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-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   Looks like 1.3 might be on the way! (https://www.subsim.com/radioroom/showthread.php?t=114342)

AVGWarhawk 05-11-07 03:23 PM

Quote:

Originally Posted by USS_shipmaster
AVGwarhawk "I own a Emachine. Game is very stable for me. "

no rules without exceptions :-). Not all brand names are garbige ( at least some models). but custom made pc if you have the same amout of money ( about $1000) will work better ( my experience). And my statement is just an opinion.

All I have owned was Emachines. They laughed many years ago at them. I love them and have no issues. My kids use my old 550 P3 Emachine for games. Custom PC's made just for gaming like most guys do should be rock solid.:yep: I wish I had to the cash to build one myself:oops:

USS_shipmaster 05-11-07 03:29 PM

modified reply :I totally agree with sir Beery. I have the same gameplay bugs priority list:
1) watch / chrometer has to work as it mentioned in the manual
(its feature simulates watch officer job) and ( thanks to Decimus for FTT 2.4 mode whetre it is implemented) ID target button. I can do it but last days I have deficit of free time and my brain is "overloaded".
2) radar has to work from 0 to 360, not only from 270 - 90
3) TDK stadimeter bug and correct data of JN for it-> (including metric- imperial measurements issues)
best regards VK

USS_shipmaster 05-11-07 03:39 PM

AVGWARHAWK "Custom PC's made just for gaming like most guys do should be rock solid.:yep: I wish I had to the cash to build one myself:oops:"
I build this system knowing that sh4 is coming. I will not buy a new PC during next 4-5 years. I m not a typical crazy gamer. My previous system was bought in 2002 and last upgrade was in 2005 for Sh3
I just bought 'UFO - ET' its a good staff for 'old' folks like me - turn based tactical strategy ( guys liked to play ufo enemy unknown) Graphic is not so perfect but it is good remake of old game. Another good game (while waiting for next patch of sh4 ) is Medieval2 total war. I have only 3 games on my pc. I do not count sh3 GWX
PS actually sh4 costs me $1050. I think I have a right to demand that game be fully patched with all working features.

NefariousKoel 05-11-07 03:58 PM

Quote:

Originally Posted by USS_shipmaster
AVGwarhawk "I own a Emachine. Game is very stable for me. "

no rules without exceptions :-). Not all brand names are garbige ( at least some models). but custom made pc if you have the same amout of money ( about $1000) will work better ( my experience). And my statement is just an opinion.

I agree there. When you buy the parts separately, you generally know what quality they are, but to each his own.

Hartmann 05-11-07 04:56 PM

i donīt see a confirmation about a future patch but could be vey interesting fix the most importat bugs.

Yes, build your own system is a good practice,:yep:

codeseven 05-11-07 05:37 PM

Quote:

Originally Posted by TDK1044
Quote:

Originally Posted by codeseven
I agree TDK, if we get another patch, we'd better plan on it being the last one. Thats why even if we get a hint that there will be a 1.3, 'we' better make it a good one by having a 'priority' list of critical (game code changing) bug fixes available, ready to go and submittable to the Devs. At least that way we could be sure of what the final patches content will be and what the state of the game should be when support stops.

I agree 100 percent. We should have a top ten list of critical bugs to fix ready for the Devs. I think DragonRR1 is also thinking down these lines.

I'll have to take a look at DragonRR1's thread first to see if its being planned but, when the time comes shouldn't there be a post stickied, easily found by the Devs, reading something like 'Patch 1.03 Priority Bug Fix Requests'?

TDK1044 05-11-07 05:40 PM

Yes. That's the plan. :D

wstaub 05-11-07 05:50 PM

EMachines...
 
Well My PC Is an Emachines case totally revamped on the inside... New MoBo..New Processor and New Video Card and added RAM, also added new HD and DVD Burner. System was bought orignally in 2002.. Does this still Count as an Emachines?? LOL!:rotfl:

donut 05-11-07 06:57 PM

Second;that motion
 
Quote:

Originally Posted by Soundman
I'm happy to hear this news. My biggest gripe is definitely the chrono. There are of course more, but I gotta say I'm still enjoying the Sim immensely and continue to play it despite it's many flaws. I must add this, and I'm willing to bet many here will agree, and I hope UBI. reads this....IF THERE ARE NO FURTHER PATCHES FIXING SOME OF THE BROKEN ITEMS, THAT THE "POORLY" WRITTEN MANUAL FEATURE, THIS WILL BE THE LAST UBI. GAME I OWN! As I said, I do continue to play it, and it has the potential to be outstanding, but I feel that if some of the more important issues are not fixed, UBI. has broken a contract with what they have promised to deliver, even in their own advertisements.

Let UBI. not neglect the RADAR, "SO" necessary late war. SD,& SJ, Many THXS.

akdavis 05-11-07 09:46 PM

I'm sorry, but torpedos also absolutely must be fixed. As it stands, both contact and magnetic torpedos will detonate below or before reaching the hull.

DragonRR1 05-12-07 05:36 AM

Quote:

Originally Posted by TDK1044
Quote:

Originally Posted by codeseven
I agree TDK, if we get another patch, we'd better plan on it being the last one. Thats why even if we get a hint that there will be a 1.3, 'we' better make it a good one by having a 'priority' list of critical (game code changing) bug fixes available, ready to go and submittable to the Devs. At least that way we could be sure of what the final patches content will be and what the state of the game should be when support stops.

I agree 100 percent. We should have a top ten list of critical bugs to fix ready for the Devs. I think DragonRR1 is also thinking down these lines.

I couldn't agree more. IMO the chance of UBI allowing the devs to fix 80+ issues is near zero. We should act like any patch post 1.2 will be the last.

Since I started the bug list I maintain (latest here) http://www.subsim.com/radioroom/show...&postcount=466 I've submitted each version to UBI. A senior dev has recently acknowledged it as the official community list. Unfortunately I've had no feedback as to what, if anything, will be fixed.

Based on the assumption that the list is to large and almost certainly won't be fixed in one patch we need to get the list ordered and IMO the top priorities are issues which cannot be modded or worked around. For example:

1. Issue 8) the chronometer cannot be fixed at all by modders and even though I'm not currently hardcore enough to use it I would still put it in a "top ten".

2. Issue 23) The Convoy/Task Force/Destroyer AI can be improved by mods but not fixed ref: Kakemann. Surfacing in the middle of a task force without being fired upon is an immersion breaker for me (it doesn't always happen tho.). So I would put AI in the top ten.

3. Issue 36) Torpedo detonation problems - hardcoded? I don't know of any workaround for the problem.

4. Issue 73) Some ships are unable to fire - hardcoded or can this be modded?

I haven't tried them but I believe there are workarounds or fixes for the 90-270 issue and the torpedo tracking issue so I wouldn't put those in the top ten unless the general consensus is that the issue(s) are unfixable by modders.

Issues such as transparent crew (31) and Widescreen problems (27) would not be in my "top ten" list because they are not exactly game breaking.

In conclusion we need as much feedback from users and modders as possible and gradually work the list into a set of priorities. I tend to agree with codeseven - stickying a 1.3 priority thread, but I would also remove the sticky on patch 1.2 discussion since that thread is pretty much dead and confuses the issue.

Dragon

joea 05-12-07 05:42 AM

Quote:

Originally Posted by akdavis
I'm sorry, but torpedos also absolutely must be fixed. As it stands, both contact and magnetic torpedos will detonate below or before reaching the hull.

Didn't they do that in RL during the war before they were really fixed?

CaptainCox 05-12-07 06:41 AM

Sure did!
http://www.geocities.com/Pentagon/1592/ustorp2.htm

Long thread about this stuff in the SH4 Mod forum.
http://www.subsim.com/radioroom/show...hlight=torpedo

akdavis 05-12-07 10:10 AM

Quote:

Originally Posted by joea
Quote:

Originally Posted by akdavis
I'm sorry, but torpedos also absolutely must be fixed. As it stands, both contact and magnetic torpedos will detonate below or before reaching the hull.

Didn't they do that in RL during the war before they were really fixed?

Read that again. Both contact and magnetic torpedos detonate without coming into contact with the hull. You can set a torpedo to contact and set it to run beneath the target's hull and it will still detonate as it moves under the near side of the hull, even though it is running on a course about 5 feet below the hull. Since both contact and magnetic behave the same way, there is really no way to tell to what degree the magnetic detonator is failing, although I will note I have never seen a magnetic torpedo detonate more than 5 feet or so below the hull. In real life, the magnetic exploder was not reliable, but it did not invariably fail.

Also, the magnetic exploder was never "fixed" and ended up being disabled for the balance of the war.

Beery 05-12-07 12:50 PM

Quote:

Originally Posted by DragonRR1
2. Issue 23) The Convoy/Task Force/Destroyer AI can be improved by mods but not fixed ref: Kakemann. Surfacing in the middle of a task force without being fired upon is an immersion breaker for me (it doesn't always happen tho.). So I would put AI in the top ten.

3. Issue 36) Torpedo detonation problems - hardcoded? I don't know of any workaround for the problem.

The thing is, I'm still not convinced that either of these are bugs. They look like features to me. Torpedoes definitely had major problems during the war, and not just magnetic issues either. Torpedoes ran too low so NEITHER the magnetic exploder nor the impact exploder would work.

Then there's the AI - people seem to be complaining about things that we asked to be added as features in SH3 - surfacing in the middle of a convoy was a tactic because often the ships around you wouldn't notice the extra ship and DDs couldn't see you from where they were outside the convoy. We SHOULD be able to surface in a convoy and remain unseen - even during daylight. The fact that we couldn't do so in SH3 was a flaw. The fact that we can in SH4 is not a flaw - it's a feature.


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