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

9th_cow 07-14-07 02:06 PM

Quote:

Originally Posted by schmutt
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.

true enough i find it hard to get near them, thing is i think merchants are spotting the scope to soon, they often go into a jinking course without reason, unless the sods have sonar they shouldnt know im there :)
one thing thats for sure is i often get detected before im ever ready to fire, destroyers can now bea real pain, and merchants arent worth shooting at once they start theyre dance because you will never hit them
my tonnage now is appaling, but i dont mind because it feels rigth now.


im surprised to see ppl saying they sink a convoy with ease, thats not my experience at all since 1.3 far from it.

9th_cow 07-14-07 02:07 PM

Quote:

Originally Posted by schmutt
Yeah! Flying over the waves and the hydro still works. Great deal! :damn:

Do they work under water too???? :lol:

im sure thats by design the hydrophone was beneath the US subs if i recall correctly. someone with more time on theyre hands will no doubt explain why :)

Seeadler 07-14-07 02:52 PM

about the hydrophones on fleet submarines
http://hnsa.org/doc/fleetsub/sonar/chap1.htm#1A

DirtyHarry3033 07-14-07 03:51 PM

I'll tell you what I like best about 1.3, after less than 1 hour, not having to put the DVD in the drive!!!!

My drive has always had a problem reading the DVD, if I load it and actually get it to read the thing, it's no prob to play the game. But if for some stupid reason, I ejected the SH4 DVD (for instance to play another game, which I like to do on occasion) I could always expect to spend 20 - 60 minutes loading/ejecting, loading/ejecting over and over again before WinDoze would bother to recognize the disk was in the drive.

Don't know what kind of CP they put on the disk but it obviously went "where no disk has gone before" from my viewpoint, as my DVD could barely read it and yet has NO probs with any other disks at all. THANKS to Ubisoft for getting rid of the disk check :rock:

DH

Sailor Steve 07-14-07 03:51 PM

Quote:

Originally Posted by 9th_cow
Quote:

Originally Posted by schmutt
Yeah! Flying over the waves and the hydro still works. Great deal! :damn:

Do they work under water too???? :lol:

im sure thats by design the hydrophone was beneath the US subs if i recall correctly. someone with more time on theyre hands will no doubt explain why :)

It seems that the hydrophones do NOT work when surfaced:
Quote:

Sonic gear is useful for picking up targets at great distances because sonic sounds travel farther. Also, on the JP gear sounds appear more natural and are more easily recognized. Therefore, you can identify not only the machinery noises of enemy ships, but also any telltale noises your own submarine is making.
http://hnsa.org/doc/fleetsub/sonar/chap1.htm#1A

Quote:


Securing JP gear
As soon as your submarine surfaces, secure the JP gear,
1. Turn the power switch off.
2.Train the hydrophone to 090 degrees if it is installed on the port side, or to 270 degrees if it is on the starboard side. 3. Hang up the headphones carefully. They are a special kind that cannot be replaced while you are on patrol. Other headphones do not work as well on JP gear.
http://hnsa.org/doc/fleetsub/sonar/chap4.htm

On the other hand, the active sonar seems to work when surfaced, but not exactly when "flying over the waves":
Quote:

The WCA Installation
The WCA Installation on a submarine includes all the sonar gear that handles supersonic sounds. Much of this equipment is grouped in the conning tower, where it is known as the "WCA Stack."
http://hnsa.org/doc/fleetsub/sonar/chap1.htm#1A

Quote:

Securing WCA gear

When your submarine surfaces, you will continue searching. While it is running at a slow speed, you will be able to listen efficiently. But at higher speeds the noise becomes so great that you will have to report to the conning officer: "QB, listening conditions poor." Probably you will then be ordered to secure the gear. Here is the way to secure:
1. Bring the bug either to 000 degrees or 180 degrees, whichever is required by the cable arrangement on your ship. (Ask the radio technician.)
2. Unplug the headphones and hang them up carefully.
3. Push the STOP button on the remote-control unit; the training-motor generator light will go out.
4. Turn the line switch on the receiver-amplifier OFF. 5. The conning officer will order a torpedoman in the forward torpedo room to raise the projectors. Watch the green light in the upper right-hand corner of the remote-control unit. When it glows, you know that the projector has been raised.
http://hnsa.org/doc/fleetsub/sonar/chap5.htm

Weather-guesser 07-14-07 04:21 PM

Finaly! Weekend is here. Chores are done. 1.3 loaded and I'm going in! Good hunting to all! :ping:

letterboy1 07-14-07 06:32 PM

Half-sunken ships at Pearl Harbor
 
I usually start new patrols outside of the harbor so I haven't seen the inside of Pearl in a long time (since before the first patch). After patching to 1.3, I decided to start from inside Pearl Harbor and noticed the various hulls and decks of the half-sunk ships that resulted from the dec 7 attack. Were those always there or am I drinking too much?

AVGWarhawk 07-14-07 08:25 PM

Quote:

Originally Posted by 9th_cow
Quote:

Originally Posted by schmutt
Yeah! Flying over the waves and the hydro still works. Great deal! :damn:

Do they work under water too???? :lol:

im sure thats by design the hydrophone was beneath the US subs if i recall correctly. someone with more time on theyre hands will no doubt explain why :)

Amongst the other replys concerning this... I have first hand experience with surfaced sonar noise. The USS Torsk's sonar picks up prop noise in the harbor. The Torsk is afloat in the Baltimore harbor. Anything making a noise is picked up by the chin listening gear. I do however feel the sonar is a bit too good with 1.3 patch. We need some more background noises like waves or whales humping.:roll:

-Pv- 07-14-07 08:51 PM

"...I decided to start from inside Pearl Harbor and noticed the various hulls and decks of the half-sunk ships that resulted from the dec 7 attack. Were those always there or am I drinking too much?..."

I've been operating out of Pearl since I 1st got the game and I'm seeing new stuff. The wrecked and sunken hulls are interesting. There used to be some strange ships partially sunk but these burned out hulls with wrecked turrets are new. Cool stuff.

I'm also finding generally that the game is much harder to play now. Destroyers are more aggressive and leathal. When among the more talanted escorts, they are very reluctant to give up once they know you are nearby. Have to be real talented with the pariscope dipping. It appears having the scope up at high speed is particularly problematic.

Another new feature is the con position is now clickable. You can click on the helmsman and stand in his place.
-Pv-

bsalyers 07-14-07 11:48 PM

Patch/mod compatibility?
 
I am DELIGHTED with the new patch. That said, I miss my mods. I was playing RFB when the patch came out, after having tried and loved Trigger Maru. There are some smaller mods, like Captain Midnight's radio modifications, that I seriously don't think I can live without. Also, I notice that in 1.3, you can still pretty much shoot down the entire Imperial airforce with your AA gun, which somehow seems less than realistic. I am playing "vanilla" 1.3 at the moment, but really want my mods back.

All of this is my long-winded way of asking "Any news on mod compatibility with the latest patch?"

Thanks!

:D

Bando 07-15-07 01:14 AM

Quote:

Originally Posted by -Pv-
Another new feature is the con position is now clickable. You can click on the helmsman and stand in his place.
-Pv-

You know, I have not seen this. Is this really a feature???????

John Channing 07-15-07 07:22 AM

Quote:

Originally Posted by bsalyers
I am DELIGHTED with the new patch. That said, I miss my mods. I was playing RFB when the patch came out, after having tried and loved Trigger Maru. There are some smaller mods, like Captain Midnight's radio modifications, that I seriously don't think I can live without. Also, I notice that in 1.3, you can still pretty much shoot down the entire Imperial airforce with your AA gun, which somehow seems less than realistic. I am playing "vanilla" 1.3 at the moment, but really want my mods back.

All of this is my long-winded way of asking "Any news on mod compatibility with the latest patch?"

Thanks!

:D

Trigger Maru 1.3 has been released...

http://www.subsim.com/radioroom/show...044#post593044

post #34

JCC

John Channing 07-15-07 07:25 AM

Quote:

Originally Posted by Bando
Quote:

Originally Posted by -Pv-
Another new feature is the con position is now clickable. You can click on the helmsman and stand in his place.
-Pv-

You know, I have not seen this. Is this really a feature???????

Yup!

JCC

Rhodes 07-15-07 11:41 AM

Quote:

Originally Posted by John Channing
Quote:

Originally Posted by Bando
Quote:

Originally Posted by -Pv-
Another new feature is the con position is now clickable. You can click on the helmsman and stand in his place.
-Pv-

You know, I have not seen this. Is this really a feature???????

Yup!

JCC

I remember doing that in 1.2!

Weather-guesser 07-15-07 12:50 PM

OK! I have done a patrol out of Pearl aboard USS Plunger and I have to say the fixes they have done are great. Any problems I have found or read about from others really do not affect the game for me. Even the DD's shooting in the water 10 yards in front of their own ship when you were 500 yards away was not a big deal as they improved as they got closer.
What I do have a problem with however is the lack of interior damage sound bug. I was off of Honshu and got pounded by 3 DD's. There I was with depth charges going off all around me taking damage left and right with pipes bursting and glass breaking. Only problem was you couldnt hear any of it. I could hear the depth charges exploding and men giving orders but when a steam pipe burst it made no sound. Kinda made it less exciting. Hope this is one bug they take seriously if there is another patch. The game would be finished enough for me. :cool:


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