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-   -   SUBSIM SH4 Patch 1.3 Discussion Thread (https://www.subsim.com/radioroom/showthread.php?t=118338)

Mikkow 07-13-07 01:48 PM

Does anyone remember before that if in a storm, you could see that the huge waves were only immediately around your own sub, not affecting others further away (meaning that if you looked you could see that beyond the close big wave it was calm waters)?

Has anyone checked this issue out in the latest patch? Is it the same or changed?

jowr 07-13-07 02:10 PM

Quote:

Originally Posted by simonb1612
I did an install over 1.1 and 1.2. I am in early 42 out of Pearl Harbor in a Gato and torps show up fine for me.

Yes, well I have a *fresh* install that was patched directly to 1.3 and torps don't show up.

wteapot 07-13-07 02:17 PM

The drunk plane pilots continue Go to sub school, take the navigation lesson Go to external view, wait for first plane to fly nearby Track plane manually using external view It flys low over the coast, and smacks into the nearby hill :damn:

minsc_tdp 07-13-07 02:28 PM

reposting this since the "impressions" thread went out of fashion:

I fired up the Torp Attack training mission and noticed that my Attack Periscope is not visible anywhere in the interior of the boat. When I move it up/down I can see it from exterior F11 view and hear it and use it, but you can't tell its status from inside the boat. Whaddupwiddat?

Also it seems like the estimate speed function is a bit slow. In the training mission, my torps would always hit aft quite a bit or miss entirely. After getting two range/bearing readings, I would estimate speed and it would be 5-6 knots. Only if I increased the speed a bit and sent that to TDC, engaged the position keeper quickly, and angle my torps about 5 degrees right, they would hit right where I would expect.

Is it OK to engage PK before starting TDC functions?

John Channing 07-13-07 02:48 PM

Your speed estimates are only going to be as good as your range and bearing estimates (GIGO).

There is a small cheat you can do to show it works perfectly..

Lock your target. Once you send your initial range go to the attack map. If the white X is not right on top of your target your range estimate was off. keep trying until you get it right. Then wait about 20-30 seconds and do another range/bearing. If this one is on the money too, then do the speed estimate. Enter that into the TDC, set off the PK and wait until it is time to shoot.

Nuthin' but net!

JCC

John Channing 07-13-07 02:51 PM

Quote:

Originally Posted by wteapot
The drunk plane pilots continue Go to sub school, take the navigation lesson Go to external view, wait for first plane to fly nearby Track plane manually using external view It flys low over the coast, and smacks into the nearby hill :damn:

If it bothers you that much you can go to the mission editor, open up the mission and increase the plane's altituide. TADA! No more crash.

While you are in there you can go to the torpedo training mission , increase that plane's altituide too (it was a bad year for pilots), and move the Mogami further away (I used about 4 miles). Then you have more time to do your set up and approach.

JCC

RipTorn 07-13-07 03:36 PM

AI still not up to par.
 
I installed the 1.3 patch and started a new career. On the 2nd mission I encountered a Japanese invasion force consisting of 3 light cruisers, 7 destroyers, and several small troop transports. I dove to 200 feet and manuvered at a 90 degree angle on the first light cruiser. To do this I occasionaly came back up to periscope depth while at a full stop to get a bearing and then dive back down. When within 800 yards I came to a complete stop and rose to periscope depth. Set torpedoes to high speed at a depth of 20 feet using contact/influence. I fired 2 at her and immediately dove to 200 feet again. She sank and the destroyers began a search pattern, did some depth charging at the wrong depth and then went about their business. I repeated this for every single unit and sank all warships and then surfaced to kill off all the transports. I should have never been able to move around so easily without detection with all those destroyers about. I use 83% realism. The weirdest part of it was that after sinking the first light cruiser all the rest of the ships (except 3 of the destroyers in the hunt) came to a complete stop. Was stopping a Japanese method of detecting subs better?

Rip Torn

schmutt 07-13-07 03:51 PM

Well, one good advice: I uninstalled SH4 and looked that the directories were all gone. Also the savegames. Then installed SH4 again and put the patch 1.3 on it. No probs with my game so far. I've got probs to get near enough to do a shot because I allways get detected - even by the freighters.

Idaeus 07-13-07 04:23 PM

My saves dont work! :cry:

minsc_tdp 07-13-07 04:37 PM

Quote:

Originally Posted by Idaeus
My saves dont work! :cry:

The readme stated that savegames won't work, period. People here have said that base saves are OK but I started over. Why create more problems for yourself?

-Pv- 07-13-07 05:54 PM

"...Yes, but, one can not do a mission with battle stations always on! The crew don't rest..."

So, why does there have to be visual crew on each station all the time? You play the whole game staring at the interior? If you HAVE to see all the stations manned each time you dive, sound battle stations, dive, then turn it off. Be creative.

Anyway, don't expect this feature to ever change. It's not a bug but an intentional feature. The game has been this way since the beginning and unless changed by a mod, will always stay this way. Why fight it? Not worth it.

"...I should have never been able to move around so easily without detection with all those destroyers about. I use 83% realism..."

This won't be your experience with every convoy. Some have poor escorts, some have more determined escorts. You can't judge the whole game based on one convoy. Historically, the typical approach is to pound where they think you MIGHT be until the surviving ships get away (just long enough to keep you under, quiet and not moving at high speed attack) then move on. Sounds to me like they did what is expected based on them not being the aggressive escorts type in that convoy.
-Pv-

minsc_tdp 07-13-07 06:25 PM

Quote:

Originally Posted by -Pv-
This won't be your experience with every convoy. Some have poor escorts, some have more determined escorts. You can't judge the whole game based on one convoy. Historically, the typical approach is to pound where they think you MIGHT be until the surviving ships get away (just long enough to keep you under, quiet and not moving at high speed attack) then move on. Sounds to me like they did what is expected based on them not being the aggressive escorts type in that convoy.
-Pv-

My only 1.3 convoy experience went exactly that way. I tried to catch up with the convoy and see if I could sneak in under the destroyers. It didn't work, and two (maybe three) detected me and started a depth charge run in the usual S pattern. I dived to 200 feet and shut down the boat. Just about when the merchants were too far away for me to reach submerged on batteries, two of the destroyers moved off. I was surprised that one remained, depth charging for a while longer (missing the whole time - heh) until it eventually left and by then, the merchants were long gone. Not wanting to go through that again, and having limited batteries and Co2 quickly piling up, I abandoned that convoy and sailed off for bluer waters. It seemed like two were fairly aggressive, one was unsure of my location and was simply patrolling nearby, and one of the aggressive ones decided to stay at my location and make sure I was supressed. Even though that sums up my entire first night of playing, it was great fun and a very believable experience!

The only annoyance was that once or twice, I dropped TC from 16x to 1x and immediately looked through my observation scope to see depth charges going off dangerously close to me. It seems like it only stops the TC if you take damage, and maybe not even then.

ATR-42 07-13-07 07:37 PM

Im digging the patch, little bummed about the loss of peri animation BUT...

looks like they mitigated flying subs in heavy winds
when i turned the debug modes to OFF in the main file, it locked my FPS at 60. before it was jumping from 55-60.
Really smoothed things out.
Im hooked on the Nomograph for speed calculation but i like having the back up now the way it was supposed to be.

:up:

9th_cow 07-13-07 08:29 PM

is the rudder too weak now ? given that im getting attacked more often it may just be the case i didnt encounter this before.
but so far 3 out of 3 careers have ended due to losing my rudder. and none saw any serious damage other than that, this may be fixed when the mods are updated, the one i used in the past reduced the ffective radious of depth charges to a more realistic level.
that said my last mission was so bad i didnt mind lol 2000 tons and all torps fired.
i dont even know how i missed so often. :)

-Pv- 07-13-07 11:00 PM

I'm also seeing slightly improved wave riding in high waves (the surf board effect is reduced.) Perhaps this is a result of the corrected vessel dimentions.

The hydraphone station has changed. It now works also at the surface and a green light comes on whenever the cursor is near a sound source.

The air radar is no longer picking up ships though I've yet to pick up my 1st aircraft since leaving Pearl.

So far, I have not had the same severe crew fatigue hit after a storm when restoring a saved game. Time will tell on that one as it took a while to show up after the last patch too. Maybe a fresh crew out of port has more stamina.
-Pv-

EAGLE_01 07-13-07 11:25 PM

Quote:

Originally Posted by MONOLITH
Just checked, the patch resets the dev debugs in the main.cfg to Yes. Have to turn them off again.

Didn't on mine.

LZBTD 07-14-07 01:15 AM

Quote:

Originally Posted by AVGWarhawk
Does 1.3 contain a no DVD crack???

Yes, and it loads quicker also.:lol:

maerean_m 07-14-07 03:04 AM

Quote:

Originally Posted by AVGWarhawk
Does 1.3 contain a no DVD crack???

Since it's official, it's not quite a crack. Ubi just decided it had enough with the support calls related to big-eyes etc

tinygirl 07-14-07 07:07 AM

having put 1.3 on and lost all the other improvements i now sorry i ever downloaded 1.3 i used 5 torps on one destroyer and it still didnt sink and each one hit,
then it just disappeared completely so i've gone back to 1.2 only they can keep 1.3
i accidently sent a battleship to the bottom that got in the way of 3 torps in 1.2. cant reason that out
also the twin guns still have the same problem
did anyone at all work on 1.3 or did they get it from some other sub sim

switch.dota 07-14-07 07:09 AM

Quote:

Originally Posted by tinygirl
having [ut 1.3 on and lost all the other improvements i now sorry i ever downloaded 1.3 i used 5 torps on one destroyer and it still didnt sink and each one hit
then it just disappeared completely so i've gone back to 1.2 only

You probably installed over mods. You need to revert to stock SH IV before patching to 1.3 then install only compatible mods.


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