View Full Version : stock v1.5 issues that need fixing
Webster
10-07-08, 01:33 PM
This thread is for issues with the unmodded stock v1.5 game that need to be fixed.
The goal is to create a stand alone "Game Fixes Only" mod that will contain all the needed fixes so the game gets all the needed fixes but stays mostly stock. Some mods contain fixes for things but also contain other stuff to mod the game so i will try my best to take out just the fixes from those mods.
look over these lists and give it some thought, if i missed anything please let me know.
stand alone fixes or mods that contain fixes for the stock v1.5 game:
UBM Mission Pack by syxx killer (http://files.filefront.com/UBM+Mission+Packrar/;10097438;/fileinfo.html)(i consider no stock missions to be a needed fix)
websters ship draft fix (http://files.filefront.com/WEBSTERs+Ship+Draft+Fix+v15/;11081597;/fileinfo.html)(corrects the draft heights on ships and subs)
Fix US Torpedo Bombers by Anvart (http://files.filefront.com/Fix+USTorpBomber7z/;12397286;/fileinfo.html)(fixes the inaccurate US torpedo bombers)
smaller sea plants by capt cox (http://files.filefront.com/SMALLER+SEA+PLANTS+20rar/;8052764;/fileinfo.html)(the smallest size version)
smaller sea bed rocks by capt cox (http://www.mediafire.com/?0fpvieusv0n)(the smallest size version)
Historical Prop Rotation Mod by captain america and skwasjer (http://www.mediafire.com/?yt40wpxxmfx)(fixes shape and spin direction)
Photo_Recon_Fix by dgrayson (http://files.filefront.com/Photo+Recon+Fix+MODs7z/;10335808;/fileinfo.html)(fixes the bad Photo Recon missions)
U.S. Medals Fix by CapnScurvy (http://files.filefront.com/US+Medals+Fix+Stock15rar/;12175758;/fileinfo.html) (fixes the way awards are presented in the game)
Minor FIX - 2 Missing speech sound files by ATR-42 (http://files.filefront.com/US+Missing+VoicesR2zip/;11680942;/fileinfo.html) (fixes missing sounds)
Authentic Plane Sounds by AOTD MadMax (http://www.aotd-flottille.de/FOTRS/APSoundmod.rar) (fixes unrealistic plane sounds)
New Map Labels v1.3 by jace 11 (http://files.filefront.com/Map+Labels+13zip/;10061427;/fileinfo.html) (accurately ads 75+ missing labels to the map)
Corrected German Flak sights by akdavis (http://files.filefront.com/German+AA+fix+052608rar/;10363067;/fileinfo.html) (fixes off target german AA gunsights)
20mm Gun Sight Mod by Krishna (http://files.filefront.com/ACD+AA+Sight+Mod+11zip/;13241807;/fileinfo.html) (fixes the "too close" view and calibrates gunsight)
German torpedo fix for UBM stock by RFB Team (http://files.filefront.com/Stock+U+Boat+torpedo+fix7z/;10059409;/fileinfo.html)(fixes overly excessive number of duds)
U-BOAT no hydrophone on surface by kapitan zur see (http://rapidshare.com/files/98231622/Uboat_No_Hydrophone_on_surface.rar)(hydrophone will now no longer work on surface)
interior damage effects by vickers03 (http://files.filefront.com/IntDamageEffects14+157z/;12382865;/fileinfo.html)(fixes forever leaking pipes in fleet boats)
sobers better crew II by sober (http://files.filefront.com/sobers+better+crew+II+14rar/;9160890;/fileinfo.html)(watch crew spot targets at greater distances) (http://www.subsim.com/radioroom/showthread.php?t=126020&highlight=sober%27s+crew)
AI Sen Toku by miner1436 (http://files.filefront.com/AI+Sen+Tokuzip/;10587498;/fileinfo.html) (fixes the unsinkable sub issue and ads them to AI in game)
SD Radar antenna fix by Anvart (http://files.filefront.com/SD+Antenna+Mod+for+v15+btzip/;13234694;/fileinfo.html)(raise and lower a working SD Radar)
Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX (http://files.filefront.com/DestroyerSenorFix+17z/;12556739;/fileinfo.html)(fixes american DD sensors and radar)
IJN Depth Charges Y-thrower fix by tater (http://files.filefront.com/IJN+Depth+Charges+Stock+2brar/;12689743;/fileinfo.html)(fixes the YGun which has always been broken)
Interior guages fix by aanker (http://files.filefront.com/Gato+Interior+gaugeszip/;12966264;/fileinfo.html)(fixes the none working guages on subs)
600' depth guage for balao by aanker (http://files.filefront.com/Balao+600+stock+15zip/;12966407;/fileinfo.html)(balao sub now has the proper 600' depth guage)
Rotation and Position Fix for German KDB by tater (http://files.filefront.com/Senzori+UBootdat/;12894633;/fileinfo.html) (fixes wrong direction of rotation)
Uboat Conning Tower fix by zeewolf (http://files.filefront.com/ZeeWolf+Prodject+ONE+betazip/;11331809;/fileinfo.html)(re-mapping and mesh repair)
IJN BB Kongo texture and damage fix by zeewolf (http://files.filefront.com/ZeeWolfs+Kongo+MODzip/;13182403;/fileinfo.html) (fixes textures, 3D damage model, and new 3d mesh components)
shell splash visable at long distance fix by jmardlin (http://files.filefront.com/shell+splash+mod+v+11zip/;13028821;/fileinfo.html) (large shells splash now visable at longer distance)
mast height and range dial fix for US TDC by ottos (http://www.subsim.com/radioroom/showthread.php?p=831938#post831938) (allows you to adjust target range and mast height)
s-class sound fix by vickers03 (http://files.filefront.com/SClass+Sndfix7z/;13077275;/fileinfo.html) (fixes a glitch in the TRM / s-class interior sounds)
IJN BB Nagato and IJN CA Myoko missing ships fix by AOTD MadMax (http://www.subsim.com/radioroom/showthread.php?p=1034528#post1034528) (adds two new ships to the game)
Better Free Camera Views by WEBSTER (http://files.filefront.com/WEBSTERs+Better+Free+Camera/;11081493;/fileinfo.html) (lets you get up to same height as planes fly)
Better Air Patrols by WEBSTER (http://files.filefront.com/WEBSTERs+Better+Air+Patrols/;11081492;/fileinfo.html) (reduces the large number of aircraft but it increases pilot skill)
issues not addressed by any mod, yet still need to be fixed in the stock v1.5 game:
give s-boats the proper 50 cal AA gun instead of the 20mm (info here about lost mod) (http://www.subsim.com/radioroom/showthread.php?t=111379)
stop the way ships can stop and start on a dime like motorcycles (info here) (http://www.subsim.com/radioroom/showthread.php?t=143775)
ship to ship collisions should do much more damage to both ships
"biskaya kreuz" shouldn't be visible underwater, same for the UZO
Missing key commands (weather report etc)
create GHG blind spot between 340 and 020 degrees
GHG and Balkon Gerat can pick up contacts at ~25km while at 20knots surfaced in bad weather
items are reported as repaired even when destroyed (i think its hard coded but i will look at it)
destroyed items should clearly show as destroyed instead of that silly "I"
Surface radar still gives contacts even after it has been turned off
SV Radar does not provide contacts
make warships signal lights stop blinking after the ship has been sunk
make ship flags invisable underwater after the ship has been sunk
lights shining through objects (i think its hard coded but i will look at it)
NOTE: As we all know the damage models for ships in the game are horrible, many ships have missing and incomplete damage zones that effect how or if they appear damaged and how they sink. on some ships you cannot disable or stop the engines even if you destroy the entire engine compartment. these issues would require missing damage zones to be created from scratch and in some cases the entire damage model for some ships would need to be redone. because of the major amount of work and skill level required to do this and because it requires that you fix each and every single ship in the game i will not even try to address that issue with this mod.
Mikhayl
10-07-08, 02:03 PM
It's difficult to draw a line between "issues" and "things that could be enhanced". Some people started "fixing things" and ended up with a 1.5GB supermod :lol:
anyway, in sensors.dat, sim, etc, for german boats :
-wrong axis of rotation for german KDB hydrophone (model needs to be turned 90° in a 3D studio and reimported)
-hydrophones can "hear" ships when your submarine is surfaced
-"biskaya kreuz" shouldn't be visible underwater, same for the UZO
I'll edit if I think of more :hmm:
wetwarev7
10-07-08, 03:29 PM
Hydrophones rotate 361 degrees, i.e. 359, 360, 000, 001.
Pipes won't stop leaking even after repairs are made.
Various gauges not working in interior views at various stations.
Lexandro
10-07-08, 09:59 PM
Hydrofones working on the surface is not a bug. Sigh, I wish people paid more attention in physics class. Of course they work on the surface, the US boats have the hydrophones on the underside of the boat. If hydrophones didnt work on the surface how do you think destroyers can hear YOU?
However bugs that I myself have encountered;
US crew are bugged, your limited to one officer if you try to recruit.
Boats batteries discharging to quickly
Missing key commands (weather report etc)
Photo Recon missions are bugged
Crew on bridge while underwater
Corrupted savegame issues
Stacking crew results in a CTD, and bugs the crew.
Jelly water/River ripples in the ocean
Japanese depth charges do little or no damage.
Oh and I think its best if everyone sticks to proper "bugs" rather than things like missing dials etc. Dials are nice yes, but not required to play. Some of the more pervasive bugs are more pressing.
Webster
10-07-08, 11:11 PM
Oh and I think its best if everyone sticks to proper "bugs" rather than things like missing dials etc. Dials are nice yes, but not required to play. Some of the more pervasive bugs are more pressing.
if you are using rfb then that is the reason for weak depth charges, it was done intentionally to be more realistic based on actual effectiveness of damage reports from US subs. i actually think the stock settings may be too strong so somewhere between the two might be better.
yes, i want to mainly concentrate on actual things that are "not working" or effect game play. i would like to address eye candy issues but because of the scope of this mod the eye candy issues will depend on the size of the files required to fix them.
we can all agree the game would need to be completely redone from scratch to fix all the issues with it.
let us concentrate on a list of actual things that have mods to fix them and things that are fixable issues needing to be worked on.
AS REMINDER, PLEASE KEEP IN MIND I AM TALKING ABOUT THE STOCK v1.5 GAME WITHOUT MODS.
Mikhayl
10-08-08, 03:32 AM
Hydrofones working on the surface is not a bug. Sigh, I wish people paid more attention in physics class. Of course they work on the surface, the US boats have the hydrophones on the underside of the boat. If hydrophones didnt work on the surface how do you think destroyers can hear YOU?
Then care to explain why destroyers can't hear you when you're travelling on the surface ? Think twice ;)
peabody
10-08-08, 04:51 AM
Hydrofones working on the surface is not a bug. Sigh, I wish people paid more attention in physics class. Of course they work on the surface, the US boats have the hydrophones on the underside of the boat. If hydrophones didnt work on the surface how do you think destroyers can hear YOU?
Then care to explain why destroyers can't hear you when you're travelling on the surface ? Think twice ;)
Maybe they can't hear you because their guns are making too much noise blowing you to pieces?:rotfl:
Peabody
Lexandro
10-08-08, 05:10 AM
Hydrofones working on the surface is not a bug. Sigh, I wish people paid more attention in physics class. Of course they work on the surface, the US boats have the hydrophones on the underside of the boat. If hydrophones didnt work on the surface how do you think destroyers can hear YOU?
Then care to explain why destroyers can't hear you when you're travelling on the surface ? Think twice ;)
They can and do in RL. Thats my point.
A hydrophone (Greek "hydro" = "water" and "phone" = "sound") is a microphone (http://en.wikipedia.org/wiki/Microphone) designed to be used underwater for recording or listening to underwater sound (http://en.wikipedia.org/wiki/Underwater_sound). Most hydrophones are based on a piezoelectric (http://en.wikipedia.org/wiki/Piezoelectric) transducer (http://en.wikipedia.org/wiki/Transducer) that generates electricity when subjected to a pressure change. Such piezoelectric materials, or transducers (http://en.wikipedia.org/wiki/Transducer) can convert a sound signal into an electrical signal since sound (http://en.wikipedia.org/wiki/Sound) is a pressure wave in fluids. Some transducers can also serve as a projector (emitter (http://en.wikipedia.org/wiki/Emitter)), but not all have this capability, and may be destroyed if used in such a manner.
A hydrophone can "listen" to sound in air, but will be less sensitive due to its design as having a good acoustic impedance (http://en.wikipedia.org/wiki/Acoustic_impedance) match to water, the denser fluid. Likewise, a microphone can be buried in the ground, or immersed in water if is put in a waterproof container, but will give similarly poor performance due to the similarly bad acoustic impedance match.
Mikhayl
10-08-08, 05:25 AM
"hydrophones" can, yes. U-boat hydrophones can't. A DD has its hydrophones on the keel, that's why it can't hear crap on the surface level. German hydrophones can technically hear things while the boat is surface, but unless the engines are stopped and the sea is mirror like, all you would hear is yourself and the waves, so the fact that you can hear as clearly on the surface + diesel engines as you do submerged + electric engine is a bug. And if you happen to have a KDB, it's located on the deck, so yes hearing propeller noise with it while on the surface is definitely a bug.
Man do I hate it when people brag about "physic class" and the like when it's just about research and reading. Besides dozens of people of NYGM, GWX, WAC and others have been researching exacty that for about 4 years, I guess they all missed physic class as well :shifty:
@ Webster and others.
Crew on bridge while underwater
At least that bug can have an explanation. Check this:
http://www.subsim.com/radioroom/showthread.php?t=142907
/OB;)
Lexandro
10-08-08, 09:17 AM
"hydrophones" can, yes. U-boat hydrophones can't. A DD has its hydrophones on the keel, that's why it can't hear crap on the surface level. German hydrophones can technically hear things while the boat is surface, but unless the engines are stopped and the sea is mirror like, all you would hear is yourself and the waves, so the fact that you can hear as clearly on the surface + diesel engines as you do submerged + electric engine is a bug. And if you happen to have a KDB, it's located on the deck, so yes hearing propeller noise with it while on the surface is definitely a bug.
Man do I hate it when people brag about "physic class" and the like when it's just about research and reading. Besides dozens of people of NYGM, GWX, WAC and others have been researching exacty that for about 4 years, I guess they all missed physic class as well :shifty:
No german boats I've played in Sh4 can hear on the water unless they get the final upgrade which is mounted down on the keel exactly the same as the US boats have from the start. I didnt argue about U-boat hydrophones because they work as intended. Indeed in every patrol I have done prior to gaining the final hydrophone for the Germans I had learned to dive to periscope depth to get the hydrophone head down in to the water.
Engine noise from onboard equipment and machinery from your own boat is always an issue with passive systems. Placement of the head on boats was always as far forwards as possible to try and counter it. The game models this as a 90 degree ark to the rear that blocks sound reception by your machinery. A destroyer on the surface that has "gone dark" can detect a noisey surface contact. Relative to a standard surface ship, a sub on the surface makes little noise, making ranged detection of it on the surface with passive sonar extremely difficlut. In reverse the sub can detect other noisey vessels (such as merchants) easier by relative sound levels. A sub would detect any surface contact via passive asdic/sonar long before a normal surface vessel would.
In particular surface detection by shipping is normally done by Radar and visual means as the sound detection is HIGHLY dependant on the operator of the device, the devices range, and features of the aperatus. The fact that in the game you have a sonar man who is well trained and the Allies have superior sonar technology plays a major factor in those surface detections.
Britain and the US were miles ahead in asdic/sonar technology and radar technology than Germany in WW2. The devices were of a much higher technical level and implementation than the German counterparts. In sofar as the game is modeled if its in the water it can detect surface noise.
There are a plethora of technical details in asdic/sonar transmission & reception that are not modeled in the game. If you would like to know more try here.
Histrorical Naval Ships Association (http://hnsa.org/doc/sonar/chap13.htm)
Sailor Steve
10-08-08, 09:23 AM
"biskaya kreuz" shouldn't be visible underwater, same for the UZO
Sorry, but it drives me crazy when someone complains about what can or can't be seen underwater as being a problem.
Mikhayl
10-08-08, 11:17 AM
Lexandro, actually that's not quite right, the first German hydrophone, the GHG, has no "head", it's a handful of sensors on the lower hull just behind the torpedo tubes and below the waterline. Still that doesn't mean it was of any use on the surface, same for the later Balkon Gerat, despite it being placed a bit lower : http://www.xs4all.nl/~aobauer/GHG1996.pdf (http://www.xs4all.nl/%7Eaobauer/GHG1996.pdf)
I was wrong about the on-deck KDB in game, indeed this one can't hear things while surfaced. But both the GHG and Balkon Gerat can pick contacts at ~25km while running at 20knots on the surface in foul weather, and no technical speak can justify that, it's just wrong regardless of what the game models or not.
@Steve, for what it's worth when I play all the fancy cameras are disabled, but I enable them when testing or working on mods and these little things bug me, especially knowing that it's a very quick fix. And hey, you can see the UZO through your periscope when submerged, it's just not right and there's no way you could blame Bernard for that one :lol:
wetwarev7
10-08-08, 11:26 AM
I would like to respectfully ask that everyone try to stay on topic here, and that is listing SH4 1.5 Stock bugs.
The OP is trying to do something here, and I would really like to see him succeed.
I'm sure the OP will allow for debate as to what is and is not a bug after he has obtained a list to work with.
Thank you for your cooperation. :up:
Webster
10-08-08, 12:13 PM
"biskaya kreuz" shouldn't be visible underwater, same for the UZO
Sorry, but it drives me crazy when someone complains about what can or can't be seen underwater as being a problem.
i dont think it was an issue but i included it thinking a simple edit of the visable underwater line would fix it. i have no intention of fixing every minor detail but i will try to do what i can to get all the easy fixes into this mod.
its also worth noting that my skill level is novice to average so a good bit of what will be on the list may not be doable with my skill level, i will need help and imput from others and not everything is fixable.
Webster
10-08-08, 12:27 PM
I would like to respectfully ask that everyone try to stay on topic here, and that is listing SH4 1.5 Stock bugs.
The OP is trying to do something here, and I would really like to see him succeed.
I'm sure the OP will allow for debate as to what is and is not a bug after he has obtained a list to work with.
Thank you for your cooperation. :up:
yes this is my plan:
1 first assemble a list of all known issues
2 next have a discussion to decide what is and what isnt fixable
3 then make a revised list and that will be the working list for the mod
the size of the content required for each fix may determine what must be left out if anything but anything that is left out will be done as an ad-on mod to complete the mod as a whole.
Webster
10-08-08, 10:45 PM
@ Webster and others.
Crew on bridge while underwater
At least that bug can have an explanation. Check this:
http://www.subsim.com/radioroom/showthread.php?t=142907
/OB;)
i added it to the list but i didnt see any real fix in that post so i put it in the needing to be fixed section.
IMO saving and restarting isnt a fix its just a way to get around it.
Webster
10-08-08, 10:51 PM
"hydrophones" can, yes. U-boat hydrophones can't. A DD has its hydrophones on the keel, that's why it can't hear crap on the surface level. German hydrophones can technically hear things while the boat is surface, but unless the engines are stopped and the sea is mirror like, all you would hear is yourself and the waves, so the fact that you can hear as clearly on the surface + diesel engines as you do submerged + electric engine is a bug. And if you happen to have a KDB, it's located on the deck, so yes hearing propeller noise with it while on the surface is definitely a bug.
Man do I hate it when people brag about "physic class" and the like when it's just about research and reading. Besides dozens of people of NYGM, GWX, WAC and others have been researching exacty that for about 4 years, I guess they all missed physic class as well :shifty:
No german boats I've played in Sh4 can hear on the water unless they get the final upgrade which is mounted down on the keel exactly the same as the US boats have from the start. I didnt argue about U-boat hydrophones because they work as intended. Indeed in every patrol I have done prior to gaining the final hydrophone for the Germans I had learned to dive to periscope depth to get the hydrophone head down in to the water.
Engine noise from onboard equipment and machinery from your own boat is always an issue with passive systems. Placement of the head on boats was always as far forwards as possible to try and counter it. The game models this as a 90 degree ark to the rear that blocks sound reception by your machinery. A destroyer on the surface that has "gone dark" can detect a noisey surface contact. Relative to a standard surface ship, a sub on the surface makes little noise, making ranged detection of it on the surface with passive sonar extremely difficlut. In reverse the sub can detect other noisey vessels (such as merchants) easier by relative sound levels. A sub would detect any surface contact via passive asdic/sonar long before a normal surface vessel would.
In particular surface detection by shipping is normally done by Radar and visual means as the sound detection is HIGHLY dependant on the operator of the device, the devices range, and features of the aperatus. The fact that in the game you have a sonar man who is well trained and the Allies have superior sonar technology plays a major factor in those surface detections.
Britain and the US were miles ahead in asdic/sonar technology and radar technology than Germany in WW2. The devices were of a much higher technical level and implementation than the German counterparts. In sofar as the game is modeled if its in the water it can detect surface noise.
There are a plethora of technical details in asdic/sonar transmission & reception that are not modeled in the game. If you would like to know more try here.
Histrorical Naval Ships Association (http://hnsa.org/doc/sonar/chap13.htm)
if you look at post #4 here: http://www.subsim.com/radioroom/showthread.php?t=125330&highlight=Crew+bridge+underwater
i think Rockin Robbins explains the issue quite well.
Mikhayl
10-09-08, 02:38 AM
That's all good and well, now call me stubborn if you like, but the link and that thread never adress anywhere German hydrophones ! The link I posted is specifically about the GHG and a bit about the Balkon Gerat, and it clearly says that on the surface with the diesel engines running, the hydrophones do work of course, but they're useless. Imagine for a second, first the sound of the waves running against the hull and the exhaust and propeller noises, but also the sonarman with his poor headphone, trying to pick something between these noises while having 2 ~1500hp engines running at some 10 meters from him, crew movement around and so on. I'd like someone more savvy on uboats speaking on this, but I would bet the sonarman was simply not at his station while surfaced. I've never read anywhere "we were running 15 knots on the surface when the sonarman picked up propeller noises at 25km".
And that's my point (again), and since pictures speak louder than words :
http://img403.imageshack.us/img403/3290/sh4img20081008181918171cp7.jpg
That's with a GHG, and that's just plain silly. Boat stopped with a mirrorlike sea, ok, why not. But that ? Now whether it's in the "bug" or "enhancement" category is another thing, but don't tell me that's "as in real life".
Besides this reminded me of a genuine bug : on the screen, the contact is at 349°, it's impossible to pick up with a GHG since it has a dead angle between 340 and 020. That's because of a mistake in the equipment.upc file, when you choose a GHG, it actually installs a Balkon Gerat.
Sailor Steve
10-09-08, 11:06 AM
I would like to respectfully ask that everyone try to stay on topic here, and that is listing SH4 1.5 Stock bugs.
The OP is trying to do something here, and I would really like to see him succeed.
I'm sure the OP will allow for debate as to what is and is not a bug after he has obtained a list to work with.
Thank you for your cooperation. :up:
Okay, point taken. Then consider this. True, having the UZO on the bridge when the boat is submerged is unrealistic, but so is having it on the bridge when surfaced. The UZO is only brought to the bridge when making a surfaced attack run - it doesn't just sit there waiting to be used. That bug needs to be fixed with a command to bring it up, and then and only then should it be seen at all.
Webster
10-09-08, 04:41 PM
I would like to respectfully ask that everyone try to stay on topic here, and that is listing SH4 1.5 Stock bugs.
The OP is trying to do something here, and I would really like to see him succeed.
I'm sure the OP will allow for debate as to what is and is not a bug after he has obtained a list to work with.
Thank you for your cooperation. :up:
Okay, point taken. Then consider this. True, having the UZO on the bridge when the boat is submerged is unrealistic, but so is having it on the bridge when surfaced. The UZO is only brought to the bridge when making a surfaced attack run - it doesn't just sit there waiting to be used. That bug needs to be fixed with a command to bring it up, and then and only then should it be seen at all.
is an object still usable when its not visable? in other words if i make the uzo visable underwater=false and visable on surface=false then it should always be invisable. so if as you say they only took it out when needed it would not be seen all the time. but will it still work when you hit the uzo key if it is invisable? :hmm:
Webster
10-09-08, 04:49 PM
That's all good and well, now call me stubborn if you like, but the link and that thread never adress anywhere German hydrophones ! The link I posted is specifically about the GHG and a bit about the Balkon Gerat, and it clearly says that on the surface with the diesel engines running, the hydrophones do work of course, but they're useless. Imagine for a second, first the sound of the waves running against the hull and the exhaust and propeller noises, but also the sonarman with his poor headphone, trying to pick something between these noises while having 2 ~1500hp engines running at some 10 meters from him, crew movement around and so on. I'd like someone more savvy on uboats speaking on this, but I would bet the sonarman was simply not at his station while surfaced. I've never read anywhere "we were running 15 knots on the surface when the sonarman picked up propeller noises at 25km".
And that's my point (again), and since pictures speak louder than words :
That's with a GHG, and that's just plain silly. Boat stopped with a mirrorlike sea, ok, why not. But that ? Now whether it's in the "bug" or "enhancement" category is another thing, but don't tell me that's "as in real life".
Besides this reminded me of a genuine bug : on the screen, the contact is at 349°, it's impossible to pick up with a GHG since it has a dead angle between 340 and 020. That's because of a mistake in the equipment.upc file, when you choose a GHG, it actually installs a Balkon Gerat.
added to list: ghg dead angle and reduce german hydrophones effectiveness on surface
Mikhayl
10-09-08, 05:05 PM
For the GHG, I think the stock settings are fine excepted for the surface thing. It's just that when the F10 screen says "GHG", you actually have a balkon gerat as can be verified in external view. It's a mistake in equipment.upc, if you look the GHG entry, the "externallink3D" or something points to "balkon gerat" instead of "GHG_9" (it refers to the label of the object in senzori_uboot.dat)
what are the issues with the stock 1.5 game that need to be fixed?
i understand some mods already contain fixes in them but i'm looking to specify just the fixes themselves for creating a stand alone mod with only the needed fixes and nothing else.
the first step is to gather a list of all the known issues in the stock 1.5 game that have known fixes or mods that fix them. my goal is to remove the fixes to make a stand alone fixes only mod that doesnt make other changes.
........
list of things talked about that i think can be fixed in the game:
........
Photo Recon missions are bugged
Unless I misunderstand what you're trying to accomplish .......
- here's a 'must have' stand-alone fix for the Photo Recons:
Dgrayson (over at UBI) did a heck of a nice job fixing all of the photo recons for Stock & TMO.
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/7391059166
Art
Lexandro
10-09-08, 07:44 PM
For the GHG, I think the stock settings are fine excepted for the surface thing. It's just that when the F10 screen says "GHG", you actually have a balkon gerat as can be verified in external view. It's a mistake in equipment.upc, if you look the GHG entry, the "externallink3D" or something points to "balkon gerat" instead of "GHG_9" (it refers to the label of the object in senzori_uboot.dat)
I had not noticed that one, now I understand were your coming from. Well spotted that man.
Unless I misunderstand what you're trying to accomplish .......
- here's a 'must have' stand-alone fix for the Photo Recons:
Dgrayson (over at UBI) did a heck of a nice job fixing all of the photo recons for Stock & TMO.
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/7391059166
Art
Excellent find, added that to my current mods running. A perfect example of what is wanted for the project. Thank you.
THE_MASK
10-09-08, 07:53 PM
Hydrophones rotate 361 degrees, i.e. 359, 360, 000, 001.
Pipes won't stop leaking even after repairs are made.
Various gauges not working in interior views at various stations. There is nothing wrong with this . This is just a visual reminder that the hull is damaged and needs to be fixed at port . Remember that this was a feature and the only way of knowing about hull damage before the hull percentage number was patched in . This is more realistic in my view than hull percentage . You just know there is damage by the broken pipes but you dont know how much . If you have been depth charged than you should return to port as soon as you can .
Webster
10-10-08, 12:09 AM
Hydrophones rotate 361 degrees, i.e. 359, 360, 000, 001.
Pipes won't stop leaking even after repairs are made.
Various gauges not working in interior views at various stations. There is nothing wrong with this . This is just a visual reminder that the hull is damaged and needs to be fixed at port . Remember that this was a feature and the only way of knowing about hull damage before the hull percentage number was patched in . This is more realistic in my view than hull percentage . You just know there is damage by the broken pipes but you dont know how much . If you have been depth charged than you should return to port as soon as you can .
maybe something could be done to switch it to water dripping or something after repairs so it still looks broken but not as much water leaking? :hmm: just a thought.
wetwarev7
10-10-08, 09:28 AM
Hydrophones rotate 361 degrees, i.e. 359, 360, 000, 001.
Pipes won't stop leaking even after repairs are made.
Various gauges not working in interior views at various stations. There is nothing wrong with this . This is just a visual reminder that the hull is damaged and needs to be fixed at port . Remember that this was a feature and the only way of knowing about hull damage before the hull percentage number was patched in . This is more realistic in my view than hull percentage . You just know there is damage by the broken pipes but you dont know how much . If you have been depth charged than you should return to port as soon as you can .
I happen to see it as a bug, or perhaps 'design flaw' would suit you better? If you don't see it that way, that's okay. Either way, as I've stated before I just don't think this is the place to debate it.
I know this isn't my thread, but I've just seen too many good ideas get lost in the clutter, and I'm just hoping to see at least the beginnings of this stay organized. This may seem presumptuous, but I really don't have anything else to contribute to helping make this mod a reality.
tomoose
10-10-08, 11:29 AM
Didn't the pipes eventually stop leaking in SH3 once the damage control party worked on it (unless it was beyond repair).
Why on earth this wasn't incorporated into SHIV is beyond me. :o
Sometimes I think the Subsim community is way too forgiving towards the devs with some of the seemingly simple yet glaringly obvious (albeit mostly eye or ear candy) flaws in the game.:-?
Nisgeis
10-10-08, 11:40 AM
All that has gone before is part of the reason I have kept well away from this thread.
Can we agree that this thread should be used to just list what people believe in their opinion is a bug?
Later on, after all the 'bug' reports have come flying in thick and fast would it not be a simple matter to put up a multiple poll with all the bugs on. If people believe it's a bug, they can vote for it to be fixed. After the vote closes, any bug with a 50% or higher vote gets put into the community fix, anything that doesn't, doesn't.
You will never have a community patch that will delight everyone, as it will likely contain at least one fix that you don't want. But will that put you off using it? It would be heartbreaking if a tremendous amount of effort went into it, if no one will use it.
Just my thoughts.
Webster
10-10-08, 11:42 AM
Didn't the pipes eventually stop leaking in SH3 once the damage control party worked on it (unless it was beyond repair).
Why on earth this wasn't incorporated into SHIV is beyond me. :o
Sometimes I think the Subsim community is way too forgiving towards the devs with some of the seemingly simple yet glaringly obvious (albeit mostly eye or ear candy) flaws in the game.:-?
lots of things related to damage are unfinished or not working right in sh4.
the water leak is listed because i think it should not be in full leak mode after being repaired. i also added to the list things reported fixed when they are destroyed.
it shouldnt tell you such and such is repaired if it is destroyed.
but just because things get listed doesnt mean they can be fixed, it only means i will try to find answers for them.
All that has gone before is part of the reason I have kept well away from this thread.
Can we agree that this thread should be used to just list what people believe in their opinion is a bug?
Later on, after all the 'bug' reports have come flying in thick and fast would it not be a simple matter to put up a multiple poll with all the bugs on. If people believe it's a bug, they can vote for it to be fixed. After the vote closes, any bug with a 50% or higher vote gets put into the community fix, anything that doesn't, doesn't.
You will never have a community patch that will delight everyone, as it will likely contain at least one fix that you don't want. But will that put you off using it? It would be heartbreaking if a tremendous amount of effort went into it, if no one will use it.
Just my thoughts.:up: Advise action ! "Action walks,& BS. talks". Get the poll tread going,I will help. #1 Surface radar still gives contacts,after it is turned off. :ping: Task Forces, have detectors/enter base slow down.
#2 Rudder missing joke ? If a DC.was close enough to blow your rudder off, aft. torpedo would be gone also.:dead:
#3 SV radar,does not provide contacts,in 1.5 stock:doh: also.http://www.maritime.org/img/radio-svant.gifwas not installed in base refit.
#4 When setting-up tubes for influence/magnetic keel depth+,depth changes in settings,when you lock target.settings is still bugged.IMO>
#5 I would think pipes leaking,could be fixed,with less than 25% hull damage. This may be difficult to implement.:roll:
#6 Super wrench active,can repair destroyed engines,but not Port/Stbd.Screw/Eng. control.:oops:
There you go,I have been 29 patrols to Wars end in 1.5 Stock,ComSubPacSW.my desired Fixes.:sunny:
Webster
10-10-08, 07:16 PM
[There you go,I have been 29 patrols to Wars end in 1.5 Stock,ComSubPacSW.my desired Fixes.:sunny:
#1 and #3 added to list, 2 and 5 already there.
can you explain #4 better so i can understand the issue? :doh:
and #6 are you talking about what the wrench will or wont fix? or is it something its supposed to fix but doesnt?
Webster
10-14-08, 12:43 AM
does anyone think the rate of fuel consumption in the game needs to be tweaked?
archive1 has raised the question if sh4 needs the fuel consumption boosted about 20% in the same way that GWX boosted it in sh3 to compensate for the difference between map distances and actual distances you trave in the game.
If your crew has a passive engine tuner ability,& you cruse at 9/10 kts.It's real.IMO.
Lexandro
10-14-08, 06:29 PM
Oh nearly forgot this one;
Deck gun placement bug. You know the one where you cant move your deck guns position fore or aft without loosing the crew position to man it.
Should you set-up a tube,to a given depth for contact,or influence. Then when locking target,the game resets depth to something other than that which you previously had it set at.:hmm: Seem that when you set a tube-up it should stay set.:up:
panthercules
10-14-08, 07:39 PM
Been away for a long while, and haven't had time to completely catch up with all the latest developments, so I aoplogize in advance if this haas been mentioned or actually (I hope) fixed by some mod already, but here's the biggest bug/downer for me in terms of game-play effect:
Bizarre AI behavior of convoys, where all the ships tend to come to a screeching halt and mill around aimlessly when attacked, instead of either steaming on at relatively high speed or perhaps scattering in all directions.
I had way too many situations back when I was playing a lot some months back (with all the patches until UBM/1.5 anyway - never really got a chance to play much once 1.5 came out) where I'd fire torps, go deep to reload and evade, only to come back in a couple of hours or so and find the convoy still in the same place, milling around. I know ASW was not very much of a priority for the IJN as compared to the Allies in the ATO, but I can't believe that was actually Japanese maritime policy/practice in response to an attack.
Lexandro
10-14-08, 08:19 PM
If it was night that would be a sensible tactic by the AI. It was used in WW2 by convoys at night, sometimes referred to as "going dark" or "going quiet". They would shutdown all machinery and wait around in the hopes that any U-boat would not be able to hear them or see them in the dark.
It wasnt till later in the war that convoys were ordered to steam non-stop, and not turn back for surviviors.
In daylight however thats not a good move.
Sailor Steve
10-14-08, 08:19 PM
I would like to respectfully ask that everyone try to stay on topic here, and that is listing SH4 1.5 Stock bugs.
The OP is trying to do something here, and I would really like to see him succeed.
I'm sure the OP will allow for debate as to what is and is not a bug after he has obtained a list to work with.
Thank you for your cooperation. :up:
Okay, point taken. Then consider this. True, having the UZO on the bridge when the boat is submerged is unrealistic, but so is having it on the bridge when surfaced. The UZO is only brought to the bridge when making a surfaced attack run - it doesn't just sit there waiting to be used. That bug needs to be fixed with a command to bring it up, and then and only then should it be seen at all.
is an object still usable when its not visable? in other words if i make the uzo visable underwater=false and visable on surface=false then it should always be invisable. so if as you say they only took it out when needed it would not be seen all the time. but will it still work when you hit the uzo key if it is invisable? :hmm:
No, you're right. My point about about it being unrealistic to have underwater views at all was just that, and I was properly criticized for it. If you're going to have that view, then what you see ought to be what you would really see if you could really see it. And while it's true that it wasn't on the bridge until needed, what are you going to do? A command - "UZO auf brucke!" - followed by the crew bringing it up, or it just appearing there, would be nice, but like so much else it's just wasteful. I don't mind it being there all the time, and I don't mind it being gone.
I admit I was just being picky about my complaints.
Webster
10-15-08, 10:20 AM
[A command - "UZO auf brucke!" - followed by the crew bringing it up, or it just appearing there, would be nice, but like so much else it's just wasteful. I don't mind it being there all the time, and I don't mind it being gone.
I admit I was just being picky about my complaints.
well i wasnt looking at making it appear when being used at all (unless it just happened that way), my thought process was this:
if it was only taken out when needed then in reality you would not and should not expect to see it at all so there would be no real loss to the game if it was never seen. the only time you expect to see it is when it is actually in use but then your looking through it and not at it so seeing it is pointless.
my only question was if it is invisable, is it still usable?
Sailor Steve
10-15-08, 11:02 AM
I would think that if the thing was made invisible via removing the object, the attachment point would have to be modelled, so it should still be clickable. If not, the 'U' button should still work.
Of course I don't know - I'm just guessing based on what I've seen before.
OK - in my 'nearly forgot' category (for stock 1.5):
1. Although the submerged range is adequate for the SH4 game, the submerged ranges & speed are not up to historically accurate values - similar to those posted by CCIP back in ver 1.2 for example.
2. The depth gauge for the Balao class should read 600' and the Balao class should be capable of easily reaching that depth.
I really don't want to discuss these, I have already discussed them enough... lol
Please just add them to your list (or not) if you like.
Thanks, Art
panthercules
10-15-08, 09:03 PM
Amen to number 1 in the post above - the battery life/submerged range not working correctly has frustrated me for a long time, and defied all my efforts and wasted testing time trying to make it work. Worst part is that IIRC it was actually working at some point (maybe patch 1.2 or 1.3) but got broken again and seems to have stayed that way. I know it's possible to stretch it to something that isn't completely unplayable and some mods have done so, but a fix to make it conform to historically correct parameters would be great.
And BTW - the convoy milling around issue mentioned in my previous post was not like a conscious attempt to "go dark"/quiet - the ships were still steaming (so making noise) but just doing it aimlessly at slow speed, milling around in daylight for no reason - very immersion-killing (what's the point of trying to conduct a running convoy battle when the convoy isn't running?)
Webster
10-15-08, 10:26 PM
Amen to number 1 in the post above - the battery life/submerged range not working correctly has frustrated me for a long time, and defied all my efforts and wasted testing time trying to make it work. Worst part is that IIRC it was actually working at some point (maybe patch 1.2 or 1.3) but got broken again and seems to have stayed that way. I know it's possible to stretch it to something that isn't completely unplayable and some mods have done so, but a fix to make it conform to historically correct parameters would be great.
And BTW - the convoy milling around issue mentioned in my previous post was not like a conscious attempt to "go dark"/quiet - the ships were still steaming (so making noise) but just doing it aimlessly at slow speed, milling around in daylight for no reason - very immersion-killing (what's the point of trying to conduct a running convoy battle when the convoy isn't running?)
so assuming i figure something out, what are the numbers for the battery life and submerged range that i need to have?
as for the convoy thing, occassionally only one ship (often the group leader) will have a path and speed determined so if that ship is sunk the rest will literally be lost and just hang around the position where their leader got lost. i think maybe its a campaign file issue but not sure about that. i dont know if it happens often enough to be a repeatable issue so it can be looked at. maybe if it can be traced to a certain type of convoy, date, or area, then perhaps i would be able to know where to begin looking.
Lexandro
10-15-08, 10:38 PM
Amen to number 1 in the post above - the battery life/submerged range not working correctly has frustrated me for a long time, and defied all my efforts and wasted testing time trying to make it work. Worst part is that IIRC it was actually working at some point (maybe patch 1.2 or 1.3) but got broken again and seems to have stayed that way. I know it's possible to stretch it to something that isn't completely unplayable and some mods have done so, but a fix to make it conform to historically correct parameters would be great.
And BTW - the convoy milling around issue mentioned in my previous post was not like a conscious attempt to "go dark"/quiet - the ships were still steaming (so making noise) but just doing it aimlessly at slow speed, milling around in daylight for no reason - very immersion-killing (what's the point of trying to conduct a running convoy battle when the convoy isn't running?)
so assuming i figure something out, what are the numbers for the battery life and submerged range that i need to have?
I think the battery changes in the Diverate mod are pretty accurate. Not sure of exact figures but its something like 80 km @ 4kts
Webster
10-15-08, 11:15 PM
I think the battery changes in the Diverate mod are pretty accurate. Not sure of exact figures but its something like 80 km @ 4kts
are you talking about swdw's - Surface draft and dive time mod ?
I'm not going to read all the above posts so if this has been said I apologize--and I'm not sure if this bug is a stock bug or a mod bug--I use TMO. This bug bugs me worse than any other----in heavy fog the game will not credit me with a ship sunk. It credits the storm, i.e., when the ship sinks the sunken ship icon that appears on the map is greyed out, not red as is the case when I sink them. And the sunken ship does not appear in my list of sunken ships. This really bugs me because hunting down and sinking ships in really bad wx was one of the things I liked about SH3 the best.
I think the battery changes in the Diverate mod are pretty accurate. Not sure of exact figures but its something like 80 km @ 4kts
are you talking about swdw's - Surface draft and dive time mod ?
Here's CCIP's post:
http://www.subsim.com/radioroom/showpost.php?p=464105&postcount=1
SH4 Realistic Battery Life (03-25-2007, 10:32 PM)
..........
Quote:
(now easy to do-yourself with the Mini Tweaker, but I'll save the effort to those who don't feel like it)
Adjusted underwater endurance for all fleet submarines. Based on the following research
data from the Fleet Submarine Manual.
Maximum Time Submerged and Cruising Range vs. Submerged Speed Knots
knots--miles(peace-time)-- miles (war-time) --hours(peace-time) -hours(war-time)
2 ------73 --------------100-110 ------------36 ----------------55
3 ------69 --------------100-105 ------------24 ----------------38
4 ------55 --------------83 -----------------14 -----------------24
5 ------40 --------------64 ------------------8.5 ---------------14.5
6 ------30 --------------48 ------------------5 -----------------9
7 ------20 --------------31 -----------------2.6 ----------------4.8
8 ------14 --------------23 -----------------1.6 ----------------2.6
9 ------9 ---------------15 ------------------1 -----------------1.5
10 -----10 --------------X--------------------X-----------------X
Mod uses the 4-knot wartime endurance as base; original SHIV used
2-knot endurance as base which did not function properly and
power usually ran out in only 5-6 hours at 4 knots.
Your boat will now be capable of making the above figures fairly accurately.
The older, smaller Porpoise class has 25% less battery charge than
other fleet boats.
I've tried everything to get these values however if I get close, I get super long recharge times. Arrgh! I would gladly give up the crewmen with special abilities like the propulsion expert etc to have realistic battery ranges.
Art
Webster
10-16-08, 01:59 PM
Here's CCIP's post:
http://www.subsim.com/radioroom/showpost.php?p=464105&postcount=1
SH4 Realistic Battery Life (03-25-2007, 10:32 PM)
Mod uses the 4-knot wartime endurance as base; original SHIV used
2-knot endurance as base which did not function properly and
power usually ran out in only 5-6 hours at 4 knots.
Your boat will now be capable of making the above figures fairly accurately.
The older, smaller Porpoise class has 25% less battery charge than
other fleet boats.
I've tried everything to get these values however if I get close, I get super long recharge times. Arrgh! I would gladly give up the crewmen with special abilities like the propulsion expert etc to have realistic battery ranges.
Art
nice find, i will have to look into the super long recharge times you reported. :hmm:
peabody
10-16-08, 02:37 PM
my only question was if it is invisable, is it still usable?
IIRC, The camera view of the UZO is not connected to the UZO, it is connected to a dummy node that sits in mid air wherever you want to place it. The UZO itself (the 3D object) is not used for this. So technically you don't need an UZO at all, unless you want it sitting on the bridge for 'eye candy'. All you need is a 'dummy node' to connect the 'UZO view' to, and place that node somewhere that makes sense. And this node has no 3D object associated with it, it is just a node and a label.
Peabody
Webster
10-16-08, 04:29 PM
my only question was if it is invisable, is it still usable?
IIRC, The camera view of the UZO is not connected to the UZO, it is connected to a dummy node that sits in mid air wherever you want to place it. The UZO itself (the 3D object) is not used for this. So technically you don't need an UZO at all, unless you want it sitting on the bridge for 'eye candy'. All you need is a 'dummy node' to connect the 'UZO view' to, and place that node somewhere that makes sense. And this node has no 3D object associated with it, it is just a node and a label.
Peabody
thats great then, making it invisable wont effect your ability to use it.
that was my big concern about messing with it.
i think it is just un necessary eye candy that doesnt need to be there but lets here from everyone else on that so it is a majority opinion.
peabody
10-16-08, 04:44 PM
my only question was if it is invisable, is it still usable?
IIRC, The camera view of the UZO is not connected to the UZO, it is connected to a dummy node that sits in mid air wherever you want to place it. The UZO itself (the 3D object) is not used for this. So technically you don't need an UZO at all, unless you want it sitting on the bridge for 'eye candy'. All you need is a 'dummy node' to connect the 'UZO view' to, and place that node somewhere that makes sense. And this node has no 3D object associated with it, it is just a node and a label.
Peabody
thats great then, making it invisable wont effect your ability to use it.
that was my big concern about messing with it.
i think it is just un necessary eye candy that doesnt need to be there but lets here from everyone else on that so it is a majority opinion.
The only problem that I would have with the 'invisible' part is you may use it on one ship, then take your eye away to bridge view to navigate, then use it again for ship #2 and so on. So even though I understand your comment about it not being there until you are going to use it and then you would not see it because you are using it. You also wouldn't keep taking it down after each use, so you wouldn't see it between uses. So I would say it's just a personal choice.
My own opinion: Your idea of invisible underwater but not on the surface would be my choice considering the limitations of the game engine. But that's just my 2 cents.
Peabody
skookum
10-16-08, 06:20 PM
I'd like someone to fix the "transparent crewmembers bug" that appears whenever volumetric fog lies behind crew members. I have a feeling it may be related to the "Sun glare shines through objects bug" but I'm no expert.
Here's CCIP's post:
http://www.subsim.com/radioroom/showpost.php?p=464105&postcount=1
SH4 Realistic Battery Life (03-25-2007, 10:32 PM)
Mod uses the 4-knot wartime endurance as base; original SHIV used
2-knot endurance as base which did not function properly and
power usually ran out in only 5-6 hours at 4 knots.
Your boat will now be capable of making the above figures fairly accurately.
The older, smaller Porpoise class has 25% less battery charge than
other fleet boats. I've tried everything to get these values however if I get close, I get super long recharge times. Arrgh! I would gladly give up the crewmen with special abilities like the propulsion expert etc to have realistic battery ranges.
Art
nice find, i will have to look into the super long recharge times you reported. :hmm:
Sorry if I led you to believe this fixes the battery ranges in 1.5. It did work up until patch 1.3. I saw you added it as a fix on page 1.
I quoted CCIP's post only to point out his table and the research he did. I wish it worked with ver 1.5.
Again, sorry for the confusion and I really appreciate what you are trying to do in this topic.
Regards
Webster
10-16-08, 10:08 PM
Sorry if I led you to believe this fixes the battery ranges in 1.5. It did work up until patch 1.3. I saw you added it as a fix on page 1.
I quoted CCIP's post only to point out his table and the research he did. I wish it worked with ver 1.5.
Again, sorry for the confusion and I really appreciate what you are trying to do in this topic.
Regards
ok i will move it back into the things to work on list, maybe comparing his work to what was done in the RFB files will show me a fix for better accuracy
THE_MASK
10-16-08, 10:58 PM
I'd like someone to fix the "transparent crewmembers bug" that appears whenever volumetric fog lies behind crew members. I have a feeling it may be related to the "Sun glare shines through objects bug" but I'm no expert. I remember one of the devs saying that it cannot be changed . Notice i didnt say fixed .
Webster
10-17-08, 01:35 PM
assuming keltos01 can get the browning 50 cal mod to work, i was thinking the 50cal should be fitted to the s-boats as standard equipt. am i correct in thinking that is what they used?
Rockin Robbins
10-17-08, 01:43 PM
Nasty bugs:
On reload of a saved game the first thing that happens is a command for "All Stop." And they do!:ping:
On reload of a saved game plotted course is disregarded and the sub runs into thebeach just behind that next plotted turn.:damn:.
While suspended during a save, all the ice cream in the freezer melts, leaving a big mess to clean up on reload.:rotfl:
Webster
10-18-08, 11:38 AM
Nasty bugs:
On reload of a saved game the first thing that happens is a command for "All Stop." And they do!:ping:
On reload of a saved game plotted course is disregarded and the sub runs into thebeach just behind that next plotted turn.:damn:.
While suspended during a save, all the ice cream in the freezer melts, leaving a big mess to clean up on reload.:rotfl:
On reload of a saved game the first thing that happens is a command for "All Stop." And they do!:ping:
to my knowledge this is a hard coded bug that is not fixable, its suposedly to let you re-evaluate whats going on in the game since things are always a little off after a save.
On reload of a saved game plotted course is disregarded and the sub runs into the beach just behind that next plotted turn.:damn:.
hmmm, i know where you are regenerated in the game your position on the map changes a little each time because it can only be accurate enough to regenerate things "near" where they were and not be that accurate. i guess it does the same with your plotted course so if your near land your new course may be on land lol. or do you mean you lose your plotted course because it wasnt saved?
comming to a complete stop on the surface with no AI contacts nearby and not in shallow water (no shallow water warning icon) is the only "safe" way to save your game.
While suspended during a save, all the ice cream in the freezer melts, leaving a big mess to clean up on reload.:rotfl:
someone needs to be put on report for this one, maybe even court-martialed :arrgh!:
peabody
10-18-08, 12:58 PM
[quote=Rockin Robbins]Nasty bugs:
On reload of a saved game plotted course is disregarded and the sub runs into the beach just behind that next plotted turn.:damn:.
hmmm, i know where you are regenerated in the game your position on the map changes a little each time because it can only be accurate enough to regenerate things "near" where they were and not be that accurate. i guess it does the same with your plotted course so if your near land your new course may be on land lol. or do you mean you lose your plotted course because it wasnt saved?
I second this one!! The course is still there, but the sub doesn't follow it, it just goes straight, and since you were headed in that direction, it looks like everything is ok, until (like RR said) you come to a turn, the sub keeps going straight. So you have to make sure to hit the follow plotted course button or CRASH. And if you use TC and then remember to hit follow plotted course, the sub turns around and heads back the other way toward the waypoint it 'missed' because it wasn't following the plotted course.
Peabody
Nisgeis
10-18-08, 01:34 PM
I don't think that's moddable, unless there is a command queue to run on reloads. It needs a 'Return to course' command run.
Webster
10-18-08, 02:28 PM
I don't think that's moddable, unless there is a command queue to run on reloads. It needs a 'Return to course' command run.
yea i think the only "cure" would be to have the game not save any plotted courses the way it doesnt save any AI generated contacts and i dont think that would be doable by anyone other than the devs.
i guess its up to you to select follow course rather than just put it in gear. :know:
Nasty bugs:
On reload of a saved game the first thing that happens is a command for "All Stop." And they do!:ping:
I haven't experienced this since I installed 1.5 (D2D). I've been a happy skipper since 1.5 fixed this (I thought) ..... Strange??
Art
Webster
10-18-08, 04:49 PM
Nasty bugs:
On reload of a saved game the first thing that happens is a command for "All Stop." And they do!:ping:
I haven't experienced this since I installed 1.5 (D2D). I've been a happy skipper since 1.5 fixed this (I thought) ..... Strange??
Art
to be honest with all the modding i was doing i dont remember if it still does that in 1.5 or not :hmm: i would have guessed it didnt change but i never noticed.
so your saying you saved game while under way and reloaded the save to find your under way at the correct speed as you left it?
to be honest with all the modding i was doing i dont remember if it still does that in 1.5 or not :hmm: i would have guessed it didnt change but i never noticed.
so your saying you saved game while under way and reloaded the save to find your under way at the correct speed as you left it? Yes, ever since I installed the 1.5 add-on. Now I can only speak for the U.S. fleet boats in my install, I have never tried the U-Boat side. (this is Stock 1.5)
I really doubt it has any effect but just in case, I am running a mod by Anvart that changes Sensors_Sub_US.sim. That shouldn't affect it though. Yep, my boat is always running Ahead Standard (10 kts) when I start a new 'session' the next day from a save the day before (or whenever).
Art
Webster
10-26-08, 11:49 PM
Yep, my boat is always running Ahead Standard (10 kts) when I start a new 'session' the next day from a save the day before (or whenever).
Art
ok so its no longer an issue with 1.5 :up: thats good to know
UPDATE: i have concluded that the save gave "bugs" are mostly computer limitation issues, the game causes marginal computer systems to act up at some things like game saves.
OK - in my 'nearly forgot' category (for stock 1.5):
1. Although the submerged range is adequate for the SH4 game, the submerged ranges & speed are not up to historically accurate values - similar to those posted by CCIP back in ver 1.2 for example.
2. The depth gauge for the Balao class should read 600' and the Balao class should be capable of easily reaching that depth.
I think I'm going to withdraw these requests. Once you get a crewman with the Propulsion Expert special ability, the battery range will increase close to historically accurate values. That's how they wanted to make SH4 - which is fine. Too bad you can't be guaranteed of getting that crewman but I see what the Dev's wanted to do now.
Furthermore, by increasing the MaxDepth= value in the cfg file a BALAO class boat can dive 'close enough' to its historically accurate depth in stock. The depth gauge does say 450' rather than 600' but the depths are reported every 20' and the "A" key will level the boat at whatever depth you like below 450' (and above crush depth).
Just wanted to clear this up - sorry.... NOW I see the light ;-)
Happy Hunting!
Art
Webster
12-06-08, 12:58 AM
ok so i took "battery life" off the list
UPDATE: with luck i should have my computer back in january and means i should be able to get a good start on this project soon after.
theluckyone17
12-06-08, 07:18 AM
Yep, my boat is always running Ahead Standard (10 kts) when I start a new 'session' the next day from a save the day before (or whenever).
Art
ok so its no longer an issue with 1.5 :up: thats good to know
UPDATE: i have concluded that the save gave "bugs" are mostly computer limitation issues, the game causes marginal computer systems to act up at some things like game saves.
It's an issue here. Not only does "All Stop" get ordered (I can hear my crew call it out), but something funky usually happens with my mapped course. If I hit "return to course", sometimes the crew will order "Ahead Standard", and we'll proceed. Others, they'll simply state that I've reached the last endpoint, and it's "All Stop" again.
It's resolved by simply altering one of the course points, but it's an irritation.
I'm running a Core 2 Duo E6300 @ 1.86 GHz, 3 GB of RAM, and an NVidia 9600GT. Performance in SH4 is definitively not marginal, so I can't blame it on the hardware.
<Paranoid>On the other hand, maybe SH4 is actively searching my drives, noting that I have Linux installed. In a pure fit of jealousy, it's corrupting my saves, knowing that it will forever be forced to run on top of Vista. :yep:</Paranoid>
Yep, my boat is always running Ahead Standard (10 kts) when I start a new 'session' the next day from a save the day before (or whenever).
Art
ok so its no longer an issue with 1.5 :up: thats good to know
UPDATE: i have concluded that the save gave "bugs" are mostly computer limitation issues, the game causes marginal computer systems to act up at some things like game saves.
It's an issue here. Not only does "All Stop" get ordered (I can hear my crew call it out), but something funky usually happens with my mapped course. If I hit "return to course", sometimes the crew will order "Ahead Standard", and we'll proceed. Others, they'll simply state that I've reached the last endpoint, and it's "All Stop" again.
It's resolved by simply altering one of the course points, but it's an irritation.
I'm running a Core 2 Duo E6300 @ 1.86 GHz, 3 GB of RAM, and an NVidia 9600GT. Performance in SH4 is definitively not marginal, so I can't blame it on the hardware.
<Paranoid>On the other hand, maybe SH4 is actively searching my drives, noting that I have Linux installed. In a pure fit of jealousy, it's corrupting my saves, knowing that it will forever be forced to run on top of Vista. :yep:</Paranoid>
I am confused... I swear that when continuing a saved game (with 1.5) the boat is always moving ahead 10 kts or whatever speed I was going when I saved the day before. The difference may be that I don't save with a plotted course because I don't use the plotting tool much?
Typically I use the ruler to draw lines and manually follow that track because I've noticed a constant 3 +/- deg stbd or port rudder if I use the plotting tool - especially while nearing a waypoint. Because I am concerned about fuel I figure (I'm guessing) that 3d rudder might affect fuel consumption? Don't know - but that's what I do.
I don't think SH4 cares about Linux..... wouldn't it be cool if SH4 ran on Linux. lol
Happy Hunting!
Art
Webster
12-08-08, 01:12 AM
may be that I don't save with a plotted course because I don't use the plotting tool much?
well i know if you load a saved game with a plotted course it wont automatically follow that course unless you tell it to follow the plotted course.
its the AI of the game i think but all it really is, is that any orders you were under at the time of save will have to be repeated after loading the game. i think it was to prevent forgotten orders from the last time you played from hurting you. since the AI randomly generates things if you loaded a saved game with, lets say a surface order in effect, after loading the saved game, if the order was still in effect, you could surface next to a task force that suddenly spawned near you.
Webster
12-18-08, 09:38 PM
added tater's new Y-thrower depth charges fix
Webster, This one really isn't a fix - it is more of an improvement... enhancement type graphic mod. I don't know if you're adding 'enhancements' ??
I've been using these Transparent Map Markers by "ancient46" and they work as advertised if you do want to add them to your list.
His mod allows seeing contacts and small islands shoals, etc beneath them.
[REL]Transparent Map Markers - by "ancient46"
http://www.subsim.com/radioroom/showthread.php?t=145133
IMO it is a great little stand-alone mod for stock etc even though his game map in the post is from modded SH4.
Art
You can simply replace the stock guns_radar.dat with the one in my mod, and it IS a fix. No other files.
Course only the SC will use it, and the SC has 2 Ys, one facing port, one starboard to get around the flaw in the stock thrower, lol.
One file. The YGun in stock does not function, both DCs go the same direction.
Webster
12-19-08, 11:13 PM
Webster, This one really isn't a fix - it is more of an improvement... enhancement type graphic mod. I don't know if you're adding 'enhancements' ??
I've been using these Transparent Map Markers by "ancient46" and they work as advertised if you do want to add them to your list.
His mod allows seeing contacts and small islands shoals, etc beneath them.
Art
its a nice mod but since the project im doing is getting very large in size (over 100mb and getting bigger) i would leave this mod out since it isnt really a fix so it will be up to individuals to add for themselves if they wish.
i think i will use it for myself when i get a chance to play, thanks for the heads up about the mod. :up:
Webster
12-19-08, 11:18 PM
You can simply replace the stock guns_radar.dat with the one in my mod, and it IS a fix. No other files.
Course only the SC will use it, and the SC has 2 Ys, one facing port, one starboard to get around the flaw in the stock thrower, lol.
One file. The YGun in stock does not function, both DCs go the same direction.
well i was thinking the Y-launchers you added to other ships was done to be historically acurate, was the SC the only one that actually used the Y-launcher in RL?
if the other ships did not use the Y-launcher, then how can i still get the realistic numbers of depth charges to be close to RL?
Webster
12-19-08, 11:29 PM
UPDATE: with luck i should have my computer back in january and means i should be able to get a good start on this project soon after.
please be patient with the slow progression of this mod, i have had ongoing contractor fraud issues to deal with :nope: and after being ripped off for a large sum of money i am trying to get the shoddy work redone and the unfinished repairs finished. :damn:
this mod is a very important project to me and i hope to get to it soon. :yep:
You can simply replace the stock guns_radar.dat with the one in my mod, and it IS a fix. No other files.
Course only the SC will use it, and the SC has 2 Ys, one facing port, one starboard to get around the flaw in the stock thrower, lol.
One file. The YGun in stock does not function, both DCs go the same direction.
well i was thinking the Y-launchers you added to other ships was done to be historically acurate, was the SC the only one that actually used the Y-launcher in RL?
if the other ships did not use the Y-launcher, then how can i still get the realistic numbers of depth charges to be close to RL?
No, virtually all IJN ships with DCs carried Y-throwers.
You could use my mod, then redo the eqps to only have the stock dc rack and YGun, then delete the extra DC dats, as well as guns_radars.sim and you'd have historical DC throwers on ships, but each would carry a zillion (a ship with 1 rack and 1 thrower (typical early war DD) would have 120 DCs instead of the historical 16-18).
So in the eqps, if you see a rack, change it to "DCRack_SH4". Any "Ygun_*****" stuff change to "YGun".
Webster
12-20-08, 11:20 PM
You could use my mod, then redo the eqps to only have the stock dc rack and YGun, then delete the extra DC dats, as well as guns_radars.sim and you'd have historical DC throwers on ships, but each would carry a zillion (a ship with 1 rack and 1 thrower (typical early war DD) would have 120 DCs instead of the historical 16-18).
So in the eqps, if you see a rack, change it to "DCRack_SH4". Any "Ygun_*****" stuff change to "YGun".
ok that sounds like a plan, i will PM you to confirm the details when im ready to do it :yep:
Webster
01-04-09, 03:39 PM
i have lost my ability to edit the original post so i guess i will have to start a new thread :damn:
Please don't start a new thread yet.
Many are having problems editing their posts. Neal is working on finding the solution.
Stand by.
Webster
01-04-09, 04:10 PM
Please don't start a new thread yet.
Many are having problems editing their posts. Neal is working on finding the solution.
Stand by.
oh ok, :up:
i thought it was just because the thread was too old or something, i will wait it out :|\\
Webster
01-05-09, 01:15 PM
added the guages fix by aanaker to the list
audessy
01-06-09, 09:37 PM
NICE! Thanks for the link. :D
I've been working on IJN radars, so I saw your stock hydrophone issue (KDB?) and looked at the dat. The unit is in 2 parts, and on has one rotation set to 270 (the top bit shaped like a T). I set it to 0, and now it sits on top, properly I think. All in S3D.
Here is the file, have a look, I didn't test it, I've never even seen a u-boat in sh4, lol.
http://files.filefront.com/Senzori+UBootdat/;12894633;/fileinfo.html
Webster
01-07-09, 03:04 PM
I've been working on IJN radars, so I saw your stock hydrophone issue (KDB?) and looked at the dat. The unit is in 2 parts, and on has one rotation set to 270 (the top bit shaped like a T). I set it to 0, and now it sits on top, properly I think. All in S3D.
Here is the file, have a look, I didn't test it, I've never even seen a u-boat in sh4, lol.
http://files.filefront.com/Senzori+UBootdat/;12894633;/fileinfo.html
great job, thank you tater i will add it to the mod list
also i never noticed it wasnt sitting on top correctly but glad that is fixed too.
EDIT: i still dont have a computer yet so can someone confirm it now rotates in the correct direction for me ?
I did not JSGME that, I just upped the dat file. It goes in Library/GESubParts I think (not at my game machine now). I don't even know what uses it, I haven't ever fired up a u-boat, and don't plan to, so someone else will have to check it.
Webster
01-07-09, 07:11 PM
I did not JSGME that, I just upped the dat file. It goes in Library/GESubParts I think (not at my game machine now). I don't even know what uses it, I haven't ever fired up a u-boat, and don't plan to, so someone else will have to check it.
ok, thats no big deal
Stary Wuj
01-08-09, 09:36 AM
Very usefull thread, thank You :rock:
I want return to the game (with add-on) and I need more info about
new mods (compatible with 1.5 version)
Best Regards
Stary Wuj
Webster
01-11-09, 11:04 PM
i removed my "Webster's Better waterlines" color fix due to the large size of this mod and although having pink waterlines are a major irritation to me they are not absolutely needed as a fix for the game.
i also added another item to the "to do" list, the s-boats need a fix so they properly have the 50 cal for AA instead of the 20mm.
there was an old mod that was made to fix this, it was made by shad43 for the v1.2 of the game but it has a bad download link and so it has been lost and shad43 is MIA on this forum.
i am hoping maybe someone out there has a copy of this old mod (Browning .50 MG v1.1a by shad43) that they can upload for me so i can compare it to my version.
i tried to recreate it myself but it wasnt working when i tried it in a single mission so i may have missed something. i noticed my version of this mod was downloaded 220 times at my filefront page but i have never had anyone confirm to me if it worked for them or not. if anyone reading this has tried it, please PM me to let me know if it does or doesnt work for you.
if anyone is interested here is the link to the thread about the 50 cal mod http://www.subsim.com/radioroom/showthread.php?t=111379
Webster
01-16-09, 09:46 PM
added the Uboat Conning Tower fix by zeewolf to the downloads list
jmardlin
01-19-09, 12:55 PM
here is a fix for shell splashes for big guns not showing up at distance. this is mostly for surface ship mods but is useful in the stock game as well. http://hosted.filefront.com/jmardlin/
Webster
01-19-09, 01:33 PM
here is a fix for shell splashes for big guns not showing up at distance. this is mostly for surface ship mods but is useful in the stock game as well. http://hosted.filefront.com/jmardlin/
thanks, i added it to the mods list
jmardlin
01-19-09, 11:16 PM
this link is no longer valid says file was too old and was deleted New Map Labels v1.3 by jace 11 (http://www.speedyshare.com/977303658.html) (accurately ads 75+ missing labels to the map) here is an updated link http://files.filefront.com/Map+Label.../fileinfo.html (http://files.filefront.com/Map+Labels+13zip/;10061427;/fileinfo.html)
Webster
01-20-09, 01:47 PM
this link is no longer valid says file was too old and was deleted New Map Labels v1.3 by jace 11 (http://www.speedyshare.com/977303658.html) (accurately ads 75+ missing labels to the map) here is an updated link http://files.filefront.com/Map+Label.../fileinfo.html
thanks for the heads up :up:
link has been updated
jmardlin
01-21-09, 01:18 AM
this link is no longer valid says file was too old and was deleted New Map Labels v1.3 by jace 11 (http://www.speedyshare.com/977303658.html) (accurately ads 75+ missing labels to the map) here is an updated link http://files.filefront.com/Map+Label.../fileinfo.html
thanks for the heads up :up:
link has been updated
glad i could help
Webster
02-04-09, 09:35 AM
ok, i've added zeewolfs great kongo fix for the game. it includes the 3D damage fix work done by miner1436 a while back (not sure if its a combined mods thing or just redone) and also fixes the texture mapping issues and new 3D meshing.
if anyone finds any more bad links in the OP please let me know, i want it to be there for myself and anyone else who might be needing them.
webster
The released Kongo mod has some non-trivial issues, however. The N and O maps are not used, because it appears that upon reimporting the model, those textures are not on the models. As a result, some of his great work is invisible. Also, the LOD distances are set wrong in the URC part of the dat.
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