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-   -   *** The Patch 1.2 Discussion Thread *** (https://www.subsim.com/radioroom/showthread.php?t=112176)

micky1up 04-19-07 12:55 PM

im still miffed at the speed calaculations and the radar its just pants i want to play this game on 100% realistic and although im pretty good at speed calcs myself i would oke the game stopwatch to work aswel also the radr i havent been able to use it at al



i use the old RBROTSARC for my solutions i say old ive been using that for 20 years

EinsteinEP 04-19-07 12:55 PM

Quote:

Originally Posted by E.Hartmann
Also, there is still no explosion sounds for me either. The big flash goes off and then a few seconds later I hear teh explosion. Now if I was a mile away, I would say OK cool accustic sound idea, but I'm actually about 300 yrds so I should hear and see flash the same time but dont.

I haven't tried this myself (booms appear at the same time as the flash to me, but the realistic travel time option is unchecked in my setup), but it sounds like you have "realistic travel time" for sound checked in your sound options. Sound travels roughly 1,000 feet per second. 300 yards away is about a second delay. If it was more like 500 yards, you're closer to 2 seconds. May seem weird, but that's realistic (FYI, sound travels closer to 5,000 feet per second underwater!).

If you'd like instant boom with your flash (i.e., unrealistic), try disabling the realistic travel time option for sound and see if that fixes it.

Good luck!

AVGWarhawk 04-19-07 01:12 PM

Quote:

Originally Posted by EinsteinEP
Quote:

Originally Posted by E.Hartmann
Also, there is still no explosion sounds for me either. The big flash goes off and then a few seconds later I hear teh explosion. Now if I was a mile away, I would say OK cool accustic sound idea, but I'm actually about 300 yrds so I should hear and see flash the same time but dont.

I haven't tried this myself (booms appear at the same time as the flash to me, but the realistic travel time option is unchecked in my setup), but it sounds like you have "realistic travel time" for sound checked in your sound options. Sound travels roughly 1,000 feet per second. 300 yards away is about a second delay. If it was more like 500 yards, you're closer to 2 seconds. May seem weird, but that's realistic (FYI, sound travels closer to 5,000 feet per second underwater!).

If you'd like instant boom with your flash (i.e., unrealistic), try disabling the realistic travel time option for sound and see if that fixes it.

Good luck!

I have the realistic sound travel checked. Yes, flash first then a boom. Nice effect.

7Enigma 04-19-07 01:24 PM

Quote:

Originally Posted by AVGWarhawk
Quote:

Originally Posted by EinsteinEP
Quote:

Originally Posted by E.Hartmann
Also, there is still no explosion sounds for me either. The big flash goes off and then a few seconds later I hear teh explosion. Now if I was a mile away, I would say OK cool accustic sound idea, but I'm actually about 300 yrds so I should hear and see flash the same time but dont.

I haven't tried this myself (booms appear at the same time as the flash to me, but the realistic travel time option is unchecked in my setup), but it sounds like you have "realistic travel time" for sound checked in your sound options. Sound travels roughly 1,000 feet per second. 300 yards away is about a second delay. If it was more like 500 yards, you're closer to 2 seconds. May seem weird, but that's realistic (FYI, sound travels closer to 5,000 feet per second underwater!).

If you'd like instant boom with your flash (i.e., unrealistic), try disabling the realistic travel time option for sound and see if that fixes it.

Good luck!

I have the realistic sound travel checked. Yes, flash first then a boom. Nice effect.

Hmm, I'll have to revisit the realistic sound now that 1.2 is out. I had several problems back with 1.0, never bothered with it in 1.1 (due to my CTD's), but I'll have to give it a shot now!

dean_acheson 04-19-07 02:20 PM

everything looks better, but have only played for a bit, hopefully will get some good seat time this weekend.

joea 04-19-07 03:39 PM

Quote:

Originally Posted by micky1up
im still miffed at the speed calaculations and the radar its just pants i want to play this game on 100% realistic and although im pretty good at speed calcs myself i would oke the game stopwatch to work aswel also the radr i havent been able to use it at al



i use the old RBROTSARC for my solutions i say old ive been using that for 20 years

Agree about the radar, I am sure the stopwatch thing will be fixed.

What is RBROTSARC??

micky1up 04-19-07 04:04 PM

its a format for working out a solution

R=range
B=bearing rate
R=RSA(relative speed across)
O=OSA(own speed across)
T=TSA (targets speed across)
S= speed
A=ATB
R=reciprocal bearing
C=course


and DOT which distance off track which is always handy


range = 2x RSA /BEARING RATE
BEARING RATE = 2X RSA/ RANGE
RSA= BEARING RATEXRANGE/2
OSA =SIN REL BRG X OWN SPEED
TSA = SIN ATB X TGT SPEED
SPEED =TSA/SIN ATB
ATB =TSA/SPEED INV SIN
DOT = RANGE X SIN ATB


THIS IS HOW WE GET TO A BEARING RATE ONLY SOLUTION IN THE RN SOMETIMES YOU NEED TO GUESTIMATE SPEED AND RANGE HERES AND EXAMPLE
own course 030 speed 8 tgt range 16k bearing rate 1.0L bearing 060 speed 16 find tgt course ( if you go down the tote same directions add different subtract opposite if you go up the tote differnt add same subtract)

RANGE 16000YDS
BEARING RATE 1.0L
RSA 8L
OSA 4L
TSA 12L
SP 16
ATB 48PT
RECIP BRG 240
COURSE 288 (pt atb plus stb subtract)
DOT 12k
you can do this on a calculator using the formulae or on the old bearing rate widger standard issue on RN subs or if you good enough in your head


for intance sin atb 30 =.5 or half so if the range is 10k then the dot =5k( dot is a estimate of how close the target is going to come it dosent take into account own speed so it may come closer but its a quick way of making sure your safe)

joea 04-19-07 04:13 PM

*Small meek voice*

So sorry I asked. :doh:


Thanks a bunch. :know:

micky1up 04-19-07 04:18 PM

i will post other tips on solutions like the clock face rule which helps you do the sin of a speed or atb in your head

THE_MASK 04-19-07 04:37 PM

Quote:

Originally Posted by micky1up
i will post other tips on solutions like the clock face rule which helps you do the sin of a speed or atb in your head

So mickey1up , how good is SH4 from someone who knows what they are doing .

micky1up 04-19-07 04:39 PM

very good some bugs need ironing out the radar is doing my nut in and the stopwatch speed is also annoying i know i can do it in my head but i like the technology to do it sometimes:D also i would like the sonar operator to have a function that guestimates speed using TPK turns per knot

THE_MASK 04-19-07 04:54 PM

Quote:

Originally Posted by micky1up
very good some bugs need ironing out the radar is doing my nut in and the stopwatch speed is also annoying i know i can do it in my head but i like the technology to do it sometimes:D also i would like the sonar operator to have a function that guestimates speed using TPK turns per knot

The devs do look at these threads , i hope they take notice of what you say , kudos to you . cheers .

Fearless 04-19-07 05:49 PM

Quote:

Originally Posted by ParaB
Quote:

Originally Posted by Mud
Quote:

Originally Posted by ParaB
After patching SH4 I can no longer use the SHIFT-F2 view while in outside view of my own sub or other ships to get a free camera that you could use for zooming in much closer than the standard F11-camera. I REALLY liked the outside-SHIFT-F2 view because you could take great screenies while "walking around" other ships, and I really miss it. After patching, SHIFT-F2 always takes you back to the "free cam" in the internal F2-view...

:nope:

Confirmed , it was indeed a nice feature but fell overboard in the patch :nope:

Mud

Bummer.... I really loved that feature. Hopefully this is only a matter of some cfg file and can be modded back in.

:nope:

I'm using RFB v1.2 from Beery and the shift-F2 works.

Fearless 04-19-07 05:53 PM

Quote:

Originally Posted by sqk7744
Looks like multiple doors can be opened now :arrgh!:

and torp tracks are visible on the attack map again.

How does one open multiple doors? It doesn't seem to work 4 me :hmm:

sqk7744 04-19-07 06:25 PM

Quote:

Originally Posted by Fearless
Quote:

Originally Posted by sqk7744
Looks like multiple doors can be opened now :arrgh!:

and torp tracks are visible on the attack map again.

How does one open multiple doors? It doesn't seem to work 4 me :hmm:

Give this a shot:
http://www.subsim.com/radioroom/showthread.php?t=111616

sqk7744 04-19-07 06:37 PM

Loading v1.1 saves with 1.2
 
Anyone having any luck?

-Pv- 04-19-07 08:53 PM

"...Anyone having any luck?..."

With the torp doors? Been using that mod since 1.1 and works great.
-Pv-

USS_shipmaster 04-19-07 10:19 PM

I hate to be annoying but lets read the manual " automamed method (of target's speed determination *vk) is implemented in the game....This method is heavenly dependent of the accurancy of your range correct estimation"
I think that permament reminding to devs about this official(!!!) feature is necessary!!!! solve chronometer / target 's speed problem.
IMHO yes graphic issue is important, but I think devs (with all respect to the great job they done) have to put more priorities to the annonced game features like one mentioned above and many others like radar/sonar bugs and dateline career.
Best Regards
VK

sakko 04-20-07 01:14 AM

Sorry if these have been brought up before, just wanted to weigh in with my probs I'm still experiencing after patching 1.2:

1. Radar (ya I know everyone knows)
2. Planes being spotted and sometimes my crew says ship spotted
3. Plane goes down and often times ship spotted call as he parachutes. Mucho annoying.
4. You sink a ship, he launches a liferaft or dingy and SHIP SPOTTED! Very scary when you are wondering where the DD's are.
5. I put 4 torps into a small freighter tonight and the bastard still would not go down.
torp 1: no effect, no flames, speed held at 8 knots.
torp 2: no flames, speed reduced to 7 knots.
torp 3: minor flames, speed back up to 8 knots.
torp 4: heavy flames, seems to have taken on some water as it is riding kinda low, speed to 7 knots.

are my torps faulty? exploding just before contact perhaps?

Also just FYI that small freighter was part of a convoy guarded by 3 Mitsuki(sp?) DD's, all 3 of which came at me head on and I blasted them to pieces with the deck gun. I engaged them at 4k yards and none of them got a hit on me. I remember SH3 the merchants were rather innacurate but the DD's would mess you up something awful.

6. Planes seem to start coming every 2 hours or so and just simply do not stop. I submerge for an entire run of the batteries at 1/3 speed, resurface, and continue on my way and in about 4-6 hours, another plane shows up. And I'm 500+ KM from land. I don't know what the operating range of these puppies is but good lord the ocean is a big place you think they would have SOME difficulty finding me. It's a long trip home from Hiroshima harbor, and while I don't mind some harrasment, diving every 2 hours is a little crazy. I started fighting the bastards, my new tactic will be splashing the entire Japanese air force.

7. Speaking of splashing planes, on the twin 20mm AA position on the Gar class sub (only one I use, dunno if others are affected), when I man the AA position and elevate more than 5 degrees the wall surrounding the gun emplacement actually clips into view and blocks my sights. The crew are a better shot than me so work aound is to let ensign skippy go to town. I usually only man the AA for shooting up liferafts and such, but it would be nice.


Those are all the problems I can think of. Here are some things I would really like to see implemented.

In game tooltips or info panels describing the various classes of subs in detail (max speed surfaced and submerged, operating range, torp tubes, length, displacement, a picture would be nice... I like to cruise in style.

SH3esque tooltips on torpedo reloading page showing estimated time until reload instead of the pretty torpedo loading animation which tells me jack sh!t.

Some sort of UI that replaces the 4 button FUEL/BATT/CO2/AIR panel with something that shows either everything at once or two at a time (I only care about FUEL/BATT 99% of the time).

Some more info on fuel such as a physical remaining amount, estimated consumption by route completion... basically what I am running in to is missions from Pearl Harbor to Hirohito's back yard and all the way back. It's a long damn way. I have enough fuel to get there, screw around for a while, and when I'm at about 50% fuel it's time to start heading back. I don't like to do it but I usually tool around at 1/3. Coming back from Japan on 1/3 takes FOOORRREEEEEEEVER. So if I have enough fuel to do it at 2/3 or STD, I would like to, but the current fuel guage and CE reporting system does not give me enough info to let me know if I can do it.

So I run in to problems like I did tonight where I got allllll the way back to Midway and ran out of fuel 540km short of the dock. Batteries some how still kicked in for what seemed like a longer amount of time than they normally would last, but that only got me a fraction of the remaining distance. I can't call for resupply, I can't end the patrol, nothing. All because my CE is too lame to run some numbers.

Another request would be some cleaning up of the damage control situation. I don't understand a damn thing that's going on with that screen. There are jobs that show up as damage occurs, and I can click and drag them to the top of the list. But there are different shades of red and only certain ones have the little black bar filled in with red, and only about 15%. What does that mean? Documentation? The time it will take to repair? Documentation? Also on that crew screen is the damage control party boxes, which even after calling up a damage control crew, is empty. Documentation? So what gives does someone go get the gimp who then repairs my boat? Will it go faster if I manually drag my guys into the box? Is there a way I can automagically do it? I liked on SH3 how you could double click the name of a section of the ship and it would populate it to the best of its ability.

Anyway, I apologize again if this is all rehashed, I tried looking at several pages of this post, but admittedly not the entire thing.

Dustyboats 04-20-07 06:25 AM

Frustrated
 
Well being a NEWBIE (that means no one's going to pay too much attention to this!) However since Patch 1.2 I appear to have more niggling problems than with Patch 1.1.
I am modded up now, as per choice, of appropriate 1.2 functional mods. I have taken each mod off, one at a time, run the game each time but still find .....(a) Far more aircraft than I think the Japanese had anyway buzzing me. (b) Attacked and sunk by ghost ships. (c) The Chrono is pretty to look at but absolutely useless. (d) Damage Control is a mess. (e) I lose Gun Crews for Deck Gun when crewing up, but "someone" still mans the gun AND fires at targets. (f) There are many cries from the crew "We're taking Damage sir"...when nothing is visible. Alongside this dialog there are too many repeats of orders. (g) Have radar reports, no radar fitted or with Radar (Air warning) fitted unable to switch Radar "on/off", yet still get reports of SHIPPING...never aircraft. They only come from the bridge. (h) Good torpedo shots in both Manual and Auto now....but....1 fish sinks a 9000tonner....6 shots at a smaller vessels and it still ploughs the ocean at 8-9knts.
The only compensation at present is listening to the radio and the old time shows, (even I can remember!) THANK YOU Tedhealey and Bunkeraat........
It is not generally my forte to moan, rather to sit back and say "Well it will be fixed one day"....but really this game takes the biscuit at the moment. All the hard work by Modders (God Bless 'em) seems to be thwarted by internal blips within the game of the Developers. If I bought an expensive item in a shop or supermarket and it did'nt come up to spec, I could return it and replace it or at least get a refund....not so here.
.....Revd. Dusty Miller.....anthomll@msn.com

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