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-   -   SUBSIM SH4 Patch 1.3 Discussion Thread (https://www.subsim.com/radioroom/showthread.php?t=118338)

nomad_delta 07-17-07 01:36 PM

Quote:

Originally Posted by Elder-Pirate
Ok for some reason your post sounds a little like I'm lying,:x maybe I'm reading your post wrong. :oops: Here is the best way I can prove that the torpedo path does work west of the date line ( 180 degrees ) after Midway. Had a run in with a couple tankers ( freighters day before farther south ) south of Rabaul which is west of the date line at its location on earth. These pics both were taken at 06:10 in the morning ( very dark ). Before patch 1.3 I could not get the torp path to work anywhere west of the date line but like I said IT DOES NOW. :arrgh!:

There have been other people whom as you ,say that they can not make it work but on the other hand people say it works for them after patch 1.3. Mods or no mods you have done something wrong somewhere or it would work.

Hope that you ( and others ) get it corrected soon. :yep:

My apologies, I had no intention to suggest you were lying or anything similar. I was simply stating what I'm seeing on my own install to further the discussion.

From your screenshots, though, I think I see where the confusion is: we're talking about different things. When I said the "torpedo path" doesn't show up on my attack screen, I was talking about the line (it's green, I think...) that appears drawn from your sub to indicate where the torpedo will go, before you fire it.

In your screenshots, you're pointing at the actual torpedo symbol that moves on the map after you've fired it. I still see that after crossing the IDL, no problem.

I wish I had a machine w/ SH4 on it here but I'm just on my laptop so I can't post any screenshots at the moment. I'll try to add one when I get home so it will be clearer.

Cheers,

nomad_delta

XLjedi 07-17-07 01:42 PM

Quote:

Originally Posted by nomad_delta
When I said the "torpedo path" doesn't show up on my attack screen, I was talking about the line (it's green, I think...) that appears drawn from your sub to indicate where the torpedo will go, before you fire it.

In your screenshots, you're pointing at the actual torpedo symbol that moves on the map after you've fired it. I still see that after crossing the IDL, no problem.

In his screenshot, although he's pointing at the fish (he points at lotsa things), is there not a green line above it that would indicate a torpedo path? Granted, it's a path updated for a later firing solution... but it is the path.

nomad_delta 07-17-07 01:50 PM

Quote:

Originally Posted by aaronblood
In his screenshot, although he's pointing at the fish (he points at lotsa things), is there not a green line above it that would indicate a torpedo path? Granted, it's a path updated for a later firing solution... but it is the path.

Hrmm.. you're right, that does look like the green torpedo path line. Very curious.

Actually, here's a question: ElderPirate -- you took those screenshots west of the IDL, which is obvious from the maps... but what port did you launch from to get there, and did you cross the IDL to get there?

The original bug was never caused simply by being west of the IDL, but by crossing the IDL. That usually meant launching from Pearl and heading west across it.

nomad_delta

Elder-Pirate 07-17-07 02:09 PM

Quote:

Originally Posted by nomad_delta
Quote:

Originally Posted by Elder-Pirate
Ok for some reason your post sounds a little like I'm lying,:x maybe I'm reading your post wrong. :oops: Here is the best way I can prove that the torpedo path does work west of the date line ( 180 degrees ) after Midway. Had a run in with a couple tankers ( freighters day before farther south ) south of Rabaul which is west of the date line at its location on earth. These pics both were taken at 06:10 in the morning ( very dark ). Before patch 1.3 I could not get the torp path to work anywhere west of the date line but like I said IT DOES NOW. :arrgh!:

There have been other people whom as you ,say that they can not make it work but on the other hand people say it works for them after patch 1.3. Mods or no mods you have done something wrong somewhere or it would work.

Hope that you ( and others ) get it corrected soon. :yep:

My apologies, I had no intention to suggest you were lying or anything similar. I was simply stating what I'm seeing on my own install to further the discussion.

From your screenshots, though, I think I see where the confusion is: we're talking about different things. When I said the "torpedo path" doesn't show up on my attack screen, I was talking about the line (it's green, I think...) that appears drawn from your sub to indicate where the torpedo will go, before you fire it.

In your screenshots, you're pointing at the actual torpedo symbol that moves on the map after you've fired it. I still see that after crossing the IDL, no problem.

I wish I had a machine w/ SH4 on it here but I'm just on my laptop so I can't post any screenshots at the moment. I'll try to add one when I get home so it will be clearer.

Cheers,

nomad_delta

Sorry guess I did read it wrong. :oops:
That is a green line just above the torpedo and is set for yet another torpedo to be fired. ( still did'nt sink it............http://i4.photobucket.com/albums/y11...Grumble1-1.gif )

nomad_delta 07-17-07 02:18 PM

Quote:

Sorry guess I did read it wrong. :oops:
That is a green line just above the torpedo and is set for yet another torpedo to be fired. ( still did'nt sink it............http://i4.photobucket.com/albums/y11...Grumble1-1.gif )
Any word on which port you launched out of the take the screenshots? (See my last post, just above this)

nomad_delta

Elder-Pirate 07-17-07 02:34 PM

Quote:

Originally Posted by nomad_delta
Quote:

Originally Posted by aaronblood
In his screenshot, although he's pointing at the fish (he points at lotsa things), is there not a green line above it that would indicate a torpedo path? Granted, it's a path updated for a later firing solution... but it is the path.

Hrmm.. you're right, that does look like the green torpedo path line. Very curious.

Actually, here's a question: ElderPirate -- you took those screenshots west of the IDL, which is obvious from the maps... but what port did you launch from to get there, and did you cross the IDL to get there?

The original bug was never caused simply by being west of the IDL, but by crossing the IDL. That usually meant launching from Pearl and heading west across it.

nomad_delta




Hmmmm.... maybe I'm wrong after all? :hmm: I started at Brisbane ( 1.3 patch over 1.2 and 1.1 in base ). Will have to test this out, but it will have to wait till another WWII ( :lol: ) as I'm stuck out of Brisbane for awhile and its aready April of '43, and I've a weird crew for they just love staying out of home base. :lol:

FIREWALL 07-17-07 03:42 PM

As AVG pointed out. Be a little positive too. I have really been enjoying myself with new patch 1.03 and it wasn't that bad with 1.02

I think I've found a couple of things but, I want to retest them at least 6 more times before makeing a report and maybe run them past a few members first.

All and all tho I'm pretty darn happy and the mods i've added make it that much sweeter. :yep:

Thanks again to our Modders. :up:

And Thanks to the UBI Devs for trying there best.

Hazelwood 07-17-07 11:22 PM

Quote:

Originally Posted by AVGWarhawk
This is really just a discussion thread. Apparently bugs will be present as we all know but some things that might appear to be bugs may not be. Please post the new things that are great as well. Let's not start tying UBI to the whipping post:roll:

Agreed. And let's not forget to have fun. This is a terrific sim, warts and all. I have been an avid sim player since 1990 or thereabouts and this is simply the best. The way it creates an authentic historic atmosphere and sense of drama is remarkable. I build my own missions. I could wish for a more highly featured mission builder but even so, with these superb visuals I feel like a movie director when putting these adventures together. The 1.3 patch has done things for the views that do credit to my big H/D displays. It is so good I play most of my missions from external camera views. Quite stunning. And all of this for less than the cost of a good bottle of Scotch. I recommend "Empire of the Sun" for a real visual feast which can be found by visiting the mission builder section of this forum.

Of course, we hope UBI will continue with the patches. In the meantime I just pretend the occasional glitch is a defect in the machinery which I am sure was the case in real life. I am delighted with this product.

best wishes,
Cpt. J Hazelwood / USS "Haddock"

Mechman 07-17-07 11:47 PM

Quote:

Originally Posted by joea
Quote:

Originally Posted by Iron Budokan
Quote:

Originally Posted by jowr
My god, the "you lose your torpedo path as soon as you cross the international date line" bug is STILL THERE.

Lord, really? :nope:

Did you patch cleanly?

I've done a complete reinstall, same bug.
Completely uninstalled, fresh install, no mods, and the bug still shows.

hyperion2206 07-18-07 09:00 AM

On my last patrol I found a little annoyance:
I encountered a huge TF and was able to sink a Ise class BB and a Agano class CL but when I looked in my patrol log it said I sunk a Kuma class CL. Did anybody have a similar problem? And before you ask: Yes, I'm 100% sure it was a Agano CL.

EDIT: And I have another question: Why is the Balao class always painted black like the subs at the beginning of the war? I'd rather have them painted in this navy blueish/greyish colour.:smug:

harrymanback 07-18-07 10:15 AM

I eventually managed to sink the small composite frieghter without getting a ctd, though I didn't use the Taihosan maru mod as it just made the problem worse.

Now I have a new worry: the most irratating bug pre 1.3 - the repeating missions - might be back. I've only had the same mission twice, so it might just be chance, but I've got a nasty feeling it will be the next 6 missions as well. Has 1.3 fixed this bug for others?

R3D 07-18-07 11:35 AM

my game has no crush depths since 1.3.. any sub can dive to 450ft.

no mods installed.

Nuoz 07-19-07 02:35 AM

I'm a totally realism guy. I'm trying SH4 in a few minutes (patching) and will give my first time veridict. From a total newbie to SH4.

Nuoz 07-19-07 03:34 AM

Going back to SH3. Definitely. First off, SH4 graphics are WORST than those of SH3 even when i set up the best resolution avaiable with all effects on, the damage model is a nice touch while not realistic. I realize some (most) don't think so, but i say play SH3 GWX and compare for yourself. SH4 does look more realistic due to all the effects but the resolution always looks pixelized because of all the textures they had. Frame rate was fine for me but i have a "super machine" Dual core 3Gh (two of those) with NVIDIA GeForce 8800 Ultra which almost costs more than the rest, siting on 4GB RAM.
The sea bottom is great. I didn't bother test ing anything else yet. I might give it another chance but of a first note i say SH3 is a better game for me. Its a matter of taste i guess.

XLjedi 07-19-07 07:34 AM

Quote:

Originally Posted by Nuoz
Going back to SH3. Definitely. First off, SH4 graphics are WORST than those of SH3 even when i set up the best resolution avaiable with all effects on, the damage model is a nice touch while not realistic. I realize some (most) don't think so, but i say play SH3 GWX and compare for yourself. SH4 does look more realistic due to all the effects but the resolution always looks pixelized because of all the textures they had. Frame rate was fine for me but i have a "super machine" Dual core 3Gh (two of those) with NVIDIA GeForce 8800 Ultra which almost costs more than the rest, siting on 4GB RAM.
The sea bottom is great. I didn't bother test ing anything else yet. I might give it another chance but of a first note i say SH3 is a better game for me. Its a matter of taste i guess.

If the fuzziness of the screen image doesn't suit your taste, try turning off the post processing filter. I'm more opposed to the manual targeting differences and clunky interface... but I can't knock the graphics.


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