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-   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)

Probex 05-24-07 04:36 PM

Interior Sound is BACKWARDS
 
Nobody mentioned that all the interior sounds are backwards.

The submarine needs to be flipped by 180deg with respect to the 3d sound engine.



Thanks!




Canonicus 05-24-07 04:49 PM

Quote:

Originally Posted by Probex
Nobody mentioned that all the interior sounds are backwards.

The submarine needs to be flipped by 180deg with respect to the 3d sound engine.



Thanks!




YES!......Thank you for mentioning that one!

Torpex752 05-24-07 04:55 PM

:)

The only thing I would request is a better indication of pressure hull integrity. Give the DC model a look over.

Thank YOU!

Frank
:cool:

Probex 05-24-07 05:06 PM

Quote:

Originally Posted by Canonicus
Quote:

Originally Posted by Probex
Nobody mentioned that all the interior sounds are backwards.

The submarine needs to be flipped by 180deg with respect to the 3d sound engine.



Thanks!




YES!......Thank you for mentioning that one!

I called UBI support and asked for this fix to be added to the list, so we will see.



S!

SUBMAN1 05-24-07 05:25 PM

Quote:

Originally Posted by Probex
Quote:

Originally Posted by Canonicus
Quote:

Originally Posted by Probex
Nobody mentioned that all the interior sounds are backwards.

The submarine needs to be flipped by 180deg with respect to the 3d sound engine.



Thanks!




YES!......Thank you for mentioning that one!

I called UBI support and asked for this fix to be added to the list, so we will see.



S!

Did you add the Chronometer not working bug to the list?

ulyanov 05-24-07 05:26 PM

Quote:

Originally Posted by Torpex752
The only thing I would request is a better indication of pressure hull integrity. Give the DC model a look over.

And fuel state - after some damage we run out of fuel and can't end the game in a graceful manner. Would be nice to know the fuelstores have been holed, and it's time to get out of dodge, or be able to call for help.

Call for help/teleport would be better. Time compression is stuffed after either damage or very successful sinkings (not sur which) - I couldn't go over 256x the other night. That meant over an hour of REAL TIME to get back to pearl. Fresh out of port I can cruise at 4096x without a problem. That's BORING and not good for gameplay.

CaptainHunter 05-24-07 05:35 PM

I have a lower priority bug,

-When taking damage some of the men turn black.
-The horizon sometimes has what looks like tracer bullets running along it back and fourth, in clam sea's.

Capt. Shark Bait 05-24-07 05:48 PM

couldn't hurt to restore AA and set the screen res to 1280*1024, cuz right now my hydraphone dials are severely blurry:damn: on my LCD. 1024*768 is the same:damn:

there's been a few times too when loading a save it seems like i'm taking damage, and then there're time when i'm taking damage when nothing is going on. not likely something i can recreate, tho

SinisterDexter 05-24-07 05:49 PM

Quote:

Originally Posted by MONOLITH

I don't know if anyone has ever caught this, but the delayed distant sounds are programmed to only work one way...when viewing from the sub.

Meaning.... If your sub is firing on a merchant, and you hit F11 and move to the merchants view (looking towards the sub), you will hear the subs deck gun first, then see the muzzle flash. Obviously, that is the opposite effect your going for, but it seems to be because the game is programmed to setup the sight/sound delay from the perspective of the sub (which would be the obvious priority).

Is this just something to be lived with, or could the sound delay data be attached to the viewpoint instead of the sub position?

I was playing recently and watching my torpedoes hit the enemy ships in the external cam. As soon as I saw and heard the explosions (viewpoint close to the impact) the crewmember immediately announced "torpedo impact" while the sub was a good distance away. Didn't seem quite right. Anyway it's pretty minor. I'll be pleased if the other stuff gets fixed.

Cap'n Crabs 05-24-07 06:03 PM

HOTDOG! Great news!:sunny:

One thing to fix, probably minor to some, but an annoyance to me...

When manning AA guns in first person, the conning tower tub blocks shooters view when aiming in the 90 & 270 degree ranges. There seems to be video clipping where you end up outside the tub and it blocks your view of the incomming target.

Please take your time to do it up right.

Thanks! :up:

Lt. Cobra 05-24-07 07:31 PM

Quote:

Originally Posted by Probex
Quote:

Originally Posted by Canonicus
Quote:

Originally Posted by Probex
Nobody mentioned that all the interior sounds are backwards.

The submarine needs to be flipped by 180deg with respect to the 3d sound engine.



Thanks!




YES!......Thank you for mentioning that one!

I called UBI support and asked for this fix to be added to the list, so we will see.



S!

It’s not just the sound that is reversed but the rising and the lowering effect of the bow and the stern when diving and surfacing inside the conning tower and the command room. This visual effect is backwards as well as the sound from the engines.

walsh2509 05-24-07 07:41 PM

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.


I take it this "assisted method" to determine target speed when in Manual targetting mode means the "Watch/
Chronometer" is still not fixed in this patch?

Phineas Fogg 05-24-07 07:49 PM

Don't forget the AAA clipping bug when you're manning the gun and turn the surrounding structure blocks your view.

Strangelove 05-24-07 08:03 PM

To expand on the point of Imperial Measurements; they need to be implemented fully. My WO and SO still give me ranges in meters when playing Imperial.

NZ_Wanderer 05-24-07 08:38 PM

First off, thank you very much for working on a 1.3 patch...
The paragraph you mentioned (posted below) to me is a critical bug, in that IMHO there should be an option in settings to turn this "retiring" completly OFF if some of us wish to play for the whole war.
Sure a LOT of simmers on here play as real as it gets, but there are people who just play it for the enjoyment, and should not have to be forced to retire for any reason if they don't wish to be.

My appoligies if people don't find this a critical bug, but as I said above, I am one of those that do.

Quote:

Originally Posted by elanaiba
  • 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.
Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible.



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