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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Apr 2007
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I saw this issue posted awhile back, http://www.subsim.com/radioroom/show...t=zombie+ships
and decided I would try and recreate it. I have succeeded. Here is the setup I used. Nukeboats and 3km nuke torps as mods overlaying RFB1.28. Start date Dec 1, 1941 - patrol of marshall islands completed and PH just happened, so I set course for Tokyo bay Proper. Hey, I got the equipment to make a go of it, and I feel like revenge. In the first "port" - the southernmost one inside the bay, I find 2 Heavy Cruisers and a Hiryu Fleet Carrier. Sweet I think - so I fire off one aft torp, hit the Furatake, which the explosion radius takes out the Hiryu and the Maya as well as a couple of floatplanes. I get the credit in my log, and off I head north and repeat the process in about 4 other harbors. All in good fun.... However - when I am headed back out - danged if as I pass that southern port - there sits the EXACT same ships in the EXACT same spots! My map even shows the diamonds on the spots where it also shows the little red broken ships! I saved at that point - but have tried to sink the ships again - they go boom just like before - but I dont get credit for the "second sinking".... Not sure WHY this occurs - but it need to be addressed as it could cause some serious frustration if someone takes on a convoy - retreats and then catches another shot at it a couple of days later - finding it at full strength and sinking the zombies on the next attack. Historically - attacks could last over a day or 2, and this "resurrection" of ships just needs to get killed. I can't think of any reasonable answer to WHY it happens - I have to think its an unintentional bug in the way the layers are being handled. While I know alot of people are going to raise an eyebrow over the setup I ran in recreating this - I thought I had seen it myself a few other times and have been wanting to try and confirm this. It does happen. It looks like its based on 2 factors - distance and time. If you are far enough away from a ship, and a certain minimum time has elapsed - the vessel respawns. The key to testing this is to use Harbor'd ships - they don't move when they respawn. One other note - it looks like if they respawn, but are left alone for a sufficient time, the game then realized that they were sunk and then removes them permanently. Just... bizarre....... Don't know if this can be gotten on that list of "critical" bugs especially since 1.3 is well into work already - but maybe some folks in here can come up with some possible solutions?
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#2 |
Rear Admiral
![]() Join Date: Mar 2005
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Have you browsed the "bug thread" for this ?
If its not in there you might want to add it. |
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#3 |
Stowaway
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them sneaky japanese engineers creating a zombie ship!
How can we win this war? |
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#4 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Deep Waters
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Is this a bug in the game, or a bug in one of the mods?
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Guess I should change my sig since SH5 has an offline mode now ![]() |
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#5 |
Silent Hunter
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Its not mod related as I also recreated this again this evening with only one mod loaded - my personal tambor nukeboat. That mod only affects the tambor sim and zon files so no way it could cause the behavior. This is in there stock. I have added it to the buglist stickied above.
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Good Hunting! Captain Haplo ![]() |
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#6 |
Grey Wolf
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Pardon the momentary off topic, but...
I think this is one of the most interesting/bizarre pics I've seen.... ![]() Is this a photoshop job? Is that a real tiger snarling underwater?
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#7 |
Stowaway
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it's a real pic:
![]() Taken at Six Flags, Vallejo, California. White tiger diving for scrap of meat, taken through thick glass. Camera - Canon 350d Focal Length - 73mm Shutter speed - 1/400th second @ f5.6 |
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#8 |
Grey Wolf
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Location: Deep Waters
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That would make one heck of a logo for my sub.
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Guess I should change my sig since SH5 has an offline mode now ![]() |
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#9 | |
Grey Wolf
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![]() Quote:
Nice. ![]() wetwarev7's right...that's a perfect conning tower emblem.
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#10 | |
Rear Admiral
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![]() Quote:
This is a picture of the latest torpedo technology. As a successor to the cutie we present the growler ![]() |
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#11 |
Rough night at Langtrees brothel
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Here's some more pics of that bengal tiger... By the way, his name is Odin
![]() ![]() ![]() ![]() ![]() ![]() ![]() Have fun ![]()
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![]() http://maxt.dk/archives/2007/03/22/s...nter-4-cheats/ Get KillerSub MOD and bring the Hell back to Earth! The FUN way to play SH4! Now with Rail Guns! ![]() |
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#12 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
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Great photos Max. First one you put up looks like he's after the last piece of Roy.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#13 |
Navy Seal
![]() Join Date: Aug 2005
Location: Sinking ships off the Australian coast
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Back on topic,
This was a bug in Sh3, I sank some ships in a task force and they would reappear, large as life and willing to sink you at a moments notice. If you sink them again, you get no credit. ![]() I think this is a hang over from SH3, due to SH4 using the same game engine. |
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#14 |
A-ganger
![]() Join Date: Jul 2006
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A tiger with branchias????:rotfl:
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#15 |
Lieutenant
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Location: Adelaide Australia
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The thing ive noticed about the 'zombie ships' is they seem to appear when you sink a ship and leave the area before it goes completley under. when they get outside your contact renge the seem to repair themselves. the same goes for aircraft. ever noticed aircrsft that go by , you take a few pot shots and they are bleeding smoke. if they continue on their course and turn around when they come back they are like new again. it seems that contacts outside your area of detection dont remember damage.
well thats what I think ive observed. stew
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