fix.
hocking
07-12-07, 07:13 PM
Trisketthekid,
I think you want to hit "C" if you want to dive below 300 feet. The "D" key is for general dives that stop at the pre-determined depth of 300 FT. A Crash Dive is initiated by hitting the "C" key, and this will order a very rapid dive below 300 feet. In fact, you will want to monitor this dive very carefully or it could potentially take you all the way to crush depth.
TriskettheKid
07-12-07, 07:23 PM
That just doesn't make sense to me, though.
If I order a dive, I should be able to cancel the dive whenever I want, 300 feet or not.
The crash dive is the one that should stop at the predetermined depth.
Fearless
07-12-07, 07:51 PM
Must try that dive key myself. As far as I know when pressing the 'D' key the boat should continue the dive until instructed to level off by pressing the 'A' key. For me the crashdive depth stops at 130 ft when pressing the 'C' key.
What I have noticed so far in addition is that the sub rides the waves much better in rough seas and actually nose dives into the waves. :up:
The bow and stern diveplane instruments correctly indicate the dive and surfacing condition in the Gato class sub.:up:
Like the new orders pop-up :up:
Like the torpedo specs when pointing at it only small thing but bearable is the metric units used for torp distance. :up:
Like the additional info when damage is sustained. It will now tell you how long it will take to repair items as well as flooding. :up:
No issues with animated scope rising whilst in external view. Could that be that I used an autosave whilst in-base!! :hmm: hence I didn't have to start a new career.
Actually have some fps improvement (Gforce 6200 256mb card) :up:
Save-game seems to load much smoother than with prior patched version. :up:
Radars looks awesome even though one uses metric values :up:
Battery discharge and recharge is a bit of concern but no doubt will be tweaked. :)
Overall, a huge improvement. Thanks Devs and all involved. :rock:
That's all for now.
minsc_tdp
07-12-07, 10:15 PM
I fired up the Torp Attack training mission and noticed that my Attack Periscope is not visible anywhere in the interior of the boat. When I move it up/down I can see it from exterior F11 view and hear it and use it, but you can't tell its status from inside the boat. Meh
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