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-   -   SH5: Bugs, glitches, and issues thread (https://www.subsim.com/radioroom/showthread.php?t=162462)

SabreHawk 03-29-10 10:45 AM

Quote:

Originally Posted by robbo180265 (Post 1339207)
Thats an interesting theory, gonna test that out next time I'm in port. I do get a lot of fun from "Benny Hill" bouncing off merchants and destroyers whilst on my way to/from port:rotfl2:

Haha! Benny Hill thats funny. Yeah just out of curiosity the other day when leaving port(Wilemshaven) I did after getting clear of the docks and a few other ships and most were behind me tried a bit of TC to watch one particular armed trawler's behavior. Well he nearly ran himself into the shore, and as I saw this I quickly went to 1X and he then turned away from the shoreline and back out into the harbor.
Was watching this on the TAI.

So for me though I have never seen this run aground or slam into docks or me as long as I stay in real time, and stay good and alert and dont leave the bridge and loligag below.

"A good seaman, is a careful seaman"
(The captain to Johan, Das Boot.)

Captain Wolfe 03-30-10 04:16 AM

Quote:

Originally Posted by SabreHawk (Post 1339190)
The blue sound contact you speak of was not a friendly, it was an enemy warship which subsequently attacked you after you surfaced.

Unlike in previous SH versions, enemy warships show as blue sound contacts, not red.
Nothing wrong there, you just made an assumption that it was friendly.

So both friendly and enemy sound contacts are now blue (except if its merchant) what the frak kind of gaming logic is that? Seems like an odd decision on the programming side of things

Turm 03-30-10 07:08 AM

Quote:

Originally Posted by rugby6 (Post 1338707)
I thought it was with one save........its not. It happens every time I try to use those two commands specifically. I've uninstalled and I will try another reinstall tomorrow. We'll see what happens. :damn:

My only other idea is to uninstall it and rename the "SH5" directory in your "My Documents" folder to something else (and change it back later if necessary, of course, so you don't lose your save games).

That way, you should be guaranteed totally fresh .cfg files across the board when you reinstall. The only leftovers might then be registry settings.

Sorry to hear you've not been able to get it working - I can understand the frustration!

SabreHawk 03-30-10 07:13 AM

Quote:

Originally Posted by Captain Wolfe (Post 1340342)
So both friendly and enemy sound contacts are now blue (except if its merchant) what the frak kind of gaming logic is that? Seems like an odd decision on the programming side of things

Merchant sound contacts are black, warships are blue.

As to friendly or enemy, how in the world would a sound guy know that from just it's sound?
So no there never has been any differentiation between friend or foe on sound contacts, only visual.

Captain Wolfe 03-30-10 05:31 PM

Quote:

Originally Posted by SabreHawk (Post 1340502)
Merchant sound contacts are black, warships are blue.

As to friendly or enemy, how in the world would a sound guy know that from just it's sound?
So no there never has been any differentiation between friend or foe on sound contacts, only visual.

Maybe I've just become used to mods (for SH3 & 4) where enemy warship sound contacts were red and just got so used to it (also haven't played either of those games in a year or so at the time I picked up SH5) that I remembered it as standard. Thanks for clearing that up.

The General 03-31-10 08:29 AM

Is this right? I found this in the Campaign whilst using Mission Editor to do my Icebergs Mod. Why would these elements, including a Player-Base, a Taskforce, Wolfpack Spawn zone, Port Traffic etc be right in th center of Africa?! It reminds me of Close Encounters of the Third Kind, where they find a ship and a whole flight of bombers in the middle of the desert! :hmmm:

http://img413.imageshack.us/img413/4290/strangey.th.jpg

I am deleting these elements and seeing if it has any affect on the Campaign...

Edit: I think I know what it might be. Creating this Campaign Map with all the elements must be labourious work, enough to induce a migraine. I think the Programmer, to save him/herself time, pastes a few items in the middle of a largeland mass like Africa, so he can copy them quickly to paste over and over again on different parts of the map. They just forgot to clean-up the left-overs when they were done. :hmmm:

T-Bone 03-31-10 09:55 AM

Recon Narvik
 
Anybody know how to recon Narvik Naval Base ? Do you take pictures, if so how do you do it ? Any help would be greatly appriciated.:|\\

kylania 03-31-10 10:15 AM

Quote:

Originally Posted by T-Bone (Post 1342029)
Anybody know how to recon Narvik Naval Base ? Do you take pictures, if so how do you do it ? Any help would be greatly appriciated.:|\\

Go in towards the harbor, lock a ship that's there with the observation periscope, then you'll see the "Take Picture" icon, just click that

BigBANGtheory 03-31-10 12:32 PM

I have only just got the game, I might repeat other comments appologies in advance I seriously cannot be arsed to read through the last 45pages :zzz:


Minor stuff really at this stage:
- I cannot seem to invert the mouse Y axis.

- I noticed that when playing the Intro movie with German voices I do not get subtitles.

- The bow wave 'white foam' at the front of the Uboat when moving on the surface stutters along where as the rest of the wave animations are nice and smooth.

- I saw some unexpected colours in response to lightning, things like purple appearing in the wave shadows.

- The keyboard shortcuts as shown in the manual diagrams are way too small.

- Lack of observation crew on deck when surfaced (though I think that is being addressed in patch 1.0.2)

McHub532 03-31-10 06:19 PM

P for Periscope = CTD
 
I just got SH5 today, I installed the first patch and have the following mods...

TDC_Dials_1_0_2_byTheDarkWraith_All switches
Stormys DBSM SH5 v1.1
NewUI_0_2_0_ByTheDarkWraith
Reduced Mission Tonnage v02
No Umark
No Surface Hydrophone v2
No Damn Bubbles, No Damn Halo Mod
MoraleMod
MightyFine Less Annoying Footsteps 1.0
MFCM 1.2.1 OPTIONAL crash_dive workaround
Accurate German Flags
Critical hits 1.1 Torpedos
DiveDepthFix_by_coasterdigi
Electric torp wake removal - wamphyri
Environment MOD_1.1
Free Cam Tweak 1.1 - Regular
impurity blue

------------------

I'm out on the tutorial and I press "P" to go to periscope depth.

CTD

Advice?

LukeFF 03-31-10 06:27 PM

Quote:

Originally Posted by McHub532 (Post 1342680)
I'm out on the tutorial and I press "P" to go to periscope depth.

CTD

Advice?

Too many mods installed? :O:

Heretic 03-31-10 07:26 PM

Quote:

Originally Posted by McHub532 (Post 1342680)
I just got SH5 today, I installed the first patch and have the following mods...

TDC_Dials_1_0_2_byTheDarkWraith_All switches
Stormys DBSM SH5 v1.1
NewUI_0_2_0_ByTheDarkWraith
Reduced Mission Tonnage v02
No Umark
No Surface Hydrophone v2
No Damn Bubbles, No Damn Halo Mod
MoraleMod
MightyFine Less Annoying Footsteps 1.0
MFCM 1.2.1 OPTIONAL crash_dive workaround
Accurate German Flags
Critical hits 1.1 Torpedos
DiveDepthFix_by_coasterdigi
Electric torp wake removal - wamphyri
Environment MOD_1.1
Free Cam Tweak 1.1 - Regular
impurity blue

------------------

I'm out on the tutorial and I press "P" to go to periscope depth.

CTD

Advice?

Installing MFCM 1.2.1 OPTIONAL crash_dive workaround without the rest of the mod is likely the problem. It's an an optional add-on to be installed after the main mod, not a standalone.

*edit* The readme might not be clear on that, if so, I apologize.

McHub532 04-01-10 06:56 AM

Quote:

Originally Posted by Heretic (Post 1342717)
Installing MFCM 1.2.1 OPTIONAL crash_dive workaround without the rest of the mod is likely the problem. It's an an optional add-on to be installed after the main mod, not a standalone.

*edit* The readme might not be clear on that, if so, I apologize.

I think this was it Heretic. Thank you!

Rip 04-01-10 01:08 PM

external reload
 
Not sure if anyone mentioned this but my external reloads seem to take a fraction of the time an internal tube reload does.

Rip

kylania 04-01-10 01:42 PM

Quote:

Originally Posted by Rip (Post 1343820)
Not sure if anyone mentioned this but my external reloads seem to take a fraction of the time an internal tube reload does.

Rip

Nah, they were able to load a torpedo from external to internal, on the surface, in the midst of a convoy in 6 seconds. Of course they were! Anyone else who thinks they weren't able to is plain crazy.


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