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Takeda Shingen
07-10-10, 10:09 AM
Here is the thread for issue compilation regarding Silent Hunter 5. This thread is intended to list the features in the game requiring attention in a manner that is easily digestible for the company and development officials. Post below and I will compile in information here in the first post of the thread, which will relieve the afforementioned parties of the need to search through hundreds of pages of text.

Understand that this thread is for constructive puproses only. Rants, fits and anything that does not serve the ends of game improvement will be deleted without warning.

Finally, please be specific. Don't just say that the AI is broken. What specifically is broken? 'AI ASDIC is able to detect surfaced submarine at 30nmi' is a far more valid observation. If we want our concerns to be taken seriously, and want to cut through the noise of idle complaining, we will have to be very thorough in our work. Along those lines, if you feel that any of the included items are in error, by all means feel free to question and discuss it.


AI and Game Object/Mechanics Issues


Q Ship AI data incomplete
Ships not saving their damage when saving, so they are at full health when a game is re-loaded
Cannot use ladders if looking up
Sonarman doesn't report any contacts
Obs scope always raises itself when starting a mission
Stadimeter: Sends the default mast Height of 20m instead of the actual height in cfg files
Deck Gun Crew will fire on a new target after the current target is destroyed of their own accord (fire at will enabled permanently)
When dragging the waypoint on the navmap of TUI, dragging over a ship makes the waypoint stick to the ship
Stock AI will ignore you, unless you are definately classified as a Submarine contact. Unknown contacts will be ignored
You can be assigned to a new base, without being radioed about it
TDC gets out of synch if you train the torpedo speed special ability
Incorrect types of AI recon planes flying at night
Occasionally either a friendly or enemy unit will get 'attached' to you and follow you everywhere
Sonar man does not warn about depth charges being dropped
The crew AI 20mm AA gunners aim far too low to hit any aircraft
Task force presence fails to drop player from time compression
Some ships cannot be heard if they go slower than 6 knots
TDC's speed entry is rounded to a whole number, instead of letting us put in 5.5 knots etcetera
Engine tuning resets to zero after diving and surfacing. E.G> before diving you can make 20 knots, but after surfacing, you can only make 15 knots
Ships take no damage from the fires on them
Ye Olde Co2 bug, where the Co2 keeps rising, although you are surfaced
Reports of enemy ships being spawned in the Kiel Canal, or trying to transit up it
Torpdo autoloading option not saved as part of a game save, so you have to turn it back on each time
AI Torpedo planes do not enter into an attack run
AI air dropped torpedoes are dead and sink, instead of running
AI Torpedo planes even if fixed cannot aim ahead of a target and will usually miss
Moving external torpedo to internal stores takes only one minute
Starshells are not fired by the AI. When scripted to fire, they neither illuminate the area or enhance the DDs visual range
If you load a saved game without the game having focus (currently active window in Windows) then the player's U-Boat will steam in circles, instead of following waypoints
Problems with the magnetic detonators, even with duds turned off
Can't get through internal hatches into another compartment if the boat is in a steep dive or climb
AI wolfpacks sail too close to convoys and fail to attack
When TDC is on and you use the stadimeter, the AOB is always reset from the value you had input
Contact Detected function of all AI is broken
Depth setting on magnetic warheads is incorrect
Increased torpedo speed results in bugged gyro settings
Occasional problems docking in-base
Cannot man or un-man deck gun


Cosmetic Issues


Requires Kriegsmarine map grid
Requires Kriegsmarine Stadimeter
The radio room is lacking all labels, including those on the radar
The two communication tubes in the command room are transparent
Gauge labels are incorrect

Crew turn their backs on you when you click on them to talk, then they turn to face you again
Crew on the conning tower whilst underwater after a loading a game
Crewman near the UZO will point at nothing every now and again
Torpedoes are absent from the torpedo room, if you have them and appear when you have none left
The torpedo reload action gets out of synch if you train reload speed ability
Sub will hover above the sea bed, rather than sitting on it
Internal model of the Radar set is installed, even if radar is not installed on the boat, which causes confusion
Interior dials and switches are not clickable
You can see rain drops on the visor of the captain's mototrbike helmet, which he wouldn't have been wearing
You can see lens flares, when the captain is not looking through a lens (with his eyes on the bridge)
Reflections of the player submarine is all distorted (and possibly for other ships too)
No reflections for any new imported ships in .dat format as the reflection controller doesn't work
Engines increase in volume, instead of pitch when RPMs are increased
Sunken ships vanish as soon as they touch the sea bed
Ship's reflections are visible in fog when the ship itself is not
Ship's wakes can be seen through waves
Particle smoke from distant ships is not rendered, so you cannot see 'smoke on the horizon'
Captain walking effects skewed
Crew will not switch to rain gear in bad weather
Ships sink into the sea in order to simulate a horizon, except the horizon is visible behind them, which just makes it look like the ships are sinking
AA Gun ammo bar is directly in the line of sight for the sights, so you cannot see what you are shotting at
Shadow does not fall correctly on wakes
Fall when climbing ladder to deck in VIIB
VIIB and VIIC conning towers are switched
Conning tower shadows have gaps
Incorrect German Spelling
Modding Issues


Requires support for Import of ship/Air Models/Dials/Needles without the need for a GR2 Licence
Internal submarine texture file sharing prevents detailed modding
Lack of instruction regarding in-game modding tools

reaper7
07-10-10, 10:31 AM
Thanks Takeda Shingen for starting this Thread. I hope it will be used in the manner it was set up for. :up:

I haven't played the Game much (Have spent all my time Modding it :)) so can't comment on AI or such but what I have come across so far that need attention are.

1. Stadimeter (Send the default mast Height of 20m instead of the actual height in cfg files)

2. KM Grid has been removed from SH5. I have attempted to Mod it back in but results always give a CTD

3. A proper working u-boat stadimeter - not the Paciffic Sub one that is currently used.

4. Support for Import of ship/Air Models without the need for a GR2 Licence.

Will post anything alse I can think of again. :up:

SteelViking
07-10-10, 12:16 PM
There are a large number of things on the interior of the sub which simply have the wrong textures assigned to them, or the textures are oriented improperly. The errors I am referring to are not correctable by editing the textures themselves, it would take editing of GR2 files. I am sorry that I cannot get screen shots of everything that I am talking about, as there are simply too many little problems for one man to try to collect them all.

Here is a list of just some of the things I am talking about:

- Gauge labels are incorrectly set up and assigned.

- The radio room is lacking all labels, including those on the radar(it does not even have a designation for the on/off switch).

- The two communication tubes in the command room are see through.

- Also, the way that all the textures for the interior(meaning the walls, pipes, wires, machinery, etc.) is not set up very well to be modded. The way it is now makes it very hard to make the sub look historically accurate since so many different things share the same textures. For instance, the TDC shares the same textures as the pipes around the sub.

There are many more, but these are the ones that I can think of right off the bat. I know these are just graphical problems, and that a lot of people disregard graphics as unimportant. However, graphics are my specialty, and these are some of what I cannot fix, so I figured I would bring them to the publics attention.:salute:

stoppro
07-10-10, 01:09 PM
I just would like the destroyers to stop spining around in circles and sticking with me where ever i go.

Madox58
07-10-10, 01:22 PM
What would be an easy and big help right now would be the information on how the tools provided with SH5 are used.
Playing the Guessing Game is no fun.

Some of the issues SteelViking posted,
- Gauge labels are incorrectly set up and assigned.
- The radio room is lacking all labels, including those on the radar(it does not even have a designation for the on/off switch).
- The two communication tubes in the command room are see through.

we can take care of the problems.

The issue with support of Unit imports in Dat format is the total lack of
the effects.
Such as Shadows,
don't see the sub underwater as viewed from above,
Etc.

I doubt we would see the effects added without GR2 file format.
That would take a major rewrite of code most likely.
So it is important to address the GR2 situation.

BIGREG
07-10-10, 01:38 PM
:salute: Idem Privateer and SteelViking

- requires .GR2 editing to :

- add mouse mask to use directly in game the knobs,levers and wheels

- add the missing needles ( echolot,co2,batterie level in control room,needles of elec engines in VIIa ... )

- correct the missing needles textures ( hours,minutes in rear room VIIa and sonar room )

- add led light in submarines

ps: i have see a light bug in subarimes,the light rotate with the curse !?

SteelViking
07-10-10, 01:54 PM
What would be an easy and big help right now would be the information on how the tools provided with SH5 are used.
Playing the Guessing Game is no fun.

Some of the issues SteelViking posted,
- Gauge labels are incorrectly set up and assigned.
- The radio room is lacking all labels, including those on the radar(it does not even have a designation for the on/off switch).
- The two communication tubes in the command room are see through.

we can take care of the problems.

I agree, tools are something that we definitely need more info on/need better versions of/or better tools altogether.

@Privateer,

I know that we CAN fix that stuff, but I would much rather have the devs do it for multiple reasons. They could probably do a cleaner job then we can, since they have access to the GR2 files they would have an easier time of it, and the things I mentioned should have been included from the start.

Edit: BTW, Takeda, thanks for setting up and overseeing this thread. I hope it does not get too out of hand.

Madox58
07-10-10, 01:55 PM
AI issues:

Documentation beyond what we have is needed now.
This should be an easy thing to do.
And no patch is needed to do this.
It would assist those working in the AI field right now.

For any possible patch?
Fix the AI!
And finish the incomplete code.
(I refer to the Q-Ship code not finished!)
:03:

Mines and Anti-Subnets need fixed!
As more and more U-Boats are found to have been sunk by Mines?
This is a MUST!

Takeda Shingen
07-10-10, 02:06 PM
Let's make sure that this is a thorough list of current problems and bugs, and not a wish list of things that we feel have been omitted. That is beyond the scope of this project.

Méo
07-10-10, 02:13 PM
Fix the AI!
And finish the incomplete code.
(I refer to the Q-Ship code not finished!)
:03:

...and about Wolfpacks. ;)

Sorry, couldn't resist. :oops:

BIGREG
07-10-10, 02:19 PM
Radio antennas ( round and rod ) - schnorkel ( workable ) :06:

Nisgeis
07-10-10, 03:04 PM
Let's make sure that this is a thorough list of current problems and bugs, and not a wish list of things that we feel have been omitted. That is beyond the scope of this project.



Crew on the conning tower whilst underwater after a loading a game.
Ships not saving their damage when saving, so they are at full health when a game is re-loaded.
Deck Gun Crew will fire on a new target after the current target is destroyed of their own accord (fire at will enabled permanently).
Crew turn their backs on you when you click on them to talk, then they turn to face you again.
Cannot use ladders if looking up.
Crewman near the UZO will point at nothing every now and again.
Sonarman doesn't report any contacts.
Obs scope always raises itself when starting a mission.
When dragging the waypoint on the navmap of TUI, dragging over a ship makes the waypoint stick to the ship.
Stock AI will ignore you, unless you are definately classified as a Submarine contact. Unknown contacts will be ignored.
Torpedoes are absent from the torpedo room, if you have them and appear when you have none left.
The torpedo reload action gets out of synch if you train reload speed ability.
Your can be assigned to a new base, without being radioed about it.
Sub will hover above the sea bed, rather than sitting on it.
TDC gets out of synch if you train the torpedo speed special ability.
Internal model of the Radar set is installed, even if radar is not installed on the boat, which causes confusion.
Incorrect types of AI recon planes flying at night.
Occasionally either a friendly or enemy unit will get 'attached' to you and follow you everywhere.
Sonar man does not warn about depth charges being dropped.
The crew AI 20mm AA gunners aim afr too low to hit any aircraft.
You can come out of time compression in the middle of a Task Force and then it's game over.
Interior dials and switches are not clickable.
Eye Candy, not bugs, but are not strictly correct either:



You can see rain drops on the visor of the captain's mototrbike helmet, which he wouldn't have been wearing.
You can see lens flares, when the captain is not looking through a lens (with his eyes on the bridge).



Some ships cannot be heard if they go slower than 6 knots.
TDC's speed entry is rounded to a whole number, instead of letting us put in 5.5 knots etcetera.
Reflections of the player submarine is all distorted (and possibly for other ships too).
No reflections for any new imported ships in .dat format as the reflection controller doesn't work.
No KM Grid in the nav chart.
Engine tuning resets to zero after diving and surfacing. E.G> before diving you can make 20 knots, but after surfacing, you can only make 15 knots.
Engines increase in volume, instead of pitch when RPMs are increased.
Sunken ships vanish as soon as they touch the sea bed.
Cosemtic: Ships take no damage from the fires on them.
Ye Olde Co2 bug, where the Co2 keeps rising, although you are surfaced.
Reports of enemy ships being spawned in the Kiel Canal, or trying to transit up it.
Torpdo autoloading option not saved as part of a game save, so you have to turn it back on each time.
AI Torpedo planes do not enter into an attack run.
AI air dropped torpedoes are dead and sink, instead of running.
AI Torpedo planes even if fixed cannot aim ahead of a target and will usually miss.
Particle smoke from distant ships is not rendered, so you cannot see 'smoke on the horizon'.
Moving external torpedo to internal stores takes only one minute.
Ship's reflections are visible in fog when the ship itself is not.
Ship's wakes can be seen through waves.
Starshells are not fired by the AI. When scripted to fire, they neither illuminate the area or enhance the DDs visual range.
Captain constantly practices for riverdance competition (possibly two walking effects being played at the same time).
Crew don't switch to rain gear in bad weather.
Ships sink into the sea in order to simulate a horizon, except the horizon is visible behind them, which just makes it look like the ships are sinking.
Auto Navigate through Kiel canal would be nice, at the moment people just sail round it, as it's quicker to do that than go through the Kiel canal, which is the opposite of what should happen.
Very limited selection of merchant ships. Generally the ships available are all very large tonnage ships and also used for all sides (e.g. liberty ship being used at the start of the war by Germany).
Wrong range with the stadimeter.
If you load a saved game without the game having focus (currently active window in Windows) then the player's U-Boat will steam in circles, instead of following waypoints.
Reportedly there are problems with the magnetic detonators, even with duds turned off.
No option to invert Y axis on mouse.
AA Gun ammo bar is directly in the line of sight for the sights, so you cannot see what you are shotting at.
Can't get through internal hatches into another compartment if the boat is in a steep dive or climb.

I'm not so sure of these:


Torpedo Tube opening/closing problem problem - you have to open the tubes twice. After firing a torpedo, the doors stay open.
Periscope and UZO bearing tape is not illuminated, making night attacks problematic.
Reports say 'Ship course 135', instead of 'Ship bearing 135'
Morale dots don't synch with the morale score (e.g. 3 dots, but morale says 4/5) - appears to be related to upgrading maximum possible morale.
Internal clocks and dials are not correct inside the sub.
AI subs have no watch crew.
Map annotations do not save.
No Speech confirmation of various commands after loading a saved game. E.G. after ordering course change.
Nav officer reports wrong info when you plot a waypoint.
Depth keeping problems at depth and low speed 180m. Need to maintain high speed in order to not die.
No reports of depth changes
Range ticks too closely packed on the TAI at certain zoom levels.
Full realism = map contacts still there, but just invisible. It's still possible to mouse over the invisible contact and get the tooltips which gives type speed and course.
Game CTDs with an enemy submarine in proximatey (sometimes reported as related to manning the hydrophone). Also this has been noted as a problem in multiplayer and also perhaps has caused problems with games saved in the presence of an enemy sub.
Speed indicator in GUI is incorrect, e.g. it shows 8.1 knotsm but indicated speed is 9. Possibly related to engineer engine tuning ability.
Can see internal parts of the conning tower, when external camera is higher than the conning tower hatch from outside.


Aaaand... breathe.

John Channing
07-10-10, 03:47 PM
Can't see if this is here yet but just in case...

- Damage to ships that have been torpedoed or atacked with deck gun is not saved when you quit and re-start the game.

JCC

Takeda Shingen
07-10-10, 05:07 PM
Torpedo Tube opening/closing problem problem - you have to open the tubes twice. After firing a torpedo, the doors stay open.
Periscope and UZO bearing tape is not illuminated, making night attacks problematic.
Reports say 'Ship course 135', instead of 'Ship bearing 135'
Morale dots don't synch with the morale score (e.g. 3 dots, but morale says 4/5) - appears to be related to upgrading maximum possible morale.
Internal clocks and dials are not correct inside the sub.
AI subs have no watch crew.
Map annotations do not save.
No Speech confirmation of various commands after loading a saved game. E.G. after ordering course change.
Nav officer reports wrong info when you plot a waypoint.
Depth keeping problems at depth and low speed 180m. Need to maintain high speed in order to not die.
No reports of depth changes
Range ticks too closely packed on the TAI at certain zoom levels.
Full realism = map contacts still there, but just invisible. It's still possible to mouse over the invisible contact and get the tooltips which gives type speed and course.
Game CTDs with an enemy submarine in proximatey (sometimes reported as related to manning the hydrophone). Also this has been noted as a problem in multiplayer and also perhaps has caused problems with games saved in the presence of an enemy sub.
Speed indicator in GUI is incorrect, e.g. it shows 8.1 knotsm but indicated speed is 9. Possibly related to engineer engine tuning ability.
Can see internal parts of the conning tower, when external camera is higher than the conning tower hatch from outside.

Nice work, Nisgeis. If we can confirm the above, I will add them.

Takeda Shingen
07-10-10, 05:08 PM
Can't see if this is here yet but just in case...

- Damage to ships that have been torpedoed or atacked with deck gun is not saved when you quit and re-start the game.

JCC

Got it. :up:

Faamecanic
07-11-10, 06:41 AM
I do NOT like how the current mission system puts the player into a narrow track and feel it totally destroys the immersiveness of an open game. General guidance (ala SH3 missions) is much more preferable and realistic to the current mission system. I would even accept mission more in the line of SH 4.

If we must keep the current system then I suggest removing the tonnage requirements and making it "engage enemy covoys" for example. If the player engages and damages one ship in a convoy in the specified patrol area that should satisfy this requirement.

As far as the madatory sinking of Capital ships, this is unrealistic and not historic. Maybe make these missions more like SH4 where you have to go into a port and photograph a warship? (and not a port that is only 5m deep with water...if the AI is ever improved that would be suicide.)

Oh and thanks for doing this thread Takeda!! This is a great idea!!

John Channing
07-11-10, 08:44 AM
Let's make sure that this is a thorough list of current problems and bugs, and not a wish list of things that we feel have been omitted. That is beyond the scope of this project.

May have to repeat this from time to time.

JCC

Sailor Steve
07-11-10, 10:44 AM
I wasn't going to post, as of course I do not have the game, but I saw this cosmetic issue on a thread yesterday and it doesn't seem to have been reported yet. Tied in with the 'ships wakes underwater' issue.

U-boat's shadow does not cast on the bow wave. Looks like it's under the wave.
http://www.subsim.com/radioroom/showpost.php?p=1433836&postcount=1458

THE_MASK
07-12-10, 12:57 AM
Crew are using tension speech files (yelling)if sub is damaged even after you have fled from the enemy . Tension files (yelling)should deactivate when a given radius away from the enemy .

Rip
07-12-10, 04:26 AM
The navigator's weather reports are inaccurate in that there was a light fog and no wind he says the weather is improving as I prepare the raid the port at Tyne. Less than an hour later I head to the bridge and the weather has obviously gotten worse fog is now medium and wind is up to 12 m/s. Of course when I ask him he says it is improving again which at this point I guess it couldn't get much worse.

Come to think of it I can't recall him ever saying the weather was getting worse.

scratch81
07-12-10, 07:24 AM
Cosmetic:
*when climbing from the conning tower of the 7b to the deck, you fall instead of using the ladder.

*the 7b and 7c towers should be swapped.
these cannot be modded because of GR2 files.

AI Issue/wolfpack:
*The submarine AI needs tweaked. Wolfpacks show up do, but sail too close to the convoys on the surface, become detected, and are either sunk or run away. as far as i can tell, they do not attack the convoy. Additionally, a radio message should be recieved informing you that the wolfpack is forming and heading towards you.

The General
07-12-10, 06:47 PM
Has The DarkWraith seen this thread? He may have some suggestions.

THE_MASK
07-12-10, 07:04 PM
Optimisation of the game in exterior views to get better fps (i believe the game was optimised inside the sub) .

Madox58
07-12-10, 07:19 PM
Optimisation of the game in exterior views to get better fps (i believe the game was optimised inside the sub) .


I'd tend to believe that's because of the way the 3D models are built.
The Hulls and Turms have interior rooms modeled.
Being inside the Sub renders the outside world NULL.
Being outside?
The whole Sub model is rendered (Including the inside rooms and such)
along with the outside world.

Re-write of Base code and 3D models is needed to correct this.

SteelViking
07-12-10, 07:28 PM
I'd tend to believe that's because of the way the 3D models are built.
The Hulls and Turms have interior rooms modeled.
Being inside the Sub renders the outside world NULL.
Being outside?
The whole Sub model is rendered (Including the inside rooms and such)
along with the outside world.

Re-write of Base code and 3D models is needed to correct this.

Well, I know that from the exterior camera, you can still see the conning tower room fully rendered.

Madox58
07-12-10, 07:33 PM
Correct.
I don't need to run the Game to know this is the wrong way approach!
:haha:
Step 1:
Load Gun.
Step 2:
Shoot self in foot!
:har:

SteelViking
07-12-10, 08:11 PM
Correct.
I don't need to run the Game to know this is the wrong way approach!
:haha:
Step 1:
Load Gun.
Step 2:
Shoot self in foot!
:har:

:haha: Are you sure, because that sounds right to me:rotfl2: Ok, we should probably get back on topic.....

tonschk
07-12-10, 08:23 PM
Well, I know that from the exterior camera, you can still see the conning tower room fully rendered.

Yes is still possible to see the light inside the conning tower room

http://img88.imageshack.us/img88/3180/extra80.png (http://img88.imageshack.us/i/extra80.png/)

Madox58
07-12-10, 08:33 PM
Remove the zon file and see if you can fly inside.
(You may also need to remove the sim file)
Then tell us what you see.

TarJak
07-13-10, 01:48 AM
Remove the internet tether and allow single player games to be played without being connected to the internet permanently.

This will encourage more sales and remove the main obstacle for many potential customers.

THE_MASK
07-13-10, 05:52 AM
When i man the hydrophone Benno sits beside me pretending to man a non existant one . He should be in the sitting relaxed position , the same if the sub was on the surface .

The General
07-13-10, 05:55 AM
I would like to thank Takeda Shingen for his efforts to consolidate and streamline on our behalf :up:

I concur wholeheartedly with the list in Post #1.

I would like to second the notion that Sub-nets and Mines are an essential addition to SH5.

I seem to encounter mainly Liberty Cargo vessels in the current Campaign. The lack of variety of merchant vessels encountered in SH5 is a step backwards from SH3/4.

The functionality of the Sonar suite from SH4 should be added to SH5. If U-Boats didn't have Active Sonar then range must be estimated or sent to the TDC via the Periscope. Both Scopes snd UZO should have a reasonably accurate Stadimeter. There was nothing wrong with the ID Manual from SH3, SH5's version is not as good and the oblique-angle representations are sorely missed.

As Captain I would like to order a Dive whilst hanging upside down from the Radar mast if I feel like it.

No Pop-up TAI Map, Chronograph, Periscopes or anything else unless I order it.

No unrealisitic special abilities. A simple increase in overall crew reaction-time as they gain experience would be fine. But don't go crazy with it, nobody can reload, aim and fire a Deckgun in 3 secs.

Ordering Battlestations should illicit some sort of response from the crew. Animations need to change accordingly, nobody lying in bed for example.

The Deckgun cannot be used in heavy swells.

A full crew aboard.

An actual response to your radio contact reports, wether it be a friendly airstrike or detection by nearby enemy warships.

No surface Sonar for U-Boats.

On/Off Toggle in the menu for the 'graphical sensor representation' or 'Pacman' as it has been dubbed by this Community.

I don't wanna see aircraft respawning every 10 secs (under Time Compression) and headed directly for my position.

TheDarkWraith
07-13-10, 06:59 AM
- the airplane and sub AI need a documentation file like the ship's have detailing available functions one can use. Also a full document explaining the syntax of the AI would be great.
- when TDC is on and you use the stadimeter, the AOB is always reset from the value you had input. This needs attention.
- AI planes need more functions available to them in order to improve it. Currently there is no way to discern what sensor detected the contact (visual or radar). Currently there is also no way to discern the 'level' of the airplane AI - is it poor, competent, veteran, etc.? Based on the 'level' of the airplane AI there should be functions available to set sensor effectiveness like the ships have.
- ContactDetected function of all AI is broke. When the AI spots their first contact this is set and never resets when the contact is lost.
- AI needs way to store and retrieve user assignable variables so that AI can be more customizable
- AI needs a function that can discern the commander of the group when assigning roles. I may not want to have the group commander assigned to any role in the AI (when developing more sophisticated AI). Currently there is no way to avoid this.
- when airplane AI is destroyed the pilot(s) do not eject like they did in SH4 (I see the 3D models for the pilots and all so the framework is there but missing the implementation)
- a Random function needs to be added to the Airplane AI. Also the Random function of the ship's AI needs to be fixed so that it can be used in other functions and not just as stand-alone. If the sub's AI is missing a Random function then it needs to be added also.

Zedi
07-13-10, 10:11 AM
As Captain I would like to order a Dive whilst hanging upside down from the Radar mast if I feel like it.

Means .. a way to abandon ship or...?
Better don't answer if you were thinking about the lame teleportation system from any previous SH series. It's SH, not Star Trek sim.

TheDarkWraith post should be somehow sticky, he is adressing the most bugged part of this game, the AI.

----

Takeda Shingen
07-13-10, 01:23 PM
May have to repeat this from time to time.

JCC

Prophetic. Here it is again:

Let's make sure that this is a thorough list of current problems and bugs, and not a wish list of things that we feel have been omitted. That is beyond the scope of this project.

Zedi
07-13-10, 02:58 PM
Prophetic. Here it is again:

Let's make sure that this is a thorough list of current problems and bugs, and not a wish list of things that we feel have been omitted. That is beyond the scope of this project.

Bad scripting is SH5 worst bug. So as a start, they need to refresh the team with people who know their job. True story, not a wish list.

The General
07-13-10, 03:56 PM
Means .. a way to abandon ship or...?
Better don't answer if you were thinking about the lame teleportation system from any previous SH series. It's SH, not Star Trek sim.My point was that I don't like the fact that you have to go down the ladder into the Conn to order a Dive. I am not interested in teleporting.

John Channing
07-13-10, 08:55 PM
Let's make sure that this is a thorough list of current problems and bugs, and not a wish list of things that we feel have been omitted. That is beyond the scope of this project.

And only four posts later... again!

JCC

The General
07-14-10, 12:19 AM
John, you and Takeda can pluck out what you think is legitimate from the whole Thread and consolidate a list for Post #1.

John Channing
07-14-10, 11:25 AM
Or people could save us a whole lot of unpaid labour by just reading the first posts!

:DL

JCC

THE_MASK
07-14-10, 06:38 PM
If they fixed everything on the first post , that would be an incredible step forward .

PL_Andrev
07-15-10, 09:33 AM
Some graphic and other issues:



Incorrect angle of moon view. (Now the moon view suggests that the sun is over horizon),
Only white light inside uboat. No red (alarm) / blue (emergency) light existed in "Das Boot",
Explosions looks like bitmaps (no 3D) - explosion clouds is the same from side and from downhill. It is OK but how to edit it?
Explosions looks like "mushrooms, explosion clouds", how to add other kinds? I think about high explosions like HMS Barkham, or tanker's explosion from "Das Boot".
No captain person on the conning tower if player is on the conning tower and use external camera (he may look like the captain from the training mission),
No other crew on other submarines/uboats (they may look like usual uboat crew),
The range of DD's passive sonar (orange eye on map) should depend not only from uboat speed but from DD speed, uboat depth, DD experience,
Possible turn on electric engines on surface,
More requests to base (refuel on see, fire support, protection when return to port),
Possible hitting (and take damages) to sea bottom / rocks and generate a noise,

The General
07-15-10, 09:40 AM
Or people could save us a whole lot of unpaid labour by just reading the first posts!

:DL

JCCGood luck with that John :O:

Seriously though, I am very excited that Dan (elanaiba), leader of The Devs, is watching this thread. Over the last few months I really got the impression that the SH5 1.2 was the final chapter in the Silent Hunter saga. I love this series and would hate to see it die.

ERPP8
07-15-10, 12:18 PM
Any news of resupply?

The Enigma
07-15-10, 12:27 PM
John, you and Takeda can pluck out what you think is legitimate from the whole Thread and consolidate a list for Post #1.

My thoughts exactly.

Make a sticky with appropriate content (a spin off of this thread).
That content should only be editable by the mods or admin.

This thread is already becoming to cluttered. :salute:

Takeda Shingen
07-15-10, 01:07 PM
My thoughts exactly.

Make a sticky with appropriate content (a spin off of this thread).
That content should only be editable by the mods or admin.

This thread is already becoming to cluttered. :salute:

This is already a spin-off of the community developer thread. Make a spin-off of a spin-off? No, I like to think that we can be disciplined enough to stay on topic.

The Enigma
07-15-10, 02:48 PM
This is already a spin-off of the community developer thread. Make a spin-off of a spin-off? No, I like to think that we can be disciplined enough to stay on topic.

Indeed it seems a bit like overkill.

However browsing through the posted messages in this thread tend to prove
that keeping on track is a hard thing to do.
Most do, but some don't.

Anyway let's continue with the bugs report. :yeah:

John Channing
07-15-10, 04:11 PM
No, I like to think that we can be disciplined enough to stay on topic.

I'd like to take some of that action. What's the over under?

JCC

Madox58
07-15-10, 04:23 PM
I'd like to take some of that action. What's the over under?

JCC

Neal would need to move the server off shore before the betting could begain.
:yeah:

ERPP8
07-15-10, 06:33 PM
Hello?
I'm wondering if there is any news of a fix for the resupply

mookiemookie
07-15-10, 08:54 PM
Hello?
I'm wondering if there is any news of a fix for the resupply

This is not the thread for that.

Here is the thread for issue compilation regarding Silent Hunter 5. This thread is intended to list the features in the game requiring attention in a manner that is easily digestible for the company and development officials. Post below and I will compile in information here in the first post of the thread, which will relieve the afforementioned parties of the need to search through hundreds of pages of text.

ERPP8
07-15-10, 09:28 PM
This is not the thread for that.
So it's just suggestions for Ubi?

tonschk
07-16-10, 12:09 AM
The conning tower develop shadows with gaps


http://a.imageshack.us/img203/9104/darkuuuuuu80.png (http://img203.imageshack.us/i/darkuuuuuu80.png/)

.

karamazovnew
07-16-10, 05:23 AM
John and Takeda: you can always just delete unnecessary posts. I don't think anyone would mind on this thread.

- The depth setting on magnetic torpedoes is very strange. Torpedoes have to pass through the keel of a ship to actually explode.
- Increased speed of torpedoes (crew active skill) not changing the torpedo speed dial, bugging the gyro solution in both the modded TDC and the vanilla interface
- Not being able to lie on the sea floor (without taking damage).
- problems maintaining depth.

Actually here's a thought about maintaining depth at zero speed:
To go up, you need compressed air to blow out water from the ballast tanks. To go down, a simple valve is opened and the ballast tanks fill up, no energy required. If the compressed air has gone to zero and the sub isn't moving, the Chief should report that you need at least X knots to maintain depth.

At high speeds, the sub should be stable at almost any depth. At very low speeds or when stopped, the sub should wobble a bit up and down from its selected depth depending on the skill of the crew.

sorlim
07-16-10, 07:13 AM
Excellent list, definitely good for a discussion with the powers that be. :yeah:

For now, I reiterate that I really want to use the mods that already fix many of these issues, bundle them up and offer them to the players.

How do you guys think I should start to work on selecting the mods? Should I create a new thread in which to duplicate this first post in this thread? This so I may edit and add links to the mods I have discovered while you guys review and give feedback?

ERPP8
07-16-10, 08:15 AM
John and Takeda: you can always just delete unnecessary posts. I don't think anyone would mind on this thread.

- The depth setting on magnetic torpedoes is very strange. Torpedoes have to pass through the keel of a ship to actually explode.
- Increased speed of torpedoes (crew active skill) not changing the torpedo speed dial, bugging the gyro solution in both the modded TDC and the vanilla interface
- Not being able to lie on the sea floor (without taking damage).
- problems maintaining depth.

Actually here's a thought about maintaining depth at zero speed:
To go up, you need compressed air to blow out water from the ballast tanks. To go down, a simple valve is opened and the ballast tanks fill up, no energy required. If the compressed air has gone to zero and the sub isn't moving, the Chief should report that you need at least X knots to maintain depth.

At high speeds, the sub should be stable at almost any depth. At very low speeds or when stopped, the sub should wobble a bit up and down from its selected depth depending on the skill of the crew.
Yesterday I was raiding a port when I found out there was a destroyer and my only torp was in the bow tube.
So I had to go in reverse and fire it. The ship's draft was only about 8 feet so the torpedo went right under. I reloaded from a save and tried again, accept forgot to set the depth AGAIN so I had to try a third time

bonescraper
07-16-10, 08:41 AM
No unrealisitic special abilities. A simple increase in overall crew reaction-time as they gain experience would be fine. But don't go crazy with it, nobody can reload, aim and fire a Deckgun in 3 secs.
It's not a bug, it's a game feature, therefore it's not going to be "fixed". But hey, i know a sollution - DON'T USE THEM.

Please don't make silly requests such as this one.

And for the actual bugs:
- ships crash into each other in ports
- i've seen a whole convoy crashing into land (without the escorts) in a narrow fjord, they just went off course kamikaze style
- certain parts of the UI become invisible (target details window, torpedo depth setting, etc)
- sometimes i'm unable to dock in my base (reloading the game fixes the issue)
- F5 key becomes unresponsive (man/unman the deck gun)
- incorrect spelling of numbers in german (for example 23 - "und zweizig, drei" instead of "drei und zweizig")
- incorrect reports of ship sightings

mookiemookie
07-16-10, 09:06 AM
Excellent list, definitely good for a discussion with the powers that be. :yeah:

For now, I reiterate that I really want to use the mods that already fix many of these issues, bundle them up and offer them to the players.

How do you guys think I should start to work on selecting the mods? Should I create a new thread in which to duplicate this first post in this thread? This so I may edit and add links to the mods I have discovered while you guys review and give feedback?

If I understand correctly, you're essentially talking about creating a supermod for a community patch. I agree that this is a good idea and would go a long ways towards getting fixes out to players in an easy to digest fashion - of course it would only fix the things that that our modders have already taken care of. But the issue becomes getting multiple mods from different authors to play nicely together. You'd have to have someone, or a group of someones, merge the gameplay fix mods together, and make sure the result is stable enough that it doesn't end up causing more problems than it fixes.

But sorlim, if I'm not mistaken, the issues outlined in the first post of this thread are the things that can't be fixed by the community. This is why we need people with access to the source code to make the appropriate changes to eliminate these issues.

Takeda Shingen
07-16-10, 09:15 AM
It's not a bug, it's a game feature, therefore it's not going to be "fixed". But hey, i know a sollution - DON'T USE THEM.

Please don't make silly requests such as this one.

That's not necessary.

PL_Andrev
07-16-10, 10:05 AM
But sorlim, if I'm not mistaken, the issues outlined in the first post of this thread are the things that can't be fixed by the community. This is why we need people with access to the source code to make the appropriate changes to eliminate these issues.

Correct, mookie!
:rock:

Perhaps the best way is prepare a list of necessary corrections by the moderator and weekly update (all bugs in one place), because modders and players find new one, others can be duplicated again and again. At least - some are important (AI), other - not (f.e. incorrect graphic of moon).
Of course, some bugs can be corrected by modders (try to use special note: FIXED BY MOD XXX) -they probably could be attached to the official patch (or unofficial). There is idea to not duplicating solutions by modders and developers.
But what about other errors?
There are some errors partially resolved by modders (stadimeter bug, AI), but "partially" does not mean "completely". And next, some issues are not bugs but missing features (TDW wrote about them), which should be added to SH5 to create this game better than is.

But what about errors that developers can only improve it? We propose solutions, tests, upgrades - all for free, for us, for you, to restore confidence for the brand and product, to better sales this product. But give us the tool.

In fact, we only need one programmer with access to the game code who will close cooperate with the largest community of players and modders (SUBSIM) to achieve this same goal as achieved SH4: campaign any type of ship with any nationality on any area and at any time (ideas for mods at IWW and cold war).

Who knows, maybe in the future we will see SH5 add-on with campaign with any warships, built on the basis of modders suggestions containing advantages from others productions.
But without developers and SUBSIM community support - no way.

After all, the first step has already been done in ADV mode at SH4... we need step forward and we can help you to do it.
Cheers,

Faamecanic
07-16-10, 10:28 AM
Cannot adjust volume of Hydrophone like you could in SH3 and 4 (at least that I can tell). VERY hard to hear distant ships.
Flak gunners not shooting at enemy aircraft.

sorlim
07-16-10, 01:29 PM
If I understand correctly, you're essentially talking about creating a supermod for a community patch. I agree that this is a good idea and would go a long ways towards getting fixes out to players in an easy to digest fashion - of course it would only fix the things that that our modders have already taken care of. But the issue becomes getting multiple mods from different authors to play nicely together. You'd have to have someone, or a group of someones, merge the gameplay fix mods together, and make sure the result is stable enough that it doesn't end up causing more problems than it fixes.

But sorlim, if I'm not mistaken, the issues outlined in the first post of this thread are the things that can't be fixed by the community. This is why we need people with access to the source code to make the appropriate changes to eliminate these issues.

Through some testing I might know if the mods work together. I think a lot people already have several fixing mods installed and it's all OK.

I have no solution right now for the ones that aren't fixable through mods.

Placoderm
07-16-10, 01:46 PM
I have no solution right now for the ones that aren't fixable through mods.

...Isn't that the whole reason to be getting the developers involved? Is not the idea of re-compiling a list for you so that missing/broken things that the community modders cannot address through 'workarounds' can be properly fixed by the developers who have access to the locked game code?

I may be mistaken, but what I am reading into what you just wrote is that you simply want to take the modders work and then redistribute it...which really doesn't fix anything new to those of us who already use those mods.

Please correct me if I am wrong in this thinking...


:hmmm:

SteelViking
07-16-10, 02:27 PM
...Isn't that the whole reason to be getting the developers involved? Is not the idea of re-compiling a list for you so that missing/broken things that the community modders cannot address through 'workarounds' can be properly fixed by the developers who have access to the locked game code?

I may be mistaken, but what I am reading into what you just wrote is that you simply want to take the modders work and then redistribute it...which really doesn't fix anything new to those of us who already use those mods.

Please correct me if I am wrong in this thinking...


:hmmm:

Actually, what you just said are my feelings on this exactly. I was just biting my tongue(or hands as it were).

This course of action of compiling "fix mods" and distributing them elsewhere is not going to actually help people very much. All I see it doing is making Ubi look a little better to the public since it makes it look like they are trying to help the customers. When it is really just Ubi capitalizing on the hard work of independent modders.

I am sorry to Takeda and John, however, as this post is not in the spirit of this thread. I just felt I had to say something.

sorlim
07-16-10, 02:49 PM
...Isn't that the whole reason to be getting the developers involved? Is not the idea of re-compiling a list for you so that missing/broken things that the community modders cannot address through 'workarounds' can be properly fixed by the developers who have access to the locked game code?

I may be mistaken, but what I am reading into what you just wrote is that you simply want to take the modders work and then redistribute it...which really doesn't fix anything new to those of us who already use those mods.

Please correct me if I am wrong in this thinking...


:hmmm:

*looks around* Which developers? There are none attached to the project right now, I'm alone here, dude!

I will certainly pass that list with issues ever higher but I don't want to stand around scratching my head while I wait for a decision. So what else can I do now except give everybody easier access to the workarounds?

Takeda Shingen
07-16-10, 03:04 PM
*looks around* Which developers? There are none attached to the project right now, I'm alone here, dude!

I will certainly pass that list with issues ever higher but I don't want to stand around scratching my head while I wait for a decision. So what else can I do now except give everybody easier access to the workarounds?

We understand the position that you are in, and you won't see people beating you over the head here. I won't permit that.

The modding community is simply concerned that the 'workaround' mods will be used as an excuse to further abandon the project from UbiSoft's end. Truthfully, they would like nothing more than to see the issues resoved; even issues that are addressed by their own mods. They can then have a much cleaner platform on which to build subsequent modifications. This is very important to them and it is important to us, as it is critical for the longevity of this game. It is feast or famine in the simulation genre, and we all know that. That is why it is so important that this game has legs.

I know that your ability to influence the powers that be is limited, but you are currently all we have, and we are trying to help you, and thus ourselves, in any way that we can. We just need you to know where we are coming from, and that we hope that this will not be simply a Band-Aid on a dismembered limb.

SteelViking
07-16-10, 03:39 PM
Very well said Takeda.

Nisgeis
07-16-10, 04:05 PM
Very well said Takeda.

I preferred it when you called him 'The Takeda' :yep:. Perhaps all the posts from the thread should be deleted once added to the first post. That would keep it clean and hopefully avoid duplicate bug reports, or reduce them.

sorlim
07-16-10, 04:06 PM
We understand the position that you are in, and you won't see people beating you over the head here. I won't permit that.

The modding community is simply concerned that the 'workaround' mods will be used as an excuse to further abandon the project from UbiSoft's end. Truthfully, they would like nothing more than to see the issues resoved; even issues that are addressed by their own mods. They can then have a much cleaner platform on which to build subsequent modifications. This is very important to them and it is important to us, as it is critical for the longevity of this game. It is feast or famine in the simulation genre, and we all know that. That is why it is so important that this game has legs.

I know that your ability to influence the powers that be is limited, but you are currently all we have, and we are trying to help you, and thus ourselves, in any way that we can. We just need you to know where we are coming from, and that we hope that this will not be simply a Band-Aid on a dismembered limb.

This is a valid concern and it has crossed my mind beforehand. But maybe showing how easy it is to fix some of these things could be exactly the little push needed.
As for excuses... when's the last time your boss had none and you had to suggest some? :roll:

SteelViking
07-16-10, 05:40 PM
I preferred it when you called him 'The Takeda' :yep:. Perhaps all the posts from the thread should be deleted once added to the first post. That would keep it clean and hopefully avoid duplicate bug reports, or reduce them.

:rotfl2: I was going to say the moderators, but then I changed it to their names, and left THE......Edited

Rip
07-17-10, 08:49 AM
*looks around* Which developers? There are none attached to the project right now, I'm alone here, dude!

I will certainly pass that list with issues ever higher but I don't want to stand around scratching my head while I wait for a decision. So what else can I do now except give everybody easier access to the workarounds?

Well then someone needs to make a decision if there will be developers working on it again and if not remove the drm and open source the code. As it is sales will never be good and the value of the product diminishes by the minute. Waiting gains nothing.

Rip

McBeck
07-17-10, 10:41 AM
While this is a valid discussion....its not within the goal of this thread. Can we open a separate discussion on this?

TheBeast
07-17-10, 06:23 PM
Here are few issue's I've noticed that I didn't already see posted.

Conning Tower Wake/Splash effect way to small. The Tower is not the knifes edge when compared to the bow. Any water hitting these surfaces should make huge splashes, almost explosive reaction depending on speed of impact.
Some Conning Tower's are missing Wake/Splash completely.
Deck Gun Wake/Splash is also way to small.
Conning Tower interior damage (Broken Valves, Water Leaks, Sparks) effects caused by extendable equipment (Periscope, Radio Rod Antenna) colliding with enemy surface vessel does not get repaired and continue's to Spark and Leak even though Systems Management screen shows everything at 100%.
Radioman does not report Radar Contact when Radar is installed. Time Compression drops to x1 or x32 so trigger appears to be there but Radioman Audio Warning is not happening.
Sonar Station needle is off by approcimately 7 degree. Sonarman reports correct bearing when comapred to Periscope Bearing.
Sonar Station - Set Ship Type button (Unknown, Merchant, War) is not usable because sonar must be exactly focus on target(No Allowance/Tollerance +/-).
Sonarman does not report Unknown Contacts. i.e. "Kapitan, I think I am hearing something, Yes, I am hearing something! Unknown Contact, Bearing XXX, Long Range."::insert long Delay here::"Unknown contact is a ::Merchant or Warship::"::insert delay here::"Merchant/Warship, medium speed, bearing xxx, closing/constant distance/moving away, long range"
Sonarman command "Estimate range to Target" requires visual lock in order to report the range. This defeats the purpose of asking the "Sonarman" to estimate the range as I can now get the range using the Periscope Stadimeter.
Sonarman Station contact light (just above and to the right of the sonar station needle) never turns on when tacking Sonar Contacts.
Sonar Station command "Precise Range to Target" also requies visual lock to function...
Sonar Station has no UI or button for "Precise Range to Target" (PING) command.
TAI-Map stops displaying Sonar Contact bearing lines after you enter then leave the Sonar Station UI and will not display contact bearing line at any time unless you are actively using the Sonar Station UI from that point foreword.
Sonarman Esitmate Contact Speed (stationary, slow, medium, fast very fast) is almost meaningless unless you have actually opened the "data\cfg\Contacts.cfg" file to see the definitions for those estimates.:doh: Is there a way to put a cheat sheet on the Sonar Station UI to display the speed ranges as actually defined in the Contacts.cfg?:06:
Sonarman intermittantly reports Merchant ships as moving Very Fast.:o This is never going to happen... Upon getting visual on this contact reported as moving Very Fast, it is actually moving slow(5-7 knots).

janh
07-19-10, 04:35 PM
We understand the position that you are in, and you won't see people beating you over the head here. I won't permit that.

The modding community is simply concerned that the 'workaround' mods will be used as an excuse to further abandon the project from UbiSoft's end. Truthfully, they would like nothing more than to see the issues resoved; even issues that are addressed by their own mods. They can then have a much cleaner platform on which to build subsequent modifications. This is very important to them and it is important to us, as it is critical for the longevity of this game. It is feast or famine in the simulation genre, and we all know that. That is why it is so important that this game has legs.

I know that your ability to influence the powers that be is limited, but you are currently all we have, and we are trying to help you, and thus ourselves, in any way that we can. We just need you to know where we are coming from, and that we hope that this will not be simply a Band-Aid on a dismembered limb.

Takeda, an excellent choice of words. I am sure your efforts here have never been more valuable, nor more appreciated by the subsim community. And Sorlim, you probably know it yourself: A lot of high expectation now rest on you. If you don't manage to convince your colleagues at Ubi to put a team together for a patch, it probably will never happen. I hope you will be successful.

Oh, I probably shouldn't have posted it here. Too late. Delete it, of course.

Wolfling04
08-06-10, 02:32 AM
I am sorry if this has already been mentioned, but right now I cannot take time to read all post, I just skimmed, but twice now I have sunk enemy AI subs and they have not been recorded as a kill.

Zedi
08-06-10, 06:55 AM
2 things related to the realistic play of SH5:

- Ships values in the cfg files are wrong. For example a Cimmarion tanker is shorter than any cargo ship.
- The chronometer is not linked to the OS, so on slower rigs is lagging and dilate the time.

IMO the whole script part of SH5 should be rewritten from scratch, it's a mess. Shame on those who were in charge with this part :nope:

Gato76
08-06-10, 07:38 AM
the pointing crew,it would be nice to see then gone,and one thing i wish it was different is the sinking mechanics,all ships go down the same way,on an even keel,remember SH3 how they roll over or go by the stern,i don't see any of that in this game,this is not an issue is more like a personal opinion .I cant help thinking how different this game would be with one more year of solid development and more love put into it,once again Thank You to all the moders for making this game playable :yeah:

Leveche
09-26-10, 04:53 AM
Revision of the AI behaviors.


Visual ranks/status, escort tactics, sensors with a realism corresponding to the battle year.


An AI designed for experienced players and working both in campaign and multiplayer modes.


Possibility from the Host to establish/form the game rules (with or without external sights, submarine choice, limited or unlimited refill of torpedoes, etc).


Better thorough reports of the battle (with the sunken ships names on them, etc, accomplished objectives by the submarines, etc) for multiplayer.


Registration of battle actions in order to be able to transfer it to word or pdf format.

Kriegsmarine Grid on the map.


Time compression for multiplayer mode, as in SHII.


Thank you very much in advance. Cheers.

TheDarkWraith
09-26-10, 05:09 AM
Revision of the AI behaviors.
An AI designed for experienced players and working both in campaign and multiplayer modes.

check out my IRAI mod :DL

Wolfling04
09-26-10, 06:03 AM
Revision of the AI behaviors.


Possibility from the Host to establish/form the game rules (with or without external sights, submarine choice, limited or unlimited refill of torpedoes, etc).






This you should be able to change in the proper cfg file.