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-   -   patch 1.4 bugs/issues to be fixed ONLY list (https://www.subsim.com/radioroom/showthread.php?t=122295)

PepsiCan 10-04-07 03:26 AM

Battery life
 
Hi

The battery life for all subs is inacurate. This could be fixed by a mod but it seems that as of version 1.3, the mod is no longer working.

cheers!

RICH12ACE 10-04-07 01:46 PM

a captains cabin is what we need in 1.4 update! please dont say no OR the radio room like sh3 it makes the game more real! and more playable.:yep: :up: .

tonschk 10-11-07 04:19 AM

SH4 a War Game without SCORE ?
 
I hope with the patch 1.4 we will be able to see the SCORE of the Game (the SCORE was represented in SH3 with the "Hull IntegrityPercentage" ),I have many other war Games ,Pacific Fighters,Blazing Angels,Panzer Elite Action,etc etc etc and all the War Games the player can see the SCORE ,SH4 was the first War Game in the History without a SCORE this situation is silly ,by at least the player must be able to see the Hull IntegrityPercentage as an realism optional

tater 10-11-07 09:51 AM

Quote:

Originally Posted by Munchausen
Quote:

Originally Posted by tater
The ideal way would be that there would be a mode where no ships were marked on the map at all, until you took a bearing and range. Then, and only then, a ship mark appears (static).

When you take a second range/bearing, it marks it and connects the points---which is in effect what the stopwatch icon on the tdc getting the speed from 2 bearing/ranges is doing.

At 100% realism, you get this on the attack map. Why would you want to use the navigation map instead? The only thing the attack map doesn't do (but probably should do) is automatically adjust AOB after a speed check is inserted. The navigator gives you speed and heading but only the speed is input to the TDC.

It does? The map gets "written on" with a mark automatically when you take a bearing/range on a target at 100%? A second such bearing/range on a target makes a second mark, connects the two, and writes down the speed?

tater

tomoose 10-11-07 12:03 PM

Two more glaring omissions
 
OK, I'll jump on the bandwagon;
While Trigger Maru has given this software new life I'd still like to see the following fixed "officially" (i.e. without a mod).

1. Fix the collision sound for the rubber boat, please!!!! (and the capsizing).
2. Institute the 'free text' for the map as it stated in the manual (i.e. being able to actually 'write' text on the map instead of just an 'X' would be VERY handy).
3. Aircraft flight AI needs an overhaul.
4. Slow down the clouds when popping out of timewarp (I know there's a mod but that's not the point).
5. The AA bathtub view blockage needs fixing as stated by many, many people.
6. Get rid of that chronometer during timewarp, why does it appear at all (I shouldn't need to press the 'x' key)?
7. "Rudder Amidships" voice should be fixed.
8. Better damage assessment method (what do those numbers mean???).
9. Flashing message indicator should cease after a few seconds, it's distracting and serves no purpose considering the message appears in the text box.
10. Bailed out pilots should probably look Japanese instead of Italian, LOL.
:up:

swdw 10-11-07 01:32 PM

Campaigning on Taters behalf . . .

1 allow override of the AI for depth charge detonation depth- allows pre mid 1943 simulation

2. allow a damage table to be applied to a DC that enables scaling the damage according to depth.

The 2nd will allow tater to deal more effectivbely with the DC damage vs depth issue he replied about in another post.

Munchausen 10-11-07 01:42 PM

Quote:

Originally Posted by tater
The map gets "written on" with a mark automatically when you take a bearing/range on a target at 100%? A second such bearing/range on a target makes a second mark, connects the two, and writes down the speed?

No ... that it does not do. Perhaps a more practical mod would be to add a pencil and ruler to the attack map. Then, all you'd need to do is place your mark over the plotted "x" ... wait, do it again ... and measure the distance & track between the two marks. Using rule of thumb, you could calculate the speed and crosscheck your results against the speed and heading given to you by the navigator.

Btw, since players are still listing bugs, here are a few reminders:
  • The rapidly blinking lights on the torpedo status panel
  • The numerous gauges with German labels
  • The helmsman's gyrocompass frozen at due north (repeater works fine)
  • The inoperative depth gauges and telegraphs at the navigator's station (clock works fine)
Also, does Darwin ever recover from being bombed so it can be used for refueling and resupply?

And I miss the periscope wake of SH3.

tater 10-11-07 02:13 PM

I want the plotting to be accurate, but entirely dependent on MY measurements/estimates. I want the plotting to be done by my CREW though, I shouldn't have to do it myself, I'm the skipper.

:)

The General 10-12-07 04:51 AM

The SHOCKING truth!
 
While you guys are fixing stuff. How 'bout fixing the lighting from searchlights, signal lamps, lightning, star-shells and explosions? All surface craft do not properly reflect light when they are in close proximity of one or more of the above phenomenom. Using the freecam that's part of the Reflections on the Water MOD, I discovered that you get the proper affect when you set the camera immiedietly in front of a ships signal lamp and look down at forward deck (try it!). You will see what I'm talking about. This means that the DEVs went some way towards achieving this only for it not to be implemented properly in the [un]finished product. All this time everyone has assumed the way the lighting is now is just the way it was meant to be, it isn't. This is just one of several key flaws that make SH4 less than it could've been.

Prof 10-12-07 05:07 AM

Quote:

Originally Posted by maerean_m
2. when playing using "no contact update" you want great(er) precision on the ruler tool so you can manualy place the "contact" on the map (using a distance reading from the sonar or radar or stadimeter or whatever). am I getting it right?

That's exactly what I would like to see! I play with map contacts off and plot my contacts using stadimeter range and bearing. It's quite frustrating trying to plot things when you've only got 200 yard increments!

Actually, what I would really like to see is some combination of the attack map and the navigation map. I'd like to see ships plotted on the map according to periscope/radar/sonar information (so if you make a mistake with the stadimeter the ship will be plotted in the wrong place) AND with the ability to draw on the map using the tools.

leovampire 10-12-07 05:13 AM

I am working on the spot light's and Star Shell's
 
Quote:

Originally Posted by The General
While you guys are fixing stuff. How 'bout fixing the lighting from searchlights, signal lamps, lightning, star-shells and explosions? All surface craft do not properly reflect light when they are in close proximity of one or more of the above phenomenom. Using the freecam that's part of the Reflections on the Water MOD, I discovered that you get the proper affect when you set the camera immiedietly in front of a ships signal lamp and look down at forward deck (try it!). You will see what I'm talking about. This means that the DEVs went some way towards achieving this only for it not to be implemented properly in the [un]finished product. All this time everyone has assumed the way the lighting is now is just the way it was meant to be, it isn't. This is just one of several key flaws that make SH4 less than it could've been.

For the ROW mod. Starting to get some good results with them The General. When I put out the vs_3 of the ROW Effect's folder's they will and should be working well.

Torps 10-12-07 09:05 AM

Bugs
 
There are a few bugs that drive me nuts, I feel should be considered.

1. Merchant deck gun crews are the best in the fleet
2. The land based artillary hardly misses you or your engines at all
3. CV's, BB's, CA's that stop on a dime.
4. Japanese DD's find you no matter what, *always*(example silent running, engines stopped, lowered periscope, 2000 yards away)

5. Searchlights that go through ships or that are on after being sunk
6.Internal sounds (mentioned before)
7. Vocal commands (mentioned before)
8. When I try to get in to a position to attack a target of opportunity (task force) some how I am detected by escorts that are at the farthest reaches of my radar and out of the blue seem to charge in my exact direction at flank speed.

Anyone have the same problems, especially with bug fix requests 1,2,3, and 8?

The General 10-12-07 09:20 AM

Thank God for the Mod community!
 
@leovampire

Thanks, that's great news! You should be on the Ubi payroll.

swdw 10-13-07 04:55 PM

Time compression>2048 bug
 
Although you can really crank up the time compression compared to the original release, I noticed the biggest problem with not dropping out of time compression automatically on a aircraft/ship spotting or radio message is when the time is set to >2048.

Autimatic drop to a time compression value of 1 is very sketchy when running this fast. It seems to be pretty solid at 512 an 1024. Misses a couple at 2048, which may have been due to clicking on something around the same time, and the farther you go over 2048, the worse the problem gets.

LukeFF 10-14-07 03:18 AM

Not so much a bug, but it's an important fix, nonethless: bring the back the minimum/maximum crew limit feature for officers, petty officers and sailors! Otherwise, it looks totally ridiculous being able to have a boat full of nothing but officers and petty officers.


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