04-23-07, 07:34 PM
|
#291
|
Officer 
Join Date: Mar 2007
Location: UK
Posts: 246
Downloads: 0
Uploads: 0
|
Silent Hunter 4 - Bug list v3c
Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
Added provisional bug section
Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.
Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.
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.
2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod fix for this issue.]
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.]
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) If volumetric fog is enabled the deck crew still appears transparent after some minutes.
[See also 31.)]
12) AA gun repair bug still there – AA gun doesn’t repair.
[Dragon – I haven’t had this issue.. anyone else? - Confirmed as a problem in 1.2 by Subman1.]
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.]
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 ]
20) Hydrophones still do not work at periscope depth.
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
[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]
24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.
25) Being able to open multiple outer doors and having the sound effect play
26) Combined with 8)
27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – break the ability to manual launch torpedos?
[see also 3) ]
28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before etc..
29) The deck gun doesn't repair. Several posters have commented on this.
30) There is no obvious visual way to ascertain true damage to the sub.
31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and like ghosts in fog. The conning tower is transparent or semi transparent when using the periscope.
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/workaround for this but there doesn’t seem to be a good reason for the issue which is still present to some degree in 1.2]
35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub, especially in rough seas, floats above the waves.
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.
37) Fix open all tube doors.
[There is a mod which does fix 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.
46) Clouds are far too speedy.
[Possible Mod fix for this.]
47) Pilot bailouts are reported as merchant contacts, as are lifeboats.
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]
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.
[I own the game, do not use any no-cd or other anti-protection systems and have see 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]
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
62) Radio messages can be received underwater.
63) Messages sent are not shown when “all messages” is selected.
64) Some shipping does not stop following loss of all props & rudder.
Provisional not included, need confirmation:
a)Query whether the radar screen should be blank with SD radar fitted.
b)Watch officer freezes up with arms outstretched.
c)Should you be able to add a damage crew to the ship when docked? Provides more crew than Historical.
|
|
|