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In multiplayer sessions, triggers don’t work in multiplayer missions that the player have made them from editor. When a multiplayer game is finished, Silent Hunter IV displays the total results for each player, but in this list I can not find sunk ships for each player. This is not a bug, but good if you can make it better, like in Silent Hunter III. This is very important for multiplayer tournaments. Thanks for you attention PD: Sorry for my english.;) |
If possible, please look into why ATI cards do not get the same glare/bloom effects (cool full sky sunsets) that Nvidia cards get.
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Not really critical but annoying:
Sometimes when I have Mk10 torpedo loaded game lets me set the High speed. But it should not be so, because Mk10 had only one speed setting. It usually works correctly in the game (only Low speed) but SOMETIMES I do have an option to set High speed as well - probably a leftover from a previously loaded Mk14. If it's only speed switch with no relation to actual torpedo speed - no biggie, but devs should check that the torpedo does not "inherit" other properties from the previously loaded Mk14 (like faulty detonators etc.) |
It would be nice to be able to toggle off the "instant success" we have in the game now. Ie: when you sink a ship, have no message about the sinking until to reach port. In single player, it adds immersion, and in multiplayer it is simply critical.
For example, 2 submarine players attack a convoy run by a third player. COnvoy player prosecutes a sub to the east of the convoy. With instant success, he knows to stay there until the job is done, without it, he might think he's nailed him, and move on. No "fog of war" really cripples such play. In single player, it's the difference between finishing a target off or not. |
Change in Home Port
Unreported change in home port is a serious deficiency.:x
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Inomplete Mission
Just a smal thing, Ex-Brisbane finishing a recon / area mission with SEngage Merchant active once I got to the area, sinking 70,000 ton after a local refit in Solomons returned to Brisbane with out a dock option, only refit / postpone. Also restarted mission on Leave dock last save, same thing happened... also tried to dock at Midway ex- Brisbane (yes I had 1 min of fuel left... lol) still did not allow me to DOCK....:down:
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Lightting / wave static
1) Using Nvidia w 512 vid / 2 gig ram / sometimes load with crippling wave fps, game runs normally, doesnt effect 3rd party shiping speeds or ownship speeds... just kills the overall game play, reload abot 50% chance of same thing happening again without a close / restart.
2) Lighting sprites shine through ships hull, ie periscope is semi-translucent when viewed through binoculars at a lighthouse, search light etc... 3) Using obvious 3rd mods to enhance skyline was the only option to get rid of screaming sky / clouds running at a million miles an hour at 1 x speed after running at 5000+ |
1) The problem with the AA gun that people mention is best reproduced by aiming the AA gun zoomed out and as high as it will go, then turning 90 degrees to port or starport. You will then notice the side of the hull sliding past your point of view, between the camera and the gun aiming reticule. If the camera was closer to the gun it would probably solve itself.
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AVGWarhawk, I'd like to suggest using this thread for our requests (along with keeping out the pointless chatter);
but creating a second locked list that only moderators can post in. There you could list the important things from this thread. That way there is one compiled post with the issues listed in a quick easy to read for both us and the devs. Right now unless I look through 5 pages, I have to preface my post with "Sorry if this has been said already...." Which, by the way, Sorry if this has been said already (and probably has), but the damage model needs a review. 1. Damaged areas like conning tower continue to kill crewman placed there as if the area is now cursed. (Don't think this was fixed with 1.2) 2. The sudden mysterious sudden death sinkings, usually encoutered during TC. Maybe this is just an unfortunate byproduct of TC, where for example a bottom collision occurs before the game can slow down, but maybe it could be looked at. 3. A damaged sub, even after crew makes repairs, often sinks after submerging because of "residual damage" I suppose, but it seems a little bit "set too high". A repaired sub should be able to go to periscope depth without sinking if the crew states "repairs are complete". Maybe reduce the crush depth substantially to demonstrate weakened hull integrity, yes; but right now it's a little over done. Or at least, if I cannot go to periscope depth anymore without sinking, have the crew give a warning of "Recommend remaining on the surface sir". Someone let me know if I have any of this wrong please... |
hi all
don't know if it's a bug, but they are a lot of connection lost in multiplayer :s also can you do something for insubmersible surfaced sub in multi ? (sorry for my english) |
Somehow any injured member of my crew doesn't get his health back after a while,
even when I returned to port after a mission, I don't know if this has been reported so far. Else I am glad to see so many bugs to be fixed and worked on Thor |
if any one of the ship's engines (diesel or electric) get damaged, none of the other will run at all, even if they are fine.
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There are several list going that started since the 1.2 patch. The true bugs are coming very evident with the lists. Please refer to DragonDDR list that was created weeks ago. It is a very useful list and part of the list being utilized to look into and correcting major bugs. This is list here is is a afirmation of the bugs currently known and a few more. I have kept it as clean as possible and Dan will be able to sort it out. Keep the faith that all major bugs are getting a look see! |
List of issues since 1.2. Very comprehensive. Thanks for the efforts Dragon!
1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line. The following provides a workaround/fix: - credit to - Ducimus At the top of your data/UPCData/UPCCampaignData/flotillas.upc file you should see the departure co-ordinates for Pearl Harbor. Change the DepartureDescriptionOut1 to the following: DepartureDescriptionOut1= 21438780, 3367405, 270.000000 2) Radar still doesn't work when heading South 90deg to 270deg. [There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 ] 3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too. [There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 ] 4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships. 5) Removed. 6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)! [Confirmed in several posts.] [One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.] See also 23) Kakemann in this thread appears to have a full description of the issue which basically involves weather rather then time of day: http://www.subsim.com/radioroom/showpost.php?p=520452&postcount=1 7) Removed. 8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug” 9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower. 10) Sun shines still through objects, now even with full intensity. 11) Removed. 12) Removed. 13) Removed 14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move. [Dragon – not seen this, Subman1 – not seen this.] [This is probably linked to issue 70) saving the game when submerged] 15) Many users report CTD errors, in the navmap, after ending a patrol etc. [Dragon – no CTD since fresh install V1.2] 16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard. [There is confusion on this issue. It is difficult to say whether there is a problem with this or not] 17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts. [Apparently this is a bug in SH3 too.] 18) Combined with 14.) 19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on. [Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 ] [Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 ] 20) Hydrophones still do not work at periscope depth. Jungman wrote: Change a value -9 to -4 inside Sensors_sub_US.sim the MaxSensorHeight of the hydrophones. Now you can hear it yourself and your crew. This allows it to work in more shallow water. See various threads. Easy fix. Some changed it less, some changed all three ocurrances. See Documis FTT Mod for an exact answer to what works best all around for all submarines. They have different sizes. Never proven if devs wanted this as a feature, or IRL you could use Hyrophones at shallow depth. After all, the Escorts hunting you use them on the surface. We agreee you should be able to use them at periscope depth. Bane pointed out that the hydrophones on a Gar class boat seem to work correctly at periscope depth, although the range seemed short. 21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc.. 22) We now have approx a 9.7X Magnification attack scope. (Should be 6X) 23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 and this http://www.subsim.com/radioroom/showthread.php?t=112853 Another reference to the same problem here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455 Another here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455 [I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part] Early war AI doesn’t see the periscope very often, At night searchlights don’t lock on – feature or bug? There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem: http://www.subsim.com/radioroom/showthread.php?t=113232 Updated version of Kakemann’s mod here: http://www.subsim.com/radioroom/showthread.php?p=517755#post517755 AI in ports, for example if a ship Japanese ship is torpedoed is also very passive. 24) Neat mechanical ticking sound when using the TDC is gone. Bring it back. 25) Combined with issue 37) 26) Combined with 8) 27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos? [see also 3) ] 28) Save game issues: NOTE: With patch 1.2 it is suggested that players save the game only when on the surface and not near enemy shipping. External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before, fatigued crew. One player has mentioned that the radio repeats news reports and events from the start of the patrol including log entries. Saving the game when underwater is problematic and not recommended. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed. 29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion. 30) There is no obvious visual way to ascertain true damage to the sub. [This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit] 31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked. 32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1? 33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target. 34) “The Message log delay problem.” [There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs] 35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place. 36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions: “Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.” http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 37) Feature request - Please provide the ability to open all tube doors with sound effect. [There is a mod which does fix/workaround his issue] 38) Fix the radar and sonar. [There may be a mod fix for this.. ] 39) Campaign retirement – feature or bug? Suggestion that it should be optional. 40) Aircraft. the skies are full of them! Far too many attacks. [There is a workaround for this in the subsim mods forum.] 41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs. 42) Graphical flashes on the ocean. 43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater? 44) You can’t click on crew members to go to their station – like you could in SH3. 45) Crew sometimes don’t seem to verbally acknowledge orders. Sound man does not call out when a depth charge is dropped in the water. Sound man does not report when a destroyer is pinging the sub. 46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time. [Possible Mod fix for this.] 47) Pilot bailouts are reported as merchant contacts, as are lifeboats. Note: Sampans, life boats and even downed pilots are picked up as contacts by the hydrophone. None of these have engines, needs fixing. In addition it appears that surface radar picks up Sampans which shouldn’t be radar reflective? 48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub. 49) Pencil on Navmap doesn’t allow note entry 50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged. 51) Repetitive patrols still get assigned. [There is some discussion as to whether this is due to having infinite fuel on] One user reports here: http://www.subsim.com/radioroom/showpost.php?p=520431&postcount=417 that he still had repetitive missions without infinite fuel on. 52) Patrols do not suggest how long you need to stay on station unlike SH3. 54) The AA gun view is often blocked by conning tower walls. 55) Chronometer pops up after 256 time compression for no apparent reason. 56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish. Many users report the striped map problem, screenshot here: http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1 [I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue] 57) Is the Torpedo depth gauge running in metric when imperial settings are used?. [Users report that assuming the TDC is running in metric allows them to hit on target\] 58) Graphics – the rev counters don’t work. 59) Torpedoes are not automatically loaded at base nor is there a reminder. 60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew. [Not verified although I have seen this mentioned more than once] Confirmation screenshot here: http://www.subsim.com/radioroom/showpost.php?p=525401&postcount=447 although this shows an inability to man either deck gun with dual deck guns. 61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15 [It is possible that their home port has been moved without them noticing] Some users mention that there is no notification that their home port has been changed. 62) Radio messages can be received underwater. 63) Removed. 64) Some shipping does not stop following loss of all props & rudder. 65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc.. 66) Log book does not track items correctly – all ships sunk at the same time and date for example. 67) When SD radar fitted there is no A scope display – confirmed. 68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994, http://www.subsim.com/radioroom/showthread.php?t=112684 69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Picture here: [ http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D ] 70) Combined with 28) 71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board. 72) Confirmed issue: Deck and AA guns problems: With crew assigned to the deck or AA guns they will fire at any target regardless of the weather conditions (Note that it isn’t always possible to get the crew to man the deck gun in rough seas). The player can fire the deck and AA guns manually without an assigned crew. Regardless of weather conditions AND regardless of whether the desk or AA guns have crew assigned the player is able to manually fire. According to the file for each boat the maximum wind speed allowed is 7m/s. 73) Some ship weapons are unable to fire: The Subchaser is unable to fire its main gun at all. If you mod the Subchaser to have a second gun in a raised position where the AA gun is it will fire this gun. The Akizuki DD has a similar issue, of the four guns it has only the two guns on the raised platforms actually fire. 74) It is well known that CTRL+N resets the weather – feature or bug? 75) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.Issue confirmed by Bane. 76) Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable. 77) The follow nearest contact button doesn’t light up when selected although the sonar man does follow the contact. 78) Unless the deck and AA guns are manned there is no way to tell what the ammo reserves actually are. 79) There isn’t any obvious way to tell the gun crews what ammo they should be using. Provisional not included, need confirmation: a) There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment. b) Rudder not shown on damage screen, is it possible for it to be destroyed without notification? c) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be! d) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpedoes which do blow up are not reported as duds. e) Crewmember’s head through roof! http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335 f) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator’s wheel I stuck! g) The main or observation periscope does not rotate in external view, always points forward. h) 1280x720 resolution is not available/doesn’t work. i) There is no visible crew on the deck of the Coastal Composite Freighter and the Small Split Freighter j) The bridge compass on the Gar class and possibly other subs if off by 90 degrees. k) The radar defaults to focus mode when the player moves to one of the displays. l) Some boats have no second man at the right hand dive planes station but rather somewhere else in the station. The slot gets filled only when battlestations is selected. Gar class boat left dive plane indicator points to dive when surfacing, right hand indicator mirrors so it points to nothing. Gar class boat – crewman MAY rotate the wheels the wrong way. m) If you leave the AA gun stations as the boat goes underwater the crew can be seen manning the AA gun underwater from the external view. n) Surface radar sweeps only at up to around 8x time compression (may be system dependent) at higher speeds the radar turns off. o) Event camera, when showing the sub being attacked by planes, often shows the sub 90 degrees from it’s own wake or sticking up out of the water before everything pops back into position. Query: If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment) Player help/Information: Many users report that they have CTDs with patch 1.2. Many, but not all, of these users have found that the following steps have helped to removed the CTDs (myself included) 1. Uninstall SH4 using the uninstaller. 2. Check to see whether the SH4 game folder still exists, if it does delete it. 3. Completely delete the SH4 user folder here C:\Documents and Settings\yourname\My Documents\SH4. 4. Reinstall SH4. Do not run it. 5. Apply only patch 1.2, if the CTD still persists go back to step 1 and try 1.1 patch followed by 1.2. Running the game with a NOCD crack is KNOWN to cause issues! Even if the game appears to work flawlessly you will almost certainly get issues like, striped nav maps, 2d crewmembers, headless bodies, inability to launch torpedoes at random times, problems with crash diving and keyboard shortcuts. Note to Devs - there is still a probable issue with protection kicking in for clean players. There is an explanation of crew efficiency by a developer here: http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4 Thanks for the PMs of support peeps, you know who you are ;) I need confirmation of the remaining provisional issues so that they can be either removed or escalated |
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