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-   -   Unofficial SH4 Patch 1.4 Needed (https://www.subsim.com/radioroom/showthread.php?t=118494)

Fearless 07-14-07 04:33 PM

With the talented modders around such as Beery, Ducimus, Captain Cox, CCIP just to name a few and I'm sure there are many more around (My apologies for not mentioning them), the game will come to a satisfied stage for each and all to enjoy.

Everyone has some kind of dissatisfaction about some part of the game but it'll never be perfect unless the hardcode can be accessed. That will definitely not happen. So instead of whining, bitching, complaining about it, make a list instead and our top talents may look at it to see if some compromise can be made but also remember these guys bought the game also so they can enjoy what they love doing. Subbing...:up:

mercury_marauder 07-14-07 04:57 PM

Spike go to the Land folder then the airbase folders
 
for the JAP's And change the number of planes for the bases to your liking. Also adjust their max range of flying and in the Airstrike file also adjust the range and attack proabilities to make it work better for you. Personaly I like the fact on how the visual capabilities for the planes work now at least during the day time as they spot conning towers while at radar depth where as before they never did.

PepsiCan 07-14-07 06:03 PM

More specifically...
 
Quote:

Originally Posted by WernerSobe
the issue with the torpedoe detonators.

You are refering to the Switch to set Contact or Contact Influence not working, right?

And I would like to add the transparent ship mates on the bridge when Volumetric Fog is on.

Also, the ghost convoy bug, where a sunk ship respawns too quickly and when you sink it, you do not get the credit.

Last but not least, the view from the AA gun when you have a 'bath tub' conning tower. As soon as you swing the gun port or starport and upwards, you place yourself outside the tub, putting a big fat metal plate in between yourself and the gun sight.

LukeFF 07-14-07 07:30 PM

Quote:

Originally Posted by Morts
then they could atleast release a SDK for SHIV (and SHIII)

Never going to happen, unless you want the Silent Hunter franchise to die.

Monica Lewinsky 07-14-07 07:47 PM

Quote:

Originally Posted by WEBSTER
this is not about whining, it is about fixing unresolved issues with the game.

HERE, HERE

CaptainHaplo 07-14-07 08:03 PM

I am going to try like Pepsi did and get this back ON topic - what remains to be fixed in 1.3 - regardless of if ubi or mods do it....

My list in order of preference is as follows:

1> Zombie ships. This .... bug effect it not only is frustrating - simply removing a ship from the "playfield" once its sunk makes sense as its one less thing for the PC to track - thus helping keep performance good. From what digging I have done - this looks like its an effect caused by a waypoint change or a "date" change - either one is seems to be the respawn culprit.

2> Damage Control - while historically no sub skipper ever had his CE or COB tell him "We're at 68% hull integrity" - we do need a bit more info on how our hull is doing. Something like either an estimated damage percentage - or better yet a text on damage that gives an "estimate" of depth that the hull could withstand. This would be realistic as a CE would tell his captain "I've got the forward bulkhead shored up as best we can - but I wouldn't advise taking her past about 150' because I ain't sure she will hold up past that....".

3> Torpedo Exploder Switch issue - already well documented.

4> Limited Bridge Perspective - as Captain if I wanted to get higher so I could, like a lookout - get a 360 degree view (without the conning tower blocking my view) - it should be possible. Would probably require a new station created.

5> Deck gun commands do not stick. By this I mean I tell my gun crew to hold fire - then designate a single merchant target that they shoot at. Once its considered sunk - the crew reverts back to a "fire at will" order that I haven't given. With the limited deck gun ammo and the amount of damage a single hit does - I dont want them wasting it on a ship I dont want them shooting at. Yes I know I can man the gun myself - but if I am on a NSA (Night Surface Attack) I better be conning my boat!

************************************************** ************
The above issues are those that I suspect cannot be fixed by modding. While I do concur that some folks have concerns with graphical issues or glitches - and those also will not likely be fixable by modding, they do not affect my enjoyment of gameplay and so I won't put them on my list. Not to say that they are not important for other gamers - just not for me. Each to their own in otherwords...
The issues below I suspect will be able to be modded out at some time in the future. Some of them (noted with a following $) are already addressed in whole or in part by existing mods that are either released or are WIP's. Released mods may not yet be 1.3 compatible as yet.
************************************************** ************

6> Destroyer Hulls still Self Destruct when ramming.

7> Aircraft raid spawning and vectoring. $

8> Enemy Traffic Patterns fail to follow historical data. Convoys early in the war when they were not there, battles between task forces that are not modeled in the layer, etc. $

9> Ship Sinking time/physics - as noted earlier - its too fast/not accurate. $

10> Fuel/battery consumption rates - not historically accurate. $

As noted - 4 of these 5 already were taken care of in whole or in part with mods that were available. #8 is the only one that will take a good bit of time I suspect to complete - as the layer files are handled differently than in SH3 - they are set for periods instead of one big layer. Easier to change one thing at a time perhaps - but very tedious so kudo's to those working on that. #'s 7,9 & 10 were already fixed in mods for 1.2 so I suspect that the 1.3 compatible versions won't take long to appear.

I have not been able to replicate the forced retirement bug - although some have indicated it still exists. If it does - then it still needs to be fixed. I am unsure if folks meant the bug where your original sub was retired forcing you to go with it even if you had a new sub, or if they meant you couldn't spend renown to continue patrols. If its the first - a 1.3 compatible fix will be out soon I suspect. If its the latter - it should be #6 and would go in the list that would require Dev support to fix.

One last thing I will say - I appreciate the work the Devs have done - both developing the game and working toward patching it as best they could. Thanks, Dan and Company!

Excalibur Bane 07-14-07 10:19 PM

- Saving your game in base, then quitting and later reloading your game makes some torpedoe types disappear from the loadout screen.

- Low or no realism can lead to situations where you have a crew ready to be promoted but haven't been given enough "promotion" upgrades to properly upgrade crew.

Farinhir 07-15-07 10:50 PM

One thing which I do not think could be modded easily that I would like to see adressed sometime is the fact that active sonar doesn't get fooled when the sub is hiding on the seafloor. This was discussed somewhat in the following thread.

http://www.subsim.com/radioroom/showthread.php?t=118489

Thanks
~F~

nomad_delta 07-15-07 11:10 PM

Quote:

Originally Posted by Farinhir
One thing which I do not think could be modded easily that I would like to see adressed sometime is the fact that active sonar doesn't get fooled when the sub is hiding on the seafloor. This was discussed somewhat in the following thread.

http://www.subsim.com/radioroom/showthread.php?t=118489

Thanks
~F~

Have to agree with this. Since most of the fun in Silent Hunter, for me at least, comes from tactics. Anything that expands our abilities to employ actual tactics used by real subs and receive realistic results is the #1 most important thing to me in a simulation game like this. (Much more so than graphics, etc) I want to be able to do everything that a real sub commander would, for the same reasons, and get realistic results.

The ability to 'hide' from active sonar on the seafloor is just one example of this type of improvement.

I think maybe if there ever is an SH5, the game designers would do well to read as many sub 'patrol reports' as possible, and make a big list of the actions taken by real sub commanders, and their reasons for doing those things. Then make a big list of all known tactics and ask "can a player do the same thing in the sim and have it work in the same way?" -- and if not, why not? :)

nomad_delta

STEED 07-16-07 07:42 AM

If there is no 1.4 patch from Ubi then the time has come to rip the guts out of the game (So to speak :roll: ) and get to work on a super mod.

Iron Budokan 07-16-07 06:25 PM

I would like for the enemy bases to show up in red, please. Pretty please, with sugar on it and a twist of lemon.

There, I asked nicely. I won't do so again....:nope:

Fix The Bases! :damn:

Bear 07-17-07 02:01 PM

Open Torpedo Tubes
 
Now that we can open all tubes before an attack. I have noticed that after firing a few fish I can't remember which tubes are still open when the fight is over. I have to hop out of the boat for a visual inspection.

I am hoping one or more of the brains on this forum would find a simple way of letting me/us know which tubes were still open.

I was thinking maybe the little ring around the selected tube could be made a different color when the tube is open or closed maybe.

It is not a big deal, but if it is not that hard to do, would some smart modder Please make a mod that indicates when torpedo tubes are opened or closed.

nomad_delta 07-17-07 02:06 PM

Quote:

Originally Posted by Bear
Now that we can open all tubes before an attack. I have noticed that after firing a few fish I can't remember which tubes are still open when the fight is over. I have to hop out of the boat for a visual inspection.

I am hoping one or more of the brains on this forum would find a simple way of letting me/us know which tubes were still open.

I was thinking maybe the little ring around the selected tube could be made a different color when the tube is open or closed maybe.

It is not a big deal, but if it is not that hard to do, would some smart modder Please make a mod that indicates when torpedo tubes are opened or closed.

Actually, there's a question -- what difference does it make in the game whether your torpedo tubes are open or closed? I can imagine all sorts of problems it would cause in a real submarine if you left your tubes open, of course.

What happens in the game if you open all your tubes and go cruising around at flank -- anything?

nomad_delta

mercury_marauder 07-17-07 03:56 PM

I noticed you recieve torpedo room damge a lot easier
 
When your being depth charged if your tubes are open while diving deep instead of just your aa guns and deck gun.

spidermind79 07-17-07 04:59 PM

Hi, i've noticed an amazing bug: i enter the game, set my custom options for realism, like unlimited fuel, then start a new career, after the loading of the 1st mission, i have all gameplay option reset to 88%, how is possibile? The game decide for me or what? And this without any mod activated, so seems incredible, someone else noticed that?.


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