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)
-   -   *** Official SH4 patch 1.3 Update straight from the horse's mouth *** (https://www.subsim.com/radioroom/showthread.php?t=115309)

ReallyDedPoet 06-19-07 11:45 AM

Quote:

Originally Posted by oli123456789
I hope alot of changes wil be made in this patch (like euuhh flying marker in the air???:doh: )

Here is a list from page 1: http://www.subsim.com/radioroom/show...24&postcount=1

Also if you are talking about the subs flying across the waves their is a mod for that, both Trigger Maru and RFB fix this among other game improvements.

RDP

micky1up 06-20-07 02:47 PM

Quote:

Originally Posted by elanaiba
The Silent Hunter doesn’t let the prey escape easily. While part of the team has been assigned to other projects – as it is normal in any busy development studio – key members are still on track and working to improve Wolves of the Pacific or correct existing bugs.

So yes, we are working on 1.3 :) To cut a long story short, here is a partial list of improvements that we intend to bring with this patch:
  • Eliminate the instances where the player gets assigned the same mission multiple times, even though the game is meant to give you variety and different missions, of course depending on historical context
  • Solve a small conversion error with the stadimeter when using “imperial system” for in-game data display.
  • Add an “assisted method” to determine the target’s speed when playing with the manual targeting option set to “ON”, to simulate the firing party putting together subsequent range checks from the captain.
  • Recheck all ship dimensions in the game config files to solve errors in target range calculations
  • The submarine radars (SD, SJ) should work consistently and detect targets in all appropriate circumstances
  • The players career is ended sometimes by high command, for inaccurate reasons such as perfectly good and new submarines being retired from frontline duty. This will be sorted out to work as intended.
  • Multiple AI improvements
  • The Group AI should always choose a new commander when the current one gets killed, instead of waiting for the currently assigned one and having all ships circle around
  • Destroyers should take into account the estimated depth of their targets and sinking time of depth charges when deciding the dropping point, while remaining human-like and prone to error
  • AI and submarine sensors will be tuned for more realistic performance
  • AI units will now take notice of nearby ships being destroyed even when there is not a trace of the attacker
  • Several ships classes (for example Japanese Sub-chaser and the Akizuki class) will have improved firing arc definitions that make them a more realistic and deadly opponent in gun duels
  • Improve the “Realistic sound speed simulation” to eliminate sound effects cutting when the player is moving around with the external camera
  • Improvements will be made to the Sonar and Radar stations to make them more user friendly
  • The Submarine upgrade screen will be improved to present the relative merits of various torpedoes and systems that are available to the player.
  • Sampans and other such vessels will no longer be detected by Hydrophone
  • Players crossing the International Date Line should not lose their map torpedoes silhouettes
  • The Torpedo Bearing Transmitter screen and all interfaces should display correctly on all resolutions
  • Colorado class battleships will be added to the game ;)
Keep in mind this list is WIP, and although we’re doing our best, in the end we might just be unable to fix some of them for 1.3. Or some other items will make it on the list.

And if there’s something glaring wrong with the game that’s not on the list, post it here. Maybe we were not aware of it ... yet.

When will the patch be out? There is no release date set yet, we’re taking our time in order to have the maximum of fixes with a stable code. The future of this game and this series depends on US and YOU.

Your Silent Hunter Dev Team, present here on Subsim and on other boards too.


http://img175.imageshack.us/img175/7564/danforumuy7.gif
Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible.



ok then GET ON WITH IT

John Channing 06-20-07 03:11 PM

Well, that certainly told 'em.

JCC

THE_MASK 06-20-07 05:03 PM

CloudShadow seems to be activated at all times even when there are no clouds . Maybe someone could mod this though ?

WilhelmSchulz. 06-20-07 05:57 PM

Can you add the option of FULL wepon officer assist like in SHIII?

LukeFF 06-20-07 06:31 PM

Feature request: re-implement the numerical limits for officers, petty officers, and junior-enlisted sailors. It really is quite silly to see a boat full of nothing but officers and CPOs.

Excalibur Bane 06-22-07 01:12 AM

Disabling "Limited O2" is non-functional. Your crew will still run out of air if submerged and eventually die. This bug has been present since v1.0 but I doubt anyone is terribly interested in fixing it :D

LukeFF 06-22-07 01:22 AM

Animation glitch/bug:

In certain situations, when following a sound contact, the sonarman will call out the bearing (while still looking at the sonar panel), and then turn towards the player. When he turns towards the player he says nothing but looks like he's trying to swat a fly. :D

nomad_delta 06-22-07 01:23 AM

Quote:

Originally Posted by LukeFF
Feature request: re-implement the numerical limits for officers, petty officers, and junior-enlisted sailors. It really is quite silly to see a boat full of nothing but officers and CPOs.

I completely agree on this one. I never played SH3, but I think I've read in several places on the forums that the crew management operated this way in SH3? Seems like it shouldn't be too difficult to just put it back the way it was...

nomad_delta

LukeFF 06-22-07 01:39 AM

Quote:

Originally Posted by nomad_delta
Quote:

Originally Posted by LukeFF
Feature request: re-implement the numerical limits for officers, petty officers, and junior-enlisted sailors. It really is quite silly to see a boat full of nothing but officers and CPOs.

I completely agree on this one. I never played SH3, but I think I've read in several places on the forums that the crew management operated this way in SH3?

Yes, it did, and though there are no crew shifts in SH3, having limits for each type of sailor did keep things realistic, and no one ever complained about it. Why in the world this was taken out of SH4 is beyond my comprehension.

XLjedi 06-22-07 03:13 PM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by nomad_delta
Quote:

Originally Posted by LukeFF
Feature request: re-implement the numerical limits for officers, petty officers, and junior-enlisted sailors. It really is quite silly to see a boat full of nothing but officers and CPOs.

I completely agree on this one. I never played SH3, but I think I've read in several places on the forums that the crew management operated this way in SH3?

Yes, it did, and though there are no crew shifts in SH3, having limits for each type of sailor did keep things realistic, and no one ever complained about it. Why in the world this was taken out of SH4 is beyond my comprehension.

eh... If I'm in control of it, it doesn't bother me.

Caltone 06-23-07 09:54 AM

Quote:

Originally Posted by aaronblood
Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by nomad_delta
Quote:

Originally Posted by LukeFF
Feature request: re-implement the numerical limits for officers, petty officers, and junior-enlisted sailors. It really is quite silly to see a boat full of nothing but officers and CPOs.

I completely agree on this one. I never played SH3, but I think I've read in several places on the forums that the crew management operated this way in SH3?

Yes, it did, and though there are no crew shifts in SH3, having limits for each type of sailor did keep things realistic, and no one ever complained about it. Why in the world this was taken out of SH4 is beyond my comprehension.

eh... If I'm in control of it, it doesn't bother me.

Indeed, this is something we can handle ourselves. Devs need to focus on the critical items.

Sonarman 06-23-07 02:37 PM

Feature request: Coastal Landforms on PPI scope

One thing that has bugged me with most of the naval games I have played is that the PPI scope only ever shows ship contacts and never shows any coastline/land formations. If this was included we could even use radar as a navigational aid, it would also make things more interesting gameplay wise as you would have to round headlands and islands etc to see if contacts were hidden behind them. It would be awesome if this could be included in 1.3

Perhaps if atmospheric conditions were bad some clutter could also occur or when the radar is damaged the scope could have a cracked face etc.

Kingswat 06-23-07 03:34 PM

Hopefully it doesn't them forever to release this patch.

theluckyone17 06-23-07 09:17 PM

Quote:

Originally Posted by Kingswat
Hopefully it doesn't them forever to release this patch.

No, but I'd rather have them wait & do it right than push it out the door early. We've been here before, remember? :cool:


All times are GMT -5. The time now is 05:00 AM.

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.