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Can't say I've seen this mentioned before so here goes ...
I want an option to surrender my boat. Rather than being blown to hell because of an emergency surface due to major damge. Yeah, it may not the manly way out, but then I don't want to drown everytime my boat is no longer sea worthy. |
Turn that into an abandon ship option with appropriate chances of being captured or rescued and I'm with you. :up:
Now, one thing I'd like to see is the ability to adjust ship spacing distances in convoys/taskforces; along the lines of what can be done currently with speed. For example, TF 'A' with 6 ships has an initial spacing of 500 meters. They then reach waypoint 'X' which designates a new spacing of 1500 meters. At which point the ships gradually shuffle themselves into their new positions. I had another idea (feature) too, might be a bit of a stretch though. Basically it would entail allowing ships/groups to join up or detach from other ships/groups. Example, TF 'A' with a BB and 6 DD's sails along and reaches a certain waypoint 'X' which has a radius of 10km to allow for "combining". At the same time another TF 'B' with 2 CA's enters this radius approximatly in synch with TF 'A'. Now that this criteria has been meet, the waypoint 'X' can have the option of "Groups to Join" or something. At this point TF 'B' is selected for "combining", and is linked up with the lead unit of TF 'A', in this case the BB. This same scenario could then work in reverse. In which case the 2 CA's, TF 'B', are chosen for detachment from from TF 'A' at waypoint 'Y'. Thus when waypoint 'Y' is reached TF 'B' falls out of line and sails along a new set of waypoints that branch off of TF 'A's initial route. These features could really open up a whole lot of new possibilities within the campaign layers. And in addition to ship lauched torpedoes :smug:, are the features I'd most like to see implemented. |
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I believe a few people to include The General have asked for search light repairs
For the ship's and shore light's. I finaly got it done and posted with the new object reflections for the game.
I am sorry it took so long to do this but there are over 3000 node's alone for the Harbor kit to go through. All smoke effect's for Houses building's and factories have been set to the same wind coef as all the other smoke effect's in the game changes we made to match them up. All light's for building's have been adjusted because originaly they were set to be dimmer at night time than day time basicly you couldn't see them at all at night and now you can but they are not over bearing in nature. All light houses are more effective and cast a better reflection on the water plus have a much greater range in effect. All land base search light's have been repaired and are more effective in range. All ship search light's have been repaired and adjusted to range and better effectivness. Originaly all search light's max range was 200 meters I have now adjusted them accoriding to their size and what type of light it is for both ship's and land base light's. Enjoy everyone. ROW_Object_Reflections_and_All_Searchlight_Repairs _vs_2 This file contains the reworked shore line object reflections with enhancments and reapirs to all in game search lights from light houses to land base search lights and ship search lights in efective ranges and reflection capabilities and a lot more. This is also posted on the main thread download. I am now trying to finish up all the ship work about half way done. |
I would like the "silent" crush problem to be fixed.
What I mean by this is as the boat exceeds its saftey depth, you do not hear straining of the hull or popping rivets, like was heard in SH3 to an extent. Instead your boat has small creaks and silent damage starts happening along with the crew reporting so and so damaged, or destroyed and so on. This is followed by the death scene camera. Mind you, this all happens in near silence as far as the boat is concerned. I really don't like this little oversight on the part of the devs. Sh3 modeled this well. Sh4, not so well. With SH3 you could tell when you were taking the boat beyond its limits, just by the moaning of the hull, not to mention your Chiefe telling you you are exceeding critical depth. |
SUN GLARE ON RADEONS.... please. :rotfl:
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"You cannot be serious!?"
Why is it that the 3D interior model isn't actually inside the Sub? I'd be willing to see a far simplified interior model as long is it was actually inside the Sub. I'd wanna see a representation of each compartment too. I feel that the immersion factor would be increased dramatically. Any thoughts?
Also, in direct reference to 1.4 Patch, why is it that when a particle emitter is offscreen it resets? i.e. Smoke, spotlights, reflections, all disappear when you pan left or right with the virtual-camera. Very distracting to see a huge cloud of smoke suddenly disappear because the vessel emitting it is just off-screen etc. If I met the guy responsible for this, I think I'd punch him in the face! Also, Merchant ships detect me at night, whatever the weather, almost the moment I'm within visual range, what's up with that!? Also, I don't wanna see various Radar masts and Sonar attachments fitted to the Sub before the relevant year. For example, my early Porpoise class has a Radar mast when I have no Radar fitted! I don't think this particular type was even invented 'til later on in the War! Also, why in God's Holy Name are the clouds moving at beyond the speed of sound during the 'Sub Destroyed' sequence?! We all no that the clouds have been a problem since the beginning, this surely should be sorted out by Patch 2.8 or whatever we're up to now! If the Volumetric fog is not fixed with this Patch (Including the making objects transparent issue), I'm flying over to Romania at my own expense to find those responsible and remove their internal organs with a rusty can opener. Who play-tested this game before release, Stevie Wonder!? |
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JCC |
I know some of this isn't a fix more a request but
Can you add caustic and shadow node's to the conning tower's for the sub's?
And this is a fix Please Please Please fix the lightning for the game so it work's in all aspect's of the game not just the single missions. And this to me is a fix as well. Can you make the Ballest guages work on all the sub's interior's not just on 3 of them? |
Bug: radio messages can still be sent and received when either the radio antenna or radio receiver is destroyed.
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On the Japanese Escort carriers the rudder sails with the ship, but it is not attached. It is about 5 yards behind and to the left of the ship.
JCC |
on the Large Modern Frieghter
The smoke that is supose to be comming from the funnel is not lined up with the funnel it come's out of the forward bridge instead.
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Well since everyone else is adding things - here is my biggest current "bug" in SH4.
Please seperate the internal and external damage models for subs! This would enable modders to tweak the damage model as needed. I am not asking for the patch to properly balance these two models - just seperate them so we can! With two distinct models, things like flooding or a serioud hit could damage equipment and crew properly, as well as simulate individual crew casualties. As it is now my electric engines still work when the room is totally flooded - not to mention the crew assigned to the room also seems to be able to grow gills whenever necessary. These are things we as a community could and would gladly work on - if we could. Make it possible for us to - and we will continue to help make SH4 the best subsim! |
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