SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   *** The Patch 1.2 Discussion Thread *** (https://www.subsim.com/radioroom/showthread.php?t=112176)

-Pv- 04-19-07 12:17 AM

Since I have two scopes I call them my pair-o'-scopes. Sorry.
-Pv-

heartc 04-19-07 12:43 AM

:up:

DeePsix501 04-19-07 01:11 AM

Quote:

Originally Posted by -Pv-
Since I have two scopes I call them my pair-o'-scopes. Sorry.
-Pv-

*rimshot* Crowd Groans :yep:

Fat Bhoy Tim 04-19-07 01:42 AM

Quote:

Originally Posted by -Pv-
Since I have two scopes I call them my pair-o'-scopes. Sorry.
-Pv-

*throws popcorn*

Booo

Buster0083 04-19-07 02:48 AM

Quote:

Originally Posted by BBury
Magnetic influence detonation still not working. Tested six torpedos (Mk14) from 1.5 to 2 feet below draft depth. The did track straight and true at high speed though. :)

I'm still not able to get this to work either. Has anyone else had problems?

As a side note, the Shift-F2 camera is still available under the camera selection button on the interface bar.

MONOLITH 04-19-07 05:44 AM

Quote:

Originally Posted by -Pv-
Since I have two scopes I call them my pair-o'-scopes. Sorry.
-Pv-



LOL. :up:

melb00m 04-19-07 05:55 AM

Quote:

Originally Posted by skullman86
second, I have the same problem at 1280x1024 but its only the top that gets cut off.It's probably only made for 1024x768 or w/e :shifty: .

Of course, it depends on the format of the used resolution. It seems as if the bitmap is made for 1024x768 only, which is 4:3 format. 1280x1024 is 5:4, that means the image is overally higher compared to 1024x768, so the bitmap is cut off on top. 1680x1050 in contrast is a widescreen 8:5 format, so most of the parts are missing on the left and right side.

Nuc 04-19-07 06:39 AM

What date is it when you tested? Could this be historical early war behavior of the magnetic exploder?

Quote:

Originally Posted by Buster0083
Quote:

Originally Posted by BBury
Magnetic influence detonation still not working. Tested six torpedos (Mk14) from 1.5 to 2 feet below draft depth. The did track straight and true at high speed though. :)

I'm still not able to get this to work either. Has anyone else had problems?

As a side note, the Shift-F2 camera is still available under the camera selection button on the interface bar.


E.Hartmann 04-19-07 06:59 AM

Quote:

Originally Posted by Buster0083
Quote:

Originally Posted by BBury
Magnetic influence detonation still not working. Tested six torpedos (Mk14) from 1.5 to 2 feet below draft depth. The did track straight and true at high speed though. :)

I'm still not able to get this to work either. Has anyone else had problems?

As a side note, the Shift-F2 camera is still available under the camera selection button on the interface bar.

For magnetic to work you need to pick CONTACT ONLY. They got them reversed. If some folks would drop all the hopla about FSAA and such, they would see that the bug list is still pretty long and it would be nice if that would have been fixed first instead of some of the other stuff. Of course I understand that if they focused on all the bugs in the game the 1.2 would not be out for about two months and the FSAA was pretty easy to fix. Still though I feel for you in regards to the many minor issues that when lumped all together make a big mess.

So, if you set torps at 10-15 feet, select contact only, then your toprs will explode under the keel. I've done this time after time and had it worked perfectly. If you select Contact and Influence the torps will pass under neath and do nothing unless you hit but then it has to be a solid AoB of 90deg +/- 5deg to get detonation.

Weigh-Man 04-19-07 07:04 AM

I patched to 1.2 after a clean install but I am getting random CTD's all the time, they don't seem to be tied to anything in particular though -

1. Looking at navmap with TC at 1024 and CTD
2. On surface approaching a convoy CTD
3. Periscope depth aproaching a convoy CTD
4. Aproaching base CTD
5. Fired a torpedo, torpedo blew up right in front of sub, CTD
6. Went to Internal view CTD

And various others, they don't seem to be attached to a key command or anything though, it just CTD's at random.

I had no problems at all with 1.1 and I have now gone back to that instead of 1.2 and no crashes at all again.

My resolution is 1680 x 1050 @ 60hz, FSAA@2x AA@off with a
P4 3.2HT, 7800GSOC, 2gb Ram, X-Fi Extreme Gaming

I tried lowering the resolution to 1024 x 768, looked crap on a 22" widescreen but still got random CTD's

Anyone with similar problems?

Steeltrap 04-19-07 07:06 AM

OK, I apologise in advance for what is going to seem "negative", but my conclusions on 1.2 are best summarised by saying:

Thanks to the introduction of FSAA and proper higher resolutions, I am now able to see, in exquisite detail, the many and various fleas hopping around on this dog.....

E.Hartmann 04-19-07 07:06 AM

Quote:

Originally Posted by minsc_tdp
Only one thing noticably broke for me in career mode. The hydrophone doesn't seem to work. I was submerged, stopped (truly 0 kts) in silent running mode. Periscope showed a destroyer no more than 750 feet away. But manually using home/end to point the hydrophone at it gave me no engine sounds. Clicking report contacts said no contacts..?

Another minor thing, I used to play fine with 3D sounds maxed, but now I can't hear torp explosions. I dropped it one notch and then I could hear them, so no big deal.

One other funny thing is that I saved at a port near Java, and when I resumed in 1.2 the port was filled with 3 enemy ships, docked. There I am, leaving the dock... they were sitting ducks which I sunk on my way out. I think they tweaked the enemy port takeover right on that point in my career so somehow I got saved into a base that we don't control anymore in 1.2. :)

My map still shwos Manila in my hands but the port is full of Japanese ships. I'm out of torps and can't do anything but sail away. Be nice if command would tell me that over the FOX so I can update my map. On to Fremantle now.

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.

In closing, your statement about the detroyer. Was it moving? I found that the sim (if you can call it that) has a nasty habit of thinking that a detroyer not moving is in silent running. This is bunk as the detroyer can't do silent, but they can go passive which is two very different things and try to listen for you. However, you should be able to hear them setting and listening for you if your that close. Another feature I trust the Modders to fix before the creators do.

rhohltjr 04-19-07 08:43 AM

Aircraft abundance in 1.2?
 
Some have posted that in 1.0 and 1.1 the aircraft seemed to have a very good air to surface search radar and also "Jedi seeing skills" about your route(lots of planes that know :ping: exactly:ping: where you are). Anyone notice anything close to that in 1.2?

RHJ

Grothesj2 04-19-07 08:51 AM

rhohltjr -

Airplanes seem somewhat less attracted to me when flying around but quite a few still seem to bore right in.

7Enigma 04-19-07 08:56 AM

Quote:

Originally Posted by rhohltjr
Some have posted that in 1.0 and 1.1 the aircraft seemed to have a very good air to surface search radar and also "Jedi seeing skills" about your route(lots of planes that know :ping: exactly:ping: where you are). Anyone notice anything close to that in 1.2?

RHJ

From my experience this has been greatly improved. I had several fly within a mile or two that kept on going (ie they were not on a direct course for my ship which was always the case in the past). Worst thing I've had so far was during a convoy attack where I was in the middle of it I heard the propellers above and had a bomb dropped on my sub. That got the attention of the DD's nearby.....VERY COOL. :rock:


All times are GMT -5. The time now is 06:44 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.