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Saved games need to mimic perfectly where you left off in the game
For example:
the moon will change it's cycle after a save is loaded when the moon is up from maybe a full moon to a half moon. Damage effect's on ships from holes to fire's and so forth are not carried over in the save's Crew still has sleep efficiancy problems when a save is loaded. Dosn't remember your at silent running weather environment changes and or dosn't carry over in a save or causes a weather loop so it will not change for longer period's of time. dive planes do not work properly unless a save is made and loaded from a surface condition. |
I had a few times that the hole crew was a sleep all the sudden (including the watchcrew).
Ditn't been on battlestations and forget to secure from it or anything else what could give an possible explenation. Swapping the watchcrew with another solves the problem and wasn't a real problem till now , because it always happend with no enemy nearby.....like i said ...till now:D couldn't be that the music on my radio makes them sleepy...GI JIVE ..BIG BANDS....etc..:rotfl: |
I HAVE been using mods. My list posted originally is despite the work of modders.
I find it hard to believe people aren't complaining about the AI. To me, it is abysmal. I remember seeing some threads about the state of the game, and the suggestion that the developers were "forced" to release the game when they knew it wasn't finished (although they signed the contract, so they agreed to the date in the first place, so they should have known what was possible....but that's another topic). I bring this up because the post I'm thinking of in particular suggested that the devs knew what they wanted to do but weren't able to do it. As far as I'm concerned, they should just finish it as planned. If that takes another 1, 2 or 5 patches I don't much care. I simply don't play it as it is - I find SHIII far superior in every respect that matters to me. Nor would I buy another SH game at shelf price, given SH2 and SH4 were pretty woeful as released (fool me once, shame on you....fool me twice, shame on me...and I've been fooled twice, so no way will I do so again). |
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Bump!
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Regarding multiplayer, it strikes me there needs to be a way to toggle off "instant success." Meaning that when a ship officially sinks, there should be a way to turn off all notification until you are in port/rtb/whatever.
This would be good for single play as well. I prefer fog of war. |
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the only thing i see that needs fixing is a return to base option and more lifeguard duties missions throught the game i have never seen one yet other than the lifeguard mission on the main page hope this helps
lt commander lare |
LukeFF is adding a bunch of lifeguard missions. :D
tater |
Sound Bug
In sub sim sounds are very important.
Please UBISOFT restore the voice messages like "depth charge in a water", "destroyer in attack run", "enemy is pinging us", "enemy ship engaging us",... :yep: The simulation would be better... Jean |
Not bugs but Game play improvements
A look at the realistic physics of a BB, CV, or DD for that matter on a collision course and being able to stop dead in the water and even back up to let another pass..... This is as unrealistic as it gets.. A Sub skipper might blow a ships rudder and props to intentionally cause the "collision at sea".. I'd like that fixed if possible. Stupid to watch a CV and a BB on collision course both suddenly slow and stop or back up like dancers on a floor...
Like to get a few easy commands included into the behaviors like Decks awash to run with just the conning tower and induction at surface to allow for low profile running. As it sits now the game will only allow you to run that on battery. Many a skipper ran that way allowing battery charging and a stealthy surface configuration throughout the war... Ubi should fix this..... Debris release allowing one to deploy debris at depth to create confusion on attacking vessels.. Oil release allowing one to deploy fuel oil to creat a slick and confuse attacking vessels.. |
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The main reason I switched back to SH3 is that when your engines are destroyed or when you are out of fuel that there is no option at all to either be rescued/captured or to return to base. (In SH3 at least you could opt for the "return to base" option in a situation like that.
I can live with all the other flaws but this is imho the most important one to fix, especially when playing DiD (you don't want to reload a savegame because engines are destroyed:o) :cool: |
Not sure if it is actually a bug or not......... but when modifying the armament in the .eqp file for the "Clemson" I replaced the two 4" guns between the funnels (Node name M02 and M03) with 25mm A.A., but only the starboard gun shows up. Tried this on three separate SH4 installations with separately made ships.
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Some things I'd like to see fixed (sorry if they've already been posted here):
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