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PepsiCan
08-07-07, 04:59 AM
Hi

Here's a list of confirmed bugs still in SH4 after patch 1.3. If you have a bug, and it is confirmed by at least one other person, I'll add it to the list in the first post. The bugs in the list do not need to be confirmed again. Also, please refrain from any rants on how crappy the game is, you want your money back and how you'll sue UBI for damages etc. If you want to gripe, choose another thread or post on the official UBI forum where you'll have a better chance of being heard by a UBI representative.

Not sure, but maybe this can be a sticky?

Confirmed gameplay bugs:
- Switch for Contact/Contact Influence setting not working (http://www.subsim.com/radioroom/showthread.php?t=118393)
- Subs at flank speed crash dive slower than subs that crash dive at 0 speed (http://www.subsim.com/radioroom/showthread.php?t=118833)
- Making the "imperial measures" option truely imperial (i.e. deckgun range in yards instead of meters, the radar and sonar stations in yards)
- Fixing the 'ghost ship' issue: ships respawn quickly after you sank them and when you sink them again, you do not get the credit, but you have used up your torpedos
- Special missions, such as spy insertion, are still repeated even with the same destination. Although John Channing makes interesting observations here: http://www.subsim.com/radioroom/showpost.php?p=605905&postcount=20
- With early war conning towers, you cannot use the AA gun when having to fire to port or starboard. The metal plating of the conning tower blocks the view.
- Damage reports are not accurate. You will receive messages that the pressure hull is repaired but when you dive you sink like a brick. Same for engine and rudder repairs. You receive the message but when you touch the throttle, nothing happens.(http://www.subsim.com/radioroom/showthread.php?t=119742)
- Destroyers that ram or collide with the submarine will take severe damage to the point of exploding and/or sinking while to sub survives relatively unscathed (confirmed in various postings and been outstanding since 1.0). The desired behaviour should be that the destroyer/escort survives with some damage but that the sub can be damaged to the extend that it sinks. This should not impact the sinkability of destroyers and escorts by torpedo attacks.
- Japanese ships discover subs through their air radar. This means they can detect subs through radar well before japanese ships started using surface radar. (http://www.subsim.com/radioroom/showthread.php?t=113010)
- The dateline bug is still not completely fixed in patch 1.3 for subs leaving from Pearl Harbor.

Confirmed graphical bugs:
- Ironing out some (serious) graphic glitches regarding sailors becoming transparent when Volumetric Fog is enabled and the sun shining through metal
- Conning tower tilts the wrong way when diving/submerging. Control room shows no tilt at all.(http://www.subsim.com/radioroom/showthread.php?t=119134)
- Anti-aliasing seems to be inoperative when the normal ship mappings are used. (http://www.subsim.com/radioroom/showpost.php?p=623384&postcount=31)

Enhancements:
- A change request: Being in friendly territory, close to your base, running out of fuel and...well, and then never getting home as you can't ask for a tow (a tow should come with a serious penalty of course).

EAF274 Johan
08-07-07, 07:04 AM
Add:
- Torpedo path is not displayed on plotting map after the player has crossed the international date line
- S-class subs are able to hear radio broadcasts ("Radio Washington") even when submerged below periscope depth
- Collisions when player is far below persicope depth with periscope up (S-class, haven't tested others)
- Missing/inaudible sounds and crew speech
- Crew state (e.g. morale status) is reset after loading a saved game

joea
08-07-07, 07:52 AM
Add:
- Torpedo path is not displayed on plotting map after the player has crossed the international date line
- S-class subs are able to hear radio broadcasts ("Radio Washington") even when submerged below periscope depth


Pretty sure the first was fixed, some say yes, others no so am confused??? Was your 1.3 on a clean install?

Second, how deep are we talking? In fact you could pick up radio transmissions deeper than periscope depth...in SH3 it works til 25 metres or so which is fairly realistic.

donut
08-07-07, 08:26 AM
:hmm: NO Sonar track on maps,or sound,but visual conformation in scope,of target on same bearing/range,& getting verbal updates from Sonar man.@ PD of same.

RedwineQuote:
Originally Posted by donut
Admiral Redwine,You understand perfectly.Also the domino effect is still very much in effect,if you try to use TC,in damaged state at depth over 100 ft.


Hi Donut... !

I reached to control de "domino" to an aceptable level.

I think so those are the most anoying bugs in the game.

1]
The DDs become "pocket battleships" and some BBs as Fuso and Kong become weak as "sampans" after patch v1.3.

Youc an hit many times the bow od some DDs as Fubuki...and nothing happens, plus a single shot can destroy a Kongo.

If you touch the compartements into zones.cfg file for DDs it cange the resistence of BBs...

2]
The port straboard items linked and taking damage together.

3]
The domino effect... i reach to reduce it to an aceptable level any way.

4]
The sinking DDs after raming your periscope... i reach to solve it, but then the "pocket battleships" DDs become more strong even...

Solving 1 and 2, the 4 is solved too... and the 3 may be reduced to an aceptable level...

Then if we can solve the 1 and 2, the game become perfect...

But it is a 3D probelm, DDs and BBs are linked/mixed... it is out of my skills... :damn:

UBI,please consider correcting buggy features at this point,like damage model,specifically engines,with separate engine controls/port,& stb.propulsion to screws. Also for lost rudder joke. Double periscope destroyed is not likely if scopes are not left extend.

This could be done with an expansion disc,for hard cash:sunny: for your labor.
You might only brake even,but you would save face,& have produced SHI reborn superior technology/programing.Which is that which we all wanted from your efforts.
Thxs.,Donut

EAF274 Johan
08-07-07, 09:30 AM
Pretty sure the first was fixed, some say yes, others no so am confused??? Was your 1.3 on a clean install?
Yep, a virgin install :) It's only noticable when you are using a boat that is based in Pearl Harbour and sail west from there.

Second, how deep are we talking? In fact you could pick up radio transmissions deeper than periscope depth...in SH3 it works til 25 metres or so which is fairly realistic.
As deep as she goes, which is (I think) 250 ft (about 80m)

SteamWake
08-07-07, 09:49 AM
This six page thread already established on the topic was not enough ?

http://www.subsim.com/radioroom/showthread.php?t=118338

PepsiCan
08-07-07, 09:56 AM
Can someone confirm these two? Maybe using a different boat as well to see whether that makes a difference.

fredbass
08-07-07, 09:57 AM
This six page thread already established on the topic was not enough ?

http://www.subsim.com/radioroom/showthread.php?t=118338

I guess they forgot to look at the stickied threads. :hmm: :lol: :roll:

donut
08-07-07, 10:35 AM
Can someone confirm these two? Maybe using a different boat as well to see whether that makes a difference.
What two ? confused:huh: Do you mean:- Torpedo path is not displayed on plotting map after the player has crossed the international date line
- S-class subs are able to hear radio broadcasts ("Radio Washington") even when submerged below periscope depth

PepsiCan
08-07-07, 10:50 AM
This six page thread already established on the topic was not enough ?

http://www.subsim.com/radioroom/showthread.php?t=118338

I believe so. The reason being that that thread does not list the confirmed bugs in one nice list. So, it is a lot of information to diseminate. It also contains a lot of claims for bugs that are actually expected behaviour or are unique to one user (and therefore are likely not bugs in SH4).

What I hope to achieve is a single list with confirmed bugs like we had before patch 1.3 came out. Every issue needs to be reported with clear steps to reproduce and it needs to be reported by at least two people.

PepsiCan
08-07-07, 10:52 AM
Can someone confirm these two? Maybe using a different boat as well to see whether that makes a difference.
What two ? confused:huh: Do you mean:- Torpedo path is not displayed on plotting map after the player has crossed the international date line
- S-class subs are able to hear radio broadcasts ("Radio Washington") even when submerged below periscope depth

See title to post :D

Redwine
08-07-07, 10:53 AM
It is me... ? or may be my extremelly modded install ? I have a ton of mods installed but i am sure it is not the responsible of this behaviour.

No body note the extremelly strong DDs and weak BBs ?

DDs and BBs seems to be linked or blended in some way....

Some DDs are extremelly hard, specially its bows, and some Bbs are exptremelly weak...

Some DDs as Fubuki and other can resist many impacts in the bow with non sense.
You can reduce it armor to 1, and it total hitpoints to 1 and nothing happens.

Some battleships as Fuso and Kongo are too weak, some times they can be killed by a single torp, you can rise their total hitpoint to a 2500 and their armor to 100 to need you full load up of torps, and nothing happens, a s9ingle one can kill it.

Plus, if you make changes into the DDs compartements into zones.cfg file.... this cnage the resistence of soome DDs but change the resistence of Fuso and Kongo too...

Other Bbs react well to changes, if you rise up Yamato to 2000 HP a,d Armor 100, it may need 10 powered-up torps to be killed.

For me it is the most anoying bug into v1.3.... and i am seriouslly thinking to roll back to v1.2.

:up:

alunatic
08-07-07, 11:10 AM
- Damage reports are not accurate. You will receive messages that the pressure hull is repaired but when you dive you sink like a brick. Same for engine repairs. You receive the message but when you touch the throttle, nothing happens.(http://www.subsim.com/radioroom/showthread.php?t=119742)

This happened to me yesterday actually and it got me killed (the pressure hull thing)

EAF274 Johan
08-07-07, 01:05 PM
- Damage reports are not accurate. You will receive messages that the pressure hull is repaired but when you dive you sink like a brick. Same for engine repairs. You receive the message but when you touch the throttle, nothing happens.(http://www.subsim.com/radioroom/showthread.php?t=119742) (http://www.subsim.com/radioroom/showthread.php?t=119742%29)
This happened to me yesterday actually and it got me killed (the pressure hull thing)
It's not really a bug, but more like an unfortunate choice of words. When you hear the crew speech "pressure hull intact" it should actually say "bulkhead intact". When you look at the Repairs screen, you'll see that the sub has several bulkheads and any one of them can be damaged. And as long as there still is a bulkhead damaged, you won't be able to dive deep before you suffer critical damage... Maybe we could just substitute the "pressure hull" .ogg speech file with something more descriptive.

Capt. Shark Bait
08-08-07, 03:59 AM
selfdestructing DDs. that's still goin on. i think they're using a little too high test sake for fuel:-?

PepsiCan
08-08-07, 04:10 AM
- Damage reports are not accurate. You will receive messages that the pressure hull is repaired but when you dive you sink like a brick. Same for engine repairs. You receive the message but when you touch the throttle, nothing happens.(http://www.subsim.com/radioroom/showthread.php?t=119742) (http://www.subsim.com/radioroom/showthread.php?t=119742%29)
This happened to me yesterday actually and it got me killed (the pressure hull thing)
It's not really a bug, but more like an unfortunate choice of words. When you hear the crew speech "pressure hull intact" it should actually say "bulkhead intact". When you look at the Repairs screen, you'll see that the sub has several bulkheads and any one of them can be damaged. And as long as there still is a bulkhead damaged, you won't be able to dive deep before you suffer critical damage... Maybe we could just substitute the "pressure hull" .ogg speech file with something more descriptive.

The problem is that (at least with my installation) it will list the bulkheads as repaired and everything looks fine. And then you dive and you never come up.

Tobus
08-08-07, 04:16 AM
It's not really a bug, but more like an unfortunate choice of words. When you hear the crew speech "pressure hull intact" it should actually say "bulkhead intact". When you look at the Repairs screen, you'll see that the sub has several bulkheads and any one of them can be damaged. And as long as there still is a bulkhead damaged, you won't be able to dive deep before you suffer critical damage... Maybe we could just substitute the "pressure hull" .ogg speech file with something more descriptive.

I tend to disagree. Although the repairs at sea are nothing more than patchwork and is realistic, I would personally like to see patched-up things back in the damagescreen. With a yellow background for instance. Now the screen shows everything ok, but previously broken bulkheads can sink you, even if the damagescreen shows everything is ok.

This also goes for fuel and battery problems. I still have to test this, but apparently I had battery-damage last night. After repairing, my range on fuel is appalingly bad, so I can't get back to base. Suggestions on the forum suggest I have to turn off "recharging", because my batteries may still be damaged after repairing and my diesels are running at flank to recharge my apparently good but actually 1% defunct batteries.

I'm all the way FOR this type of damage and repairs, but please let it show then in the damagescreen that something was repaired as good as possible, but in the end still broken!!

Misfit138
08-08-07, 06:02 AM
As a representative of Anonymous Radioholics it is my duty to report the follow radio related bugs :arrgh!:

- When loading a save, radio starts repeating the scripted events from the beginning of the patrol
- The international dateline blocks the stations range
- Speeded up or slowed down playback sometimes(I haven't had this even a single time but some have reported about this)

Feature request
- Some sort of list about available stations would be far better than the current setup

FooFighters
08-08-07, 07:16 AM
I still get the bow (dive) planes glitch (strange positioning) during a long patrol with TC.

joea
08-08-07, 07:20 AM
I still get the bow (dive) planes glitch (strange positioning) during a long patrol with TC.

Don't dive or surface with TC, save on the surface, seems to avoid this bug.

AkbarGulag
08-08-07, 08:30 AM
selfdestructing DDs. that's still goin on. i think they're using a little too high test sake for fuel:-?

You sure they weren't taken out by their own air-support while you weren't looking? That happens a fair bit.

I have seen one problem with 1.3, and thats my torps not running under 10 metres... 10-15 setting makes no difference no matter the reloads (save reloads not torp reloads... who has time to reload torps in fleet action^^). Only noticed it at night time...

SteamWake
08-08-07, 10:19 AM
selfdestructing DDs. that's still goin on. i think they're using a little too high test sake for fuel:-?

You sure they weren't taken out by their own air-support while you weren't looking? That happens a fair bit.

I have seen one problem with 1.3, and thats my torps not running under 10 metres... 10-15 setting makes no difference no matter the reloads (save reloads not torp reloads... who has time to reload torps in fleet action^^). Only noticed it at night time...

Torpedos not running at their assigned depth is not necessarly a bug.

JonnyT
08-08-07, 03:12 PM
"- With early war conning towers, you cannot use the AA gun when having to fire to port or starboard. The metal plating of the conning tower blocks the view."

An absolutely awful bug, SH4 seems to be the worst off in terms of lacking TLC (tender loving care) by the programmers.

Have any attempts been made to rectify the above bug by the user base? Becuase so far, judging from the problems I've encountered so far that this game doesn't deserve all the praise it gets. A game with an unlimited potential but rushed out of the factory, maybe I should go back to SH3, I was happy then. :P

I'm also having difficulty with the missions at the moment but I'll bring those up in another thread.

SteamWake
08-08-07, 03:33 PM
"- With early war conning towers, you cannot use the AA gun when having to fire to port or starboard. The metal plating of the conning tower blocks the view."

An absolutely awful bug, SH4 seems to be the worst off in terms of lacking TLC (tender loving care) by the programmers.

Have any attempts been made to rectify the above bug by the user base? Becuase so far, judging from the problems I've encountered so far that this game doesn't deserve all the praise it gets. A game with an unlimited potential but rushed out of the factory, maybe I should go back to SH3, I was happy then. :P

I'm also having difficulty with the missions at the moment but I'll bring those up in another thread.

Though that was fixed in 1.3 patch.

donut
08-08-07, 03:51 PM
"- With early war conning towers, you cannot use the AA gun when having to fire to port or starboard. The metal plating of the conning tower blocks the view."

An absolutely awful bug, SH4 seems to be the worst off in terms of lacking TLC (tender loving care) by the programmers.

Have any attempts been made to rectify the above bug by the user base? Because so far, judging from the problems I've encountered so far that this game doesn't deserve all the praise it gets. A game with an unlimited potential but rushed out of the factory, maybe I should go back to SH3, I was happy then. :P

I'm also having difficulty with the missions at the moment but I'll bring those up in another thread. There is a fix for the gun-tub,but it is not historical,early war.http://www.subsim.com/radioroom/showthread.php?t=119979

AkbarGulag
08-08-07, 11:18 PM
selfdestructing DDs. that's still goin on. i think they're using a little too high test sake for fuel:-?
You sure they weren't taken out by their own air-support while you weren't looking? That happens a fair bit.

I have seen one problem with 1.3, and thats my torps not running under 10 metres... 10-15 setting makes no difference no matter the reloads (save reloads not torp reloads... who has time to reload torps in fleet action^^). Only noticed it at night time...
Torpedos not running at their assigned depth is not necessarly a bug.
Would it be a bug after firing over 50 torpedoes with the same result every time?

PepsiCan
08-09-07, 01:35 AM
selfdestructing DDs. that's still goin on. i think they're using a little too high test sake for fuel:-?
You sure they weren't taken out by their own air-support while you weren't looking? That happens a fair bit.

I have seen one problem with 1.3, and thats my torps not running under 10 metres... 10-15 setting makes no difference no matter the reloads (save reloads not torp reloads... who has time to reload torps in fleet action^^). Only noticed it at night time...
Torpedos not running at their assigned depth is not necessarly a bug.
Would it be a bug after firing over 50 torpedoes with the same result every time?
No, for two reasons. First of all, because it is historically accurate. US torpedoes in real life were full of problems (just like the German torpedoes were). It took almost 2 years to sort them all out. Only as of late 1943 did US skippers receive reliable torpedoes. One of the bugs was that US torpedoes ran around 15 feet too deep.

Second of all, because no-one has confirmed it. I'll only add it to the list if someone else confirms he/she sees the same behaviour. Therefore, if you feel it is a bug, post a step-by-step guide on how to reproduce it so other can check it and confirm it. The advice is to do any torpedo testing in 1944 or later.

Are you sure you fired with the Metric option? If you choose imperial, all the numbers are in feet (except for radar, sonar and the deckgun).

Fearless
08-09-07, 01:47 AM
selfdestructing DDs. that's still goin on. i think they're using a little too high test sake for fuel:-?

Actually, this is the 1st time I saw a Sub Chaser blowing up to bits by through no doing by me :hmm: Ooops!!! stoked the ol' engines up with too much coal I would say :lol:

Capt. Shark Bait
08-09-07, 05:50 AM
selfdestructing DDs. that's still goin on. i think they're using a little too high test sake for fuel:-?

You sure they weren't taken out by their own air-support while you weren't looking? That happens a fair bit.

well, when it happened the other night, there were no aircraft in the area. can't say for sure the other times its happpened, tho i suspect it's the same

LOL Fearless

joea
08-09-07, 06:40 AM
"- With early war conning towers, you cannot use the AA gun when having to fire to port or starboard. The metal plating of the conning tower blocks the view."

An absolutely awful bug, SH4 seems to be the worst off in terms of lacking TLC (tender loving care) by the programmers.



An absolutely minor bug. :roll:

AkbarGulag
08-09-07, 07:12 AM
Are you sure you fired with the Metric option? If you choose imperial, all the numbers are in feet (except for radar, sonar and the deckgun).
Absolutely... Metric. And its not the fact they run to deep... its that they wont run deep enough. I had the same problem in 1.2 patch. I do not know how the game mechanics work, but I reloaded the save over and over and over... same result from every tube (front and rear) every shot. I would have loaded (the saved game) about 10-15 times, at 6-10 torps each test you can get the feel for how many I fired. All torps at the same ship, so therefore the same keel depth (a yamato). Also, all the torps ran at the SAME incorrect depth... and all ran at EXACTLY 10 metres, thats the only reliabe factor involved.

I decided to break off the attack and skipped in front of the same TF, after that the torps all adjusted correctly. I got brushed off trying to highlight this same problem in 1.2 bug discussions. Everyone keeps saying 'its historical', well this is a programme and everything happens in it due to code, not due to an event in the pacific 60 years ago. The event inspires the game... it doesn't control it ^^ If i thought the pacific could influence my programme to do something, I would walk 50 metres everyday and dip my PC in it.

Lets hope someone else finds this problem *crosses finger* :rotfl:

donut
08-10-07, 11:38 AM
http://www.subsim.com/radioroom/showthread.php?t=120171 I am confirming this observation,in damage model.

AkbarGulag
08-10-07, 11:14 PM
I have two easier bugs available.. (im thinking maybe crew fatigue has something to do with my above torp depth problem? I agree that maybe it isn't a bug, but something else causing this)

1. When loading a 'Saved Game' that was 'Saved' while submerged, the whole crew is given fatigue that was not there before the save (regarldess of who was on active duty)... This is common.

2. The 'Return to plotted course' option only works in the NAV map screen on game load... if you try this while on deck or elswhere, it just gives you the 'ALL STOP' sequence. (not a major problem imo, doesn't really bother me, but its there.)

loreed
08-12-07, 02:16 AM
THis is a new bug for me, I upgunned to the 5/25 deck gun and the crew slot and crew member for the deck gun vanished, the gun was changed but no crew so I have to fire it manually. Changing the gun back did not help, both slot and crew member gone.:down:

donut
08-12-07, 11:37 AM
This is a new bug for me, I up gunned to the 5/25 deck gun and the crew slot and crew member for the deck gun vanished, the gun was changed but no crew so I have to fire it manually. Changing the gun back did not help, both slot and crew member gone.:down: We have had this experience,prior to 1.3 patch.

jhelix70
08-13-07, 10:05 AM
The bug that allows enemy units to detect your sub using their air search radar still exists after 1.3. This has the effect of allowing japanese ships to home in on your sub way before they had surface radar historically. Play the photo recon quick mission (1943) to see this at work.

See:
http://www.subsim.com/radioroom/showthread.php?t=113010

http://www.subsim.com/radioroom/showthread.php?t=112994

Changing the max range value of type 13 radar to 1 (in the AI_Sensors file) solves the problem. You need the minitweaker to change this type of file.

Fat Bhoy Tim
08-13-07, 12:19 PM
I have two easier bugs available.. (im thinking maybe crew fatigue has something to do with my above torp depth problem? I agree that maybe it isn't a bug, but something else causing this)

1. When loading a 'Saved Game' that was 'Saved' while submerged, the whole crew is given fatigue that was not there before the save (regarldess of who was on active duty)... This is common.

2. The 'Return to plotted course' option only works in the NAV map screen on game load... if you try this while on deck or elswhere, it just gives you the 'ALL STOP' sequence. (not a major problem imo, doesn't really bother me, but its there.)

Never save submerged, in SH4 or SH3

tater
08-13-07, 01:18 PM
The bug that allows enemy units to detect your sub using their air search radar still exists after 1.3. This has the effect of allowing japanese ships to home in on your sub way before they had surface radar historically. Play the photo recon quick mission (1943) to see this at work.

See:
http://www.subsim.com/radioroom/showthread.php?t=113010

http://www.subsim.com/radioroom/showthread.php?t=112994

Changing the max range value of type 13 radar to 1 (in the AI_Sensors file) solves the problem. You need the minitweaker to change this type of file.

Alternately, you can go to the sns file for the ships with such radar installed and set it to NULL if the date predates them getting SURFACE radar. Air search for AI ships is pretty meaningless. They will drive around until attacked regardless, it's not like they have go go to GQ first, ready ammo, etc.

I had wondered if that bug was still there... The real way to test would be in a storm or fog I guess.

tater

jhelix70
08-17-07, 07:19 PM
Alternately, you can go to the sns file for the ships with such radar installed and set it to NULL if the date predates them getting SURFACE radar.

Thats what I ended up doing this time, because the available tweak file for AI_sensors.dat is no longer working after 1.3 :damn: