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-   -   'Fix My SH5' Issue Compilation Thread (https://www.subsim.com/radioroom/showthread.php?t=172155)

Faamecanic 07-16-10 10:28 AM

  • Cannot adjust volume of Hydrophone like you could in SH3 and 4 (at least that I can tell). VERY hard to hear distant ships.
  • Flak gunners not shooting at enemy aircraft.

sorlim 07-16-10 01:29 PM

Quote:

Originally Posted by mookiemookie (Post 1445890)
If I understand correctly, you're essentially talking about creating a supermod for a community patch. I agree that this is a good idea and would go a long ways towards getting fixes out to players in an easy to digest fashion - of course it would only fix the things that that our modders have already taken care of. But the issue becomes getting multiple mods from different authors to play nicely together. You'd have to have someone, or a group of someones, merge the gameplay fix mods together, and make sure the result is stable enough that it doesn't end up causing more problems than it fixes.

But sorlim, if I'm not mistaken, the issues outlined in the first post of this thread are the things that can't be fixed by the community. This is why we need people with access to the source code to make the appropriate changes to eliminate these issues.

Through some testing I might know if the mods work together. I think a lot people already have several fixing mods installed and it's all OK.

I have no solution right now for the ones that aren't fixable through mods.

Placoderm 07-16-10 01:46 PM

Quote:

Originally Posted by sorlim (Post 1446109)
I have no solution right now for the ones that aren't fixable through mods.

...Isn't that the whole reason to be getting the developers involved? Is not the idea of re-compiling a list for you so that missing/broken things that the community modders cannot address through 'workarounds' can be properly fixed by the developers who have access to the locked game code?

I may be mistaken, but what I am reading into what you just wrote is that you simply want to take the modders work and then redistribute it...which really doesn't fix anything new to those of us who already use those mods.

Please correct me if I am wrong in this thinking...


:hmmm:

SteelViking 07-16-10 02:27 PM

Quote:

Originally Posted by Placoderm (Post 1446137)
...Isn't that the whole reason to be getting the developers involved? Is not the idea of re-compiling a list for you so that missing/broken things that the community modders cannot address through 'workarounds' can be properly fixed by the developers who have access to the locked game code?

I may be mistaken, but what I am reading into what you just wrote is that you simply want to take the modders work and then redistribute it...which really doesn't fix anything new to those of us who already use those mods.

Please correct me if I am wrong in this thinking...


:hmmm:

Actually, what you just said are my feelings on this exactly. I was just biting my tongue(or hands as it were).

This course of action of compiling "fix mods" and distributing them elsewhere is not going to actually help people very much. All I see it doing is making Ubi look a little better to the public since it makes it look like they are trying to help the customers. When it is really just Ubi capitalizing on the hard work of independent modders.

I am sorry to Takeda and John, however, as this post is not in the spirit of this thread. I just felt I had to say something.

sorlim 07-16-10 02:49 PM

Quote:

Originally Posted by Placoderm (Post 1446137)
...Isn't that the whole reason to be getting the developers involved? Is not the idea of re-compiling a list for you so that missing/broken things that the community modders cannot address through 'workarounds' can be properly fixed by the developers who have access to the locked game code?

I may be mistaken, but what I am reading into what you just wrote is that you simply want to take the modders work and then redistribute it...which really doesn't fix anything new to those of us who already use those mods.

Please correct me if I am wrong in this thinking...


:hmmm:

*looks around* Which developers? There are none attached to the project right now, I'm alone here, dude!

I will certainly pass that list with issues ever higher but I don't want to stand around scratching my head while I wait for a decision. So what else can I do now except give everybody easier access to the workarounds?

Takeda Shingen 07-16-10 03:04 PM

Quote:

Originally Posted by sorlim (Post 1446190)
*looks around* Which developers? There are none attached to the project right now, I'm alone here, dude!

I will certainly pass that list with issues ever higher but I don't want to stand around scratching my head while I wait for a decision. So what else can I do now except give everybody easier access to the workarounds?

We understand the position that you are in, and you won't see people beating you over the head here. I won't permit that.

The modding community is simply concerned that the 'workaround' mods will be used as an excuse to further abandon the project from UbiSoft's end. Truthfully, they would like nothing more than to see the issues resoved; even issues that are addressed by their own mods. They can then have a much cleaner platform on which to build subsequent modifications. This is very important to them and it is important to us, as it is critical for the longevity of this game. It is feast or famine in the simulation genre, and we all know that. That is why it is so important that this game has legs.

I know that your ability to influence the powers that be is limited, but you are currently all we have, and we are trying to help you, and thus ourselves, in any way that we can. We just need you to know where we are coming from, and that we hope that this will not be simply a Band-Aid on a dismembered limb.

SteelViking 07-16-10 03:39 PM

Very well said Takeda.

Nisgeis 07-16-10 04:05 PM

Quote:

Originally Posted by SteelViking (Post 1446235)
Very well said Takeda.

I preferred it when you called him 'The Takeda' :yep:. Perhaps all the posts from the thread should be deleted once added to the first post. That would keep it clean and hopefully avoid duplicate bug reports, or reduce them.

sorlim 07-16-10 04:06 PM

Quote:

Originally Posted by Takeda Shingen (Post 1446201)
We understand the position that you are in, and you won't see people beating you over the head here. I won't permit that.

The modding community is simply concerned that the 'workaround' mods will be used as an excuse to further abandon the project from UbiSoft's end. Truthfully, they would like nothing more than to see the issues resoved; even issues that are addressed by their own mods. They can then have a much cleaner platform on which to build subsequent modifications. This is very important to them and it is important to us, as it is critical for the longevity of this game. It is feast or famine in the simulation genre, and we all know that. That is why it is so important that this game has legs.

I know that your ability to influence the powers that be is limited, but you are currently all we have, and we are trying to help you, and thus ourselves, in any way that we can. We just need you to know where we are coming from, and that we hope that this will not be simply a Band-Aid on a dismembered limb.

This is a valid concern and it has crossed my mind beforehand. But maybe showing how easy it is to fix some of these things could be exactly the little push needed.
As for excuses... when's the last time your boss had none and you had to suggest some? :roll:

SteelViking 07-16-10 05:40 PM

Quote:

Originally Posted by Nisgeis (Post 1446251)
I preferred it when you called him 'The Takeda' :yep:. Perhaps all the posts from the thread should be deleted once added to the first post. That would keep it clean and hopefully avoid duplicate bug reports, or reduce them.

:rotfl2: I was going to say the moderators, but then I changed it to their names, and left THE......Edited

Rip 07-17-10 08:49 AM

Quote:

Originally Posted by sorlim (Post 1446190)
*looks around* Which developers? There are none attached to the project right now, I'm alone here, dude!

I will certainly pass that list with issues ever higher but I don't want to stand around scratching my head while I wait for a decision. So what else can I do now except give everybody easier access to the workarounds?

Well then someone needs to make a decision if there will be developers working on it again and if not remove the drm and open source the code. As it is sales will never be good and the value of the product diminishes by the minute. Waiting gains nothing.

Rip

McBeck 07-17-10 10:41 AM

While this is a valid discussion....its not within the goal of this thread. Can we open a separate discussion on this?

TheBeast 07-17-10 06:23 PM

Here are few issue's I've noticed that I didn't already see posted.
  • Conning Tower Wake/Splash effect way to small. The Tower is not the knifes edge when compared to the bow. Any water hitting these surfaces should make huge splashes, almost explosive reaction depending on speed of impact.
  • Some Conning Tower's are missing Wake/Splash completely.
  • Deck Gun Wake/Splash is also way to small.
  • Conning Tower interior damage (Broken Valves, Water Leaks, Sparks) effects caused by extendable equipment (Periscope, Radio Rod Antenna) colliding with enemy surface vessel does not get repaired and continue's to Spark and Leak even though Systems Management screen shows everything at 100%.
  • Radioman does not report Radar Contact when Radar is installed. Time Compression drops to x1 or x32 so trigger appears to be there but Radioman Audio Warning is not happening.
  • Sonar Station needle is off by approcimately 7 degree. Sonarman reports correct bearing when comapred to Periscope Bearing.
  • Sonar Station - Set Ship Type button (Unknown, Merchant, War) is not usable because sonar must be exactly focus on target(No Allowance/Tollerance +/-).
  • Sonarman does not report Unknown Contacts. i.e. "Kapitan, I think I am hearing something, Yes, I am hearing something! Unknown Contact, Bearing XXX, Long Range."::insert long Delay here::"Unknown contact is a ::Merchant or Warship::"::insert delay here::"Merchant/Warship, medium speed, bearing xxx, closing/constant distance/moving away, long range"
  • Sonarman command "Estimate range to Target" requires visual lock in order to report the range. This defeats the purpose of asking the "Sonarman" to estimate the range as I can now get the range using the Periscope Stadimeter.
  • Sonarman Station contact light (just above and to the right of the sonar station needle) never turns on when tacking Sonar Contacts.
  • Sonar Station command "Precise Range to Target" also requies visual lock to function...
  • Sonar Station has no UI or button for "Precise Range to Target" (PING) command.
  • TAI-Map stops displaying Sonar Contact bearing lines after you enter then leave the Sonar Station UI and will not display contact bearing line at any time unless you are actively using the Sonar Station UI from that point foreword.
  • Sonarman Esitmate Contact Speed (stationary, slow, medium, fast very fast) is almost meaningless unless you have actually opened the "data\cfg\Contacts.cfg" file to see the definitions for those estimates.:doh: Is there a way to put a cheat sheet on the Sonar Station UI to display the speed ranges as actually defined in the Contacts.cfg?:06:
  • Sonarman intermittantly reports Merchant ships as moving Very Fast.:o This is never going to happen... Upon getting visual on this contact reported as moving Very Fast, it is actually moving slow(5-7 knots).

janh 07-19-10 04:35 PM

Quote:

Originally Posted by Takeda Shingen (Post 1446201)
We understand the position that you are in, and you won't see people beating you over the head here. I won't permit that.

The modding community is simply concerned that the 'workaround' mods will be used as an excuse to further abandon the project from UbiSoft's end. Truthfully, they would like nothing more than to see the issues resoved; even issues that are addressed by their own mods. They can then have a much cleaner platform on which to build subsequent modifications. This is very important to them and it is important to us, as it is critical for the longevity of this game. It is feast or famine in the simulation genre, and we all know that. That is why it is so important that this game has legs.

I know that your ability to influence the powers that be is limited, but you are currently all we have, and we are trying to help you, and thus ourselves, in any way that we can. We just need you to know where we are coming from, and that we hope that this will not be simply a Band-Aid on a dismembered limb.

Takeda, an excellent choice of words. I am sure your efforts here have never been more valuable, nor more appreciated by the subsim community. And Sorlim, you probably know it yourself: A lot of high expectation now rest on you. If you don't manage to convince your colleagues at Ubi to put a team together for a patch, it probably will never happen. I hope you will be successful.

Oh, I probably shouldn't have posted it here. Too late. Delete it, of course.

Wolfling04 08-06-10 02:32 AM

I am sorry if this has already been mentioned, but right now I cannot take time to read all post, I just skimmed, but twice now I have sunk enemy AI subs and they have not been recorded as a kill.


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