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-   -   Patch 1.2 Feedback Thread (https://www.subsim.com/radioroom/showthread.php?t=169296)

Nordmann 05-11-10 04:30 PM

Well, it did fix the major performance issues I was having in the control room; the frames are nice and smooth now, with both fore and aft hatches open. I used to lag horribly unless these were both closed.

But they still haven't fixed the blasted tap-dancing captain!

oscar19681 05-11-10 04:35 PM

Quote:

Originally Posted by Nordmann (Post 1389076)
Well, it did fix the major performance issues I was having in the control room; the frames are nice and smooth now, with both fore and aft hatches open. I used to lag horribly unless these were both closed.

But they still haven't fixed the blasted tap-dancing captain!

your torpedo actually open now? They didnt close in the last patch and now they wont open! Whhehe! thats like trading a turd for **** right? whatever way you want it , it will always remain ****.

Nordmann 05-11-10 04:47 PM

Quote:

Originally Posted by oscar19681 (Post 1389083)
your torpedo actually open now? They didnt close in the last patch and now they wont open! Whhehe! thats like trading a turd for **** right? whatever way you want it , it will always remain ****.

I've not experienced that particular problem, ever.

shamuboy1 05-11-10 04:54 PM

Don't give up on them just yet, there only human, and humans tend to be a little stupid sometimes. But most of the time we come out strong. I'm not prepared to put this game on the shelves yet, and it won't let me download the patch because of Steam.. but whatever I guess. :wah:

IanC 05-11-10 05:00 PM

Quote:

Originally Posted by shamuboy1 (Post 1389096)
Don't give up on them just yet, there only human, and humans tend to be a little stupid sometimes.

:haha:

panosrxo 05-11-10 05:15 PM

1.dials such as compass in conning tower still dont work
2.electic torpedos wake is fixed
3.torpedo animation is fixed
4.animation of torpedo doors is fixed
5.magnetic detonation doesnt work for me (1 meter under keel)

walsh2509 05-11-10 05:31 PM

talking of dials , I was in the control room and in front of ( I call him the helmsman ) and to the right of him of the wall is the dial for degrees to port and starboard. When I move the mouse cursor over it , it changes from little triangle to little hand but clicking away nothing happens, I'm wondering if its picking up things on the other side of the wall in the radio room ?

Again , ok no biggie as in fixing the game but still can't click on the gramophone, the periscope still raises up when I board in the dock.

SabreHawk 05-11-10 05:39 PM

Quote:

Originally Posted by walsh2509 (Post 1389131)
talking of dials , I was in the control room and in front of ( I call him the helmsman ) and to the right of him of the wall is the dial for degrees to port and starboard. When I move the mouse cursor over it , it changes from little triangle to little hand but clicking away nothing happens, I'm wondering if its picking up things on the other side of the wall in the radio room ?

Again , ok no biggie as in fixing the game but still can't click on the gramophone, the periscope still raises up when I board in the dock.

Yes it's reacting to something in the next compartment, either the crew member or a device.
Adn you dont use the gramaphone that way,(althoug I wish it was that way). The gramaphone is brought up by a keystroke but isnt implemented. You'll have to do that in the commands cfg file. And that info is elsewhere on these forums, do a search.

Sailor Steve 05-11-10 05:45 PM

Quote:

Originally Posted by panosrxo (Post 1389116)
5.magnetic detonation doesnt work for me (1 meter under keel)

That one needs repeated tests. You have the problem that the rather extreme magnetic failure rate early in the war is also represented in the game.

LukeFF 05-11-10 05:47 PM

Quote:

Originally Posted by Sailor Steve (Post 1389160)
You have the problem that the rather extreme magnetic failure rate early in the war is also represented in the game.

There's nothing in the code that simulates magnetic failures. Same way it's been in SH4.

Sailor Steve 05-11-10 05:49 PM

Quote:

Originally Posted by LukeFF (Post 1389163)
There's nothing in the code that simulates magnetic failures. Same way it's been in SH4.

Really? But there is a dud rate, isn't there?

There had better be, or I'm going to start complaining too.

Vorkapitan 05-11-10 05:51 PM

Is it just me or is the hdyrophone/sonar reporting still broken? :damn:

Faamecanic 05-11-10 05:59 PM

Quote:

Originally Posted by Sailor Steve (Post 1389174)
Really? But there is a dud rate, isn't there?

There had better be, or I'm going to start complaining too.

Just like SH 3 and 4 you can select if you want Dud torps or no duds I believe.

LukeFF 05-11-10 06:00 PM

Quote:

Originally Posted by Sailor Steve (Post 1389174)
Really? But there is a dud rate, isn't there?

There had better be, or I'm going to start complaining too.

Yes. The following malfunctions are simulated in both SH4 and SH5:
  • Duds
  • Premature detonations
  • Deep-runners
  • Circle-runners
  • Torpedoes running off-course
Don't know, yet, if the problem with duds was fixed with this latest patch.

Brag 05-11-10 06:12 PM

Quote:

Originally Posted by oscar19681 (Post 1388719)
Indeed if its true. Then Ubi would have to be listed as and organized crime syndycate.

Sounds more like a disorganized crime syndicate. I am glad I lost my excitement once the drum thinggie was announced.

I feel sorry for the guys who who kept the faith in Ubi. It sounds like another kick in the gut.


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