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*** Official SH4 patch 1.3 Update straight from the horse's mouth ***
The Silent Hunter doesn’t let the prey escape easily. While part of the team has been assigned to other projects – as it is normal in any busy development studio – key members are still on track and working to improve Wolves of the Pacific or correct existing bugs.
So yes, we are working on 1.3 :) To cut a long story short, here is a partial list of improvements that we intend to bring with this patch:
And if there’s something glaring wrong with the game that’s not on the list, post it here. Maybe we were not aware of it ... yet. When will the patch be out? There is no release date set yet, we’re taking our time in order to have the maximum of fixes with a stable code. The future of this game and this series depends on US and YOU. Your Silent Hunter Dev Team, present here on Subsim and on other boards too. http://img175.imageshack.us/img175/7564/danforumuy7.gif Guys, do not post in this thread, unless you want to bring a critical bug to our attention ;) Keep it as clean as possible. |
is the lack of a watchman to help us track targets a bug or intentional.
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Critical bugs for me are only: -Radar -AI behaviour when attacked, specially merchants Which seem already covered. Thanks |
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WHOA!!!
I'm off my rocker now :-) Very kewl to see this all get fixed!
Only two items I still have are: - the behaviour of the sub and other ships in heavy seas. See this post: http://www.subsim.com/radioroom/show...&postcount=483 - the switch that sets the torpedo to Directional Contact or Contact seems to be reversed and it flips back to its default position all the time. Rather annoying feature. Not having any opinion on whether it should be included as a fix or not, merely having it out there for Elanaiba to see. EDIT: Added Prof's comment a few posts down. There is indeed no way of knowing when your max. dive depth has been affected. The damage screen shows no damage, but there have been a number of posts about subs getting lost without obvious damage |
First of all, thanks for the good news!
One bug which you didn't list is the submarine damage model...if the pressure hull is damaged the player has no way of knowing until the submarine sinks! At the moment you get a message saying 'pressure hull repaired' but it seems to break again next time you dive! |
One critical bug (is it a bug?) IMO, is the collision damage between a sub and a DD or other ship.
The sub usually wins with no damage whatsovever while the DD (or whatever) blows up. Oddly, in the Ducimus "Bungo Pete" mod, changing the DD to a "DE" made him not take damage (visibly, anyway), but the sub DID. A simple fix IMO would be to ALWAYS have the sub lose in a collision (for any ship bigger than some size or class—don't want a liferaft to sink a sub). |
One item I notice that is a constant problem is the bow planes. They seem to remain in the surfaced position when submerged. Small thing, but can be distracting from the realism of the game.
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Wonderful news, thank you for your efforts !
Here is a bug that will be easy to fix and give good return. Overly fast sub sinking, from even light to moderate flooding. A leak should not be an automatic ticket to the bottom. Wait for the flooding to get out of control -before- making depth control a lost cause. IMO this is a LARGE part of the frustration with damage control. |
On the Bow-plane note. They do sometimes get jammed/collide with the hydraulic arms...graphic bug!
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Realy Cool :arrgh!:
That calculation error in the Possion Keeper is repeted in Sonar range reports as well. JFYI. If you want to you might want to have a look into the periscope markings, zoomlevels of the periscopes and bino's. Search for Better Scopes or Mav's Camera Mod to read more about it. |
I get flashes when topside. That's not a very good description, but I've never had this before, its as if all the graphics blank out for a second. And only while on the bridge. If this post is redundant, my apologies.
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One thing that was not mentioned in the list that may be a minor point for some but for true blue simmer of this game it is not.
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Thanks for the declared good intentions Ubi but, in addition to fixing the CTDs whenever you unintentionally hit a wrong key, CAN WE PLEASE HAVE OUR HYDROPHONE BACK? Half the fun of SH2 and 3 was searching for faint sound traces against the ocean background, especially when I'm consistently better at it than the AI crewman assigned. On the same subject, could we have the ability to rotate the hydrophone using the cursor keys back (as in SH2 but removed from SH3) as this was so useful.
Also on the sound front, is there any chance of adding some 'biologics' to the sound files, (lets not get carried away and ask for visible ocean life) or is this one for the modding community? With regard to the otherwise glorious graphics, I second the comment about the jammed bow planes, but what I absolutely hate the most is seeing huge visible holes in the pressure hull of a nominally functioning sub that. to look at it, shouldn't even stay afloat let alone be able to dive, whilst direct torpedo (and shell) hits on some targets still manage to leave them looking untouched. This is so very nearly a great sim on the whole, (even if SH3 was more immersive by several orders of magnitude simply for being able to interact with the crew) please don't spoil the ship for a ha'porth of tar.. |
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Now, I never had this problem with another game, even some that push the limits of my mid-to-upper range system. I still think there is something wrong with the SH4 campaign (or perhaps more specifically with the game in TC) that is putting enormous load on the CPU (GPU temp was fine even before the cooling workover), but this did prove a solution to a problem that was keeping me from even playing the game. Might be worth a try. |
- aircraft AI (they collide in air, crash into sea...)
- hidden damage to sub (not shown in repair screen) - torpedoes sometimes do net get reloaded using refit - Reassigned homeport not reported - Torpedo settings reset after some time - Realism settings not applied to career mode (on startup career screen) - Torpedo settings Contact / Contact Influence are reversed or no difference? - Ship spotted" shout by crew when spotting lifeboats also: http://www.sh4bugs.com/buglist.cgi?q...oduct=&content= |
I'm not a huge fan of the flightpaths I've seen aircraft take on a few occasions... bouncing a hundred feet or so vertically, especially on an attack run. I've seen a couple instances of aircraft tumbling in one spot in the air, then dropping straight down into the ocean (I was shooting at him, but I wasn't expecting twitching death throes like that).
Is this major? Probably not... I should be diving most of the time. In this case, my batteries were out of juice, and I had to catch up to that task force... so I decided to fight it out on the surface. *shrug* Other than that, the list looks fairly comprehensive (for the major issues, if not irritations). And kudos to both Ubi and the dev's for allowing work on 1.3 to continue! |
There are two simple feature expansions I'd like to see as well (added because they are already "in game" just not applied in some cases. Not major though, just added in case they are easy since they are similar to existing features.
1. Tie deck gun to the same pitch and roll as the TBT when set that way in difficulty levels. 2. AI "constant helms" once an attack has happened. Is there any possibility of adding a group property for "zig-zag?" Ideally the Group Properties in the mission editor would have: zigzag: time: (minutes between zig and zags) ex: 30 degrees: (degrees off base heading) ex: 25 Can always be gutted out in the mission layers, but if the AI did it the way they did constant helming, it might prevent some AI issues with station keeping when done with waypoints. |
Thank you elanaiba.
Thank you very much. Your list reminded me of something I wanted to point out... Quote:
I don't know if anyone has ever caught this, but the delayed distant sounds are programmed to only work one way...when viewing from the sub. Meaning.... If your sub is firing on a merchant, and you hit F11 and move to the merchants view (looking towards the sub), you will hear the subs deck gun first, then see the muzzle flash. Obviously, that is the opposite effect your going for, but it seems to be because the game is programmed to setup the sight/sound delay from the perspective of the sub (which would be the obvious priority). Is this just something to be lived with, or could the sound delay data be attached to the viewpoint instead of the sub position? I don't really care, and I don't think anyone else really would either; I just wanted to point it out. Thanks again! :up: Oh! PLEASE....Can we get the ability to make notes on the map, as stated in the manual? Please? |
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