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a very gamestopping one, at least for me:
TDC shows incorrect values, at least, when computing. When you push the red button to auto-calculate, the upper outer ring (the one of the target) as far as I could observe also the lower outer ring, show incorrect bearing. The interesting thing is, that sometimes the values are correct, but in most cases they aren't. Could not find out yet the constellation where it is correct. Moreover there are is no bearing readout, so you cannot check, wheter your firing solution is correct or not. I dunno if this is intended or not and how it was on the real US subs. |
Attack tool
The manual says you send data to the TDC with a button on the upper left of the attack data tool. No such button exists, at least in the S and Gato class boats.
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Never resupply oxygen
The oxygen bug has been reported, but it also never shows it as replenished even after an hour on the surface. On diving, even showing empty, it doesn't report you are out of cO2 again.
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Long range shouldn't be visible
I started a quick mission with a report of radar contact at long range. Hitting the external view, I saw the sub was almost colliding with them.
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What about Pearl Harbor?
I started a campaign in Pearl and was shocked to see zero damage, zero ships wrecked, and zero evidence of the air attacks just two days prior.
Is it not a kind of disrespect to the 2500+ men and women who died in this historic location? In addition, did they not speak of moving cranes in the promo vids? |
it makes no difference in having co2 switched on or off.
at the moment i also seem to have unlimited fuel regardless of realism settings. i find it impossible to hold a sub deep, as soon as i go under 140 thats it its all over as the sub refuses to rise regardless of blowing ballast/emergancy surfacing. |
During the first career mission from Hawaii, I was surprised about the battery limitations in the game. With the P-Class I got only about 12 hours of submerged travel with the speed around 2.5 - 3 knots. And thought, this got to be wrong.
Well, I found a diagram from one of the Navy Fleet sub manuals, that shows the submerged range and time with certain speeds. It looks like the (recommended) maximum ranges and times(submerged) are (were): Maximum Time Submerged and Cruising Range vs. Submerged Speed Knots knots--miles(peace-time)-- miles (war-time) --hours(peace-time) -hours(war-time) 2 ------73 --------------100-110 ------------36 ----------------55 3 ------69 --------------100-105 ------------24 ----------------38 4 ------55 --------------83 -----------------14 -----------------24 5 ------40 --------------64 ------------------8.5 ---------------14.5 6 ------30 --------------48 ------------------5 -----------------9 7 ------20 --------------31 -----------------2.6 ----------------4.8 8 ------14 --------------23 -----------------1.6 ----------------2.6 9 ------9 ---------------15 ------------------1 -----------------1.5 10 -----10 --------------X--------------------X-----------------X With the current battery capacity, I found it impossible to maintain long day time submerged periscope patrols + make any submerged attacks with high speed approaching/maneuvering. Not to mention if one has to dodge some escort screens and depth charges. Also, the battery recharging times are equally odds. I don't know what are the exact figures for each type, but obviously something else than currently in the game. I recall that it wasn't too hard to change these ranges in the sh3, if you knew what you were doing. Well, I don't. Anyone? |
When pressing the "." key to view your sub, the mousewheel doesnt zoom in and out like it used to in Sh3...
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Anyone else noticed "Windowed Mode" in graphics options doesnt do anything? I even changed Fullscreen in the .cfg to "No" and still no luck
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Quote:
i was near yokahama harbor, battery below 5%, i figured i would move a tiny bit to reach this hole, drop to 80ft and wait out the daylight. had 16ft under keel when the batteries died, suddenly, im hearing diesels damage, hull damage, etc etc, then death. no air or sea targets close to me :cry: or does this happen because you have no power to keep the boat afloat??? |
Neither of you mentioning blowing ballast, but I assume you did and it failed to achieve anything?
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No firing solution in career mode
I'm missing the firing solution on the attack map (the green line) and the topedoes
Picture of a quick mission with attack map : http://www.clouseau.org/pic/sh4.2.jpg Screen with the attack map, topedoes are on the way (career mode) http://www.clouseau.org/pic/sh4.3.jpg |
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if blowing the tanks worked, i would have been spoted and died anyway is how i looked at it:rotfl: tonight, i am going to make sure i stop battery use when it reaches 25 % and see it that solves this problem or bug. maybe it is a electrical thing as one has no power left to use except whatever uses compressed air???? EDIT: i know blowing the tanks work because i have tried that before on my intial shake-down cruise |
Not sure if this has been mentioned yet but,
The user can use the deck and AA guns without them being 'manned' by AI crew. This included situations where the AI crew is barred from use by weather. version 1.1 |
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