View Full Version : 1.5 Patch
I am just getting into Silent Hunter IV, noticing a few annoying bugs. I am considering getting the Uboat expansion to enable me to use the 1.5 patch, but I would like to know what the patch actually fixes before I get it.
I am looking for a fix for the following issues:
- False sonar contacts
- Surface sonar in the first place
- Being able to be outside when the ship is submerging (kills the realism stone dead)
If these are addressed in the 1.5 patch or a community mod/patch, can anyone let me know? Thanks.
Welcome aboard!
- False sonar contacts
Not sure what you are referring to. Can you provide more detail?
- Surface sonar in the first place
If you mean the fact that the boat can detect sonar contacts while on the surface, it's not really a bug. The U.S. boats could use hydrophones on the surface to some extent. It's way too efficient in the game, but they got the general idea correct.
- Being able to be outside when the ship is submerging (kills the realism stone dead)
Do you mean the crew appearing on deck while submerged? Or the player remaining on the bridge when the boat is going under?
I've had both happen with 1.5, but one is a bug with some easy solutions, the other is just a bug.
To clarify the false sonar contact issue:
In the mission I am on at the moment, I have had two incidents of getting a reported sonar contact at long range. The sonar man says its a merchantman, I follow the contact, and what ever way I turn, or whatever speed I am going, it is always either moving away or constant distance, I assume this is a bug? I am playing with 100% realism so I have no way of verifying if something is actually there or not. However I strongly suspect its a bug. I am on version 1.4 at the moment.
I have had two incidents
Make that four. I am doing 3 knots to save fuel, and the false contacts seem to only appear at night. Any thoughts?
Make that four. I am doing 3 knots to save fuel, and the false contacts seem to only appear at night. Any thoughts?
Not something I've ever run across.
You might try playing with contacts on or external cameras and figuring out what is really happening.
Hylander_1314
02-25-11, 01:50 PM
The ghostship maybe?
I'm saving my games with replays will that let me review the whole mission? I hope so, I have a doozy of a vid if thats the case. Managed to shoot down a Jap recon plane and it was bicycle clips time as it crashed within a few feet of my port side.
I've just read up about the 'ghostship'. Has anyone actually seen it? And did anyone who has get all these weird sonar contacts?
This is actually my first ever career mission on SHIV. Could this be a mission specific bug?
If it helps, my mission was to deliver a spy, commanding USS Pickerel, 1941, start, very hard level campaign with 100% realism. Finished Spy mission, now saving fuel and trying to get to Jawa. Now I think of it the first two contacts happened when I was just going at ahead 1/3, so I don't think its to do with lack of engine noise or something.
Sailor Steve
02-25-11, 08:04 PM
WELCOME ABOARD! :sunny:
Sorry I wasn't here earlier.
I've just read up about the 'ghostship'. Has anyone actually seen it?
Many people have seen it over the past four years, and there are screenshots galore.
I'm sorry I can't help with the "false contacts" problem. I've never had anything like that happen.
Ducimus
02-25-11, 08:29 PM
FYI: SH4 does not like being minimized. Avoid alt tabbing if possible. Weird things can happen if you multitask. CO2 bug being the best example.
Many people claim to have seen it over the past four years, and there are photoshops galore.
Corrected, based on my years of playing the game.
:know:
Sailor Steve
02-26-11, 08:49 AM
Corrected, based on my years of playing the game.
:know:
You're saying all the screenshots are fake?
You're saying all the screenshots are fake?
That's my story, and I'm sticking to it. It's all a hoax, like the Yamato, or Japanese carriers in a career game.
WernherVonTrapp
02-26-11, 09:54 AM
To clarify the false sonar contact issue:
In the mission I am on at the moment, I have had two incidents of getting a reported sonar contact at long range. The sonar man says its a merchantman, I follow the contact, and what ever way I turn, or whatever speed I am going, it is always either moving away or constant distance, I assume this is a bug? I am playing with 100% realism so I have no way of verifying if something is actually there or not. However I strongly suspect its a bug. I am on version 1.4 at the moment.
I wouldn't necessarily assume this is a sonar bug. I have never heard of such a thing but, then again, I've never played version 1.4. There is however, the distinct possibility that the target really is moving away from you. Next time you have the opportunity, after you get a sonar contact (you should at least have the sonar lines), use the ruler tool to draw a line from the tip of the contact to your sub. This should give you an estimate (albeit rough) of the target distance. Wait about 10 minutes and repeat the process. Then, draw a line from the tip of the first contact, intersecting through the tip of the second contact and you'll have an estimate of the target's course. Then you'll be able to tell, with some degree of certainty, if the target really is moving away from you.;)
BTW, welcome to the Pacific.:up:
That's my story, and I'm sticking to it. It's all a hoax, like the Yamato, or Japanese carriers in a career game. Does your statement ONLY SH4 or involving the SH3 even as you have undoubtedly also :hmmm:
Patrick_Hillary
02-26-11, 11:49 AM
I've had frequent strange hydrophone contacts, which the sonarman detects and reports but wich cannot be heard while in manual control of the sonar station. Upon further investigation of the contact I have found it either to be, A: a lifeboat, drifting with the tide and wind or, B: a Japenese pilot which I cannot seem to rescue. This has happened over 10 times in stock version missions.
WernherVonTrapp
02-26-11, 03:34 PM
Upon further investigation of the contact I have found it either to be, A: a lifeboat, drifting with the tide and wind or, B: a Japenese pilot which I cannot seem to rescue. Sounds like somebody else got to the target before you did.:D
magic452
02-27-11, 04:49 AM
Captain dm001,
Welcome to the boat mate. :salute:
You mentioned that you were at 3 knots to save fuel. Are you surfaced doing this? If so, not the way to do it. 10 knots surfaced is the best for maximum range. 3 knots is ok for submerged speed but slower is better.
As to your sonar contacts, the sound man will report moving away most of the time as the target is moving away from you even though you are closing on it. Just keep heading towards the latest sonar bearing and at some point you should get a better reading on it.
Once you hear it plainly on the sonar center the sound as best you can and than on the left side of the screen click the toggle switch marked manual, this pings the target and than when you get the return ping sent that to the TDC. do this two or three times and you'll be able to tell if you're closing on it or not.
You can't pick up any Japanese pilots, etc.
The Flying Dutchman:
http://i621.photobucket.com/albums/tt296/Magic452/goinggone.jpg
I had UBI remove this from Razark's game just to bug him. :know: :haha:
If you are going to play 100% I would suggest going for the 1.5 patch, it fixes many things. Unfortunately the three you listed aren't among them.
Don't play stock too long you need mods. It's a completely different game modded.
Magic
Hylander_1314
02-27-11, 01:41 PM
Yep, the modded game doesn't crash every 5 minutes either.
At the least, use Webster's Game Fixes Only Mod. It makes it a lot more bearable and fun.
The Flying Dutchman:
<remove screenshot>
I had UBI remove this from Razark's game just to bug him. :know: :haha:
Remove what? All I see is a sub sailing in the empty ocean. Is there something on the horizon? :nope:
magic452
02-27-11, 07:48 PM
I though that this was you on deck watch. ????? :D
http://i621.photobucket.com/albums/tt296/Magic452/Ghostthough.jpg
Magic
I'm goin' down
02-27-11, 07:55 PM
Everytime I miss a shot it is because I was firing at a ghost ship.:arrgh!: Otherwise, I would have a 100 percent kill rate.:D
Dogfish40
02-28-11, 10:48 AM
I am just getting into Silent Hunter IV, noticing a few annoying bugs. I am considering getting the Uboat expansion to enable me to use the 1.5 patch, but I would like to know what the patch actually fixes before I get it.
I am looking for a fix for the following issues:
- False sonar contacts
- Surface sonar in the first place
- Being able to be outside when the ship is submerging (kills the realism stone dead)
If these are addressed in the 1.5 patch or a community mod/patch, can anyone let me know? Thanks.
Welcome aboard
I've read most of your comments about the sonar and I'm assuming we're just talking about the Hydrophones. There are just a few comments that the SO is able to make in the game, however, the hydrophones are much more useful if you listen to them for yourself after you get a contact. I will zoom in on the nav-map, check the grey lines (merchant) direction and make a mark on the nav-map then Time compress at 128 for roughly 5 or so miles, then make another mark. If there is little or no change in the place of the mark, that usually means that the ships course is closing at right angles to your course, so you won't see much movement on the lines. If you see the line move quite a bit make another mark and draw a line between the two marks and you'll have a pretty good course for your target. The point is, the hydrophones are much more efficient by using them yourself, the SO can only call out several statements. And, yes, the Hydrophones work on the surface. In the options at the beginning of your patrol, you can make the sonar less effective and more realistic. You can also kill the outside camera.
Good Hunting
D40:salute:
Caustic
03-12-11, 01:17 AM
In my experience, the 1.5 patch wrecks the stock environment and turns the water into plastic jelly. Plan on installing real environment or one of the mega mods if you upgrade to 1.5.
Platapus
03-12-11, 01:05 PM
The U.S. boats could use hydrophones on the surface to some extent. It's way too efficient in the game, but they got the general idea correct.
Always being one that can't bear to pass up a nice nit without stopping by to pick at it until it bleeds. :O:
US submarines could not use the hydrophones (JP) on the surface as the rotating sensor arm was mounted through the upper deck. On the surface this arm would be out of the water.
What you meant to say was that US submarines could use the ultrasonic sonar receivers (JK/QC and QB) while on the surface as the sensors were projected down through the hull and would remain underwater while the submarine was on the surface.
You are, of course, quite correct that in the game there is no difference and that both can be used while on the surface.
I do wish the game would simulate the hydrophone and sonar systems better.
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