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Old 08-07-07, 04:59 AM   #1
PepsiCan
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Confirmed bugs in SH4 patch 1.3

Hi

Here's a list of confirmed bugs still in SH4 after patch 1.3. If you have a bug, and it is confirmed by at least one other person, I'll add it to the list in the first post. The bugs in the list do not need to be confirmed again. Also, please refrain from any rants on how crappy the game is, you want your money back and how you'll sue UBI for damages etc. If you want to gripe, choose another thread or post on the official UBI forum where you'll have a better chance of being heard by a UBI representative.

Not sure, but maybe this can be a sticky?

Confirmed gameplay bugs:
- Switch for Contact/Contact Influence setting not working (http://www.subsim.com/radioroom/showthread.php?t=118393)
- Subs at flank speed crash dive slower than subs that crash dive at 0 speed (http://www.subsim.com/radioroom/showthread.php?t=118833)
- Making the "imperial measures" option truely imperial (i.e. deckgun range in yards instead of meters, the radar and sonar stations in yards)
- Fixing the 'ghost ship' issue: ships respawn quickly after you sank them and when you sink them again, you do not get the credit, but you have used up your torpedos
- Special missions, such as spy insertion, are still repeated even with the same destination. Although John Channing makes interesting observations here: http://www.subsim.com/radioroom/show...5&postcount=20
- With early war conning towers, you cannot use the AA gun when having to fire to port or starboard. The metal plating of the conning tower blocks the view.
- Damage reports are not accurate. You will receive messages that the pressure hull is repaired but when you dive you sink like a brick. Same for engine and rudder repairs. You receive the message but when you touch the throttle, nothing happens.(http://www.subsim.com/radioroom/showthread.php?t=119742)
- Destroyers that ram or collide with the submarine will take severe damage to the point of exploding and/or sinking while to sub survives relatively unscathed (confirmed in various postings and been outstanding since 1.0). The desired behaviour should be that the destroyer/escort survives with some damage but that the sub can be damaged to the extend that it sinks. This should not impact the sinkability of destroyers and escorts by torpedo attacks.
- Japanese ships discover subs through their air radar. This means they can detect subs through radar well before japanese ships started using surface radar. (http://www.subsim.com/radioroom/showthread.php?t=113010)
- The dateline bug is still not completely fixed in patch 1.3 for subs leaving from Pearl Harbor.

Confirmed graphical bugs:
- Ironing out some (serious) graphic glitches regarding sailors becoming transparent when Volumetric Fog is enabled and the sun shining through metal
- Conning tower tilts the wrong way when diving/submerging. Control room shows no tilt at all.(http://www.subsim.com/radioroom/showthread.php?t=119134)
- Anti-aliasing seems to be inoperative when the normal ship mappings are used. (http://www.subsim.com/radioroom/show...4&postcount=31)

Enhancements:
- A change request: Being in friendly territory, close to your base, running out of fuel and...well, and then never getting home as you can't ask for a tow (a tow should come with a serious penalty of course).
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Last edited by PepsiCan; 09-24-07 at 03:48 AM.
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Old 08-07-07, 07:04 AM   #2
EAF274 Johan
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Add:
- Torpedo path is not displayed on plotting map after the player has crossed the international date line
- S-class subs are able to hear radio broadcasts ("Radio Washington") even when submerged below periscope depth
- Collisions when player is far below persicope depth with periscope up (S-class, haven't tested others)
- Missing/inaudible sounds and crew speech
- Crew state (e.g. morale status) is reset after loading a saved game
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Last edited by EAF274 Johan; 08-07-07 at 07:19 AM.
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Old 08-07-07, 07:52 AM   #3
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Quote:
Originally Posted by EAF274 Johan
Add:
- Torpedo path is not displayed on plotting map after the player has crossed the international date line
- S-class subs are able to hear radio broadcasts ("Radio Washington") even when submerged below periscope depth
Pretty sure the first was fixed, some say yes, others no so am confused??? Was your 1.3 on a clean install?

Second, how deep are we talking? In fact you could pick up radio transmissions deeper than periscope depth...in SH3 it works til 25 metres or so which is fairly realistic.
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Old 08-07-07, 08:26 AM   #4
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UBI..........Repairs

:hmm: NO Sonar track on maps,or sound,but visual conformation in scope,of target on same bearing/range,& getting verbal updates from Sonar man.@ PD of same.

RedwineQuote:
Originally Posted by donut
Admiral Redwine,You understand perfectly.Also the domino effect is still very much in effect,if you try to use TC,in damaged state at depth over 100 ft.


Hi Donut... !

I reached to control de "domino" to an aceptable level.

I think so those are the most anoying bugs in the game.

1]
The DDs become "pocket battleships" and some BBs as Fuso and Kong become weak as "sampans" after patch v1.3.

Youc an hit many times the bow od some DDs as Fubuki...and nothing happens, plus a single shot can destroy a Kongo.

If you touch the compartements into zones.cfg file for DDs it cange the resistence of BBs...

2]
The port straboard items linked and taking damage together.

3]
The domino effect... i reach to reduce it to an aceptable level any way.

4]
The sinking DDs after raming your periscope... i reach to solve it, but then the "pocket battleships" DDs become more strong even...

Solving 1 and 2, the 4 is solved too... and the 3 may be reduced to an aceptable level...

Then if we can solve the 1 and 2, the game become perfect...

But it is a 3D probelm, DDs and BBs are linked/mixed... it is out of my skills...

UBI,please consider correcting buggy features at this point,like damage model,specifically engines,with separate engine controls/port,& stb.propulsion to screws. Also for lost rudder joke. Double periscope destroyed is not likely if scopes are not left extend.

This could be done with an expansion disc,for hard cash for your labor.
You might only brake even,but you would save face,& have produced SHI reborn superior technology/programing.Which is that which we all wanted from your efforts.
Thxs.,Donut

Last edited by donut; 08-07-07 at 10:55 AM. Reason: added input
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Old 08-07-07, 09:30 AM   #5
EAF274 Johan
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Quote:
Originally Posted by joea
Pretty sure the first was fixed, some say yes, others no so am confused??? Was your 1.3 on a clean install?
Yep, a virgin install It's only noticable when you are using a boat that is based in Pearl Harbour and sail west from there.
Quote:
Originally Posted by joea
Second, how deep are we talking? In fact you could pick up radio transmissions deeper than periscope depth...in SH3 it works til 25 metres or so which is fairly realistic.
As deep as she goes, which is (I think) 250 ft (about 80m)
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Old 08-07-07, 09:49 AM   #6
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This six page thread already established on the topic was not enough ?

http://www.subsim.com/radioroom/showthread.php?t=118338
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Old 08-07-07, 09:56 AM   #7
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Default Can this be confirmed?

Can someone confirm these two? Maybe using a different boat as well to see whether that makes a difference.
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Old 08-07-07, 09:57 AM   #8
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Quote:
Originally Posted by SteamWake
This six page thread already established on the topic was not enough ?

http://www.subsim.com/radioroom/showthread.php?t=118338
I guess they forgot to look at the stickied threads. :hmm:
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Old 08-07-07, 10:35 AM   #9
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Quote:
Originally Posted by PepsiCan
Can someone confirm these two? Maybe using a different boat as well to see whether that makes a difference.
What two ? confused Do you mean:- Torpedo path is not displayed on plotting map after the player has crossed the international date line
- S-class subs are able to hear radio broadcasts ("Radio Washington") even when submerged below periscope depth
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Old 08-07-07, 10:50 AM   #10
PepsiCan
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Default Nope

Quote:
Originally Posted by SteamWake
This six page thread already established on the topic was not enough ?

http://www.subsim.com/radioroom/showthread.php?t=118338
I believe so. The reason being that that thread does not list the confirmed bugs in one nice list. So, it is a lot of information to diseminate. It also contains a lot of claims for bugs that are actually expected behaviour or are unique to one user (and therefore are likely not bugs in SH4).

What I hope to achieve is a single list with confirmed bugs like we had before patch 1.3 came out. Every issue needs to be reported with clear steps to reproduce and it needs to be reported by at least two people.
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Old 08-07-07, 10:52 AM   #11
PepsiCan
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Default Yes

Quote:
Originally Posted by donut
Quote:
Originally Posted by PepsiCan
Can someone confirm these two? Maybe using a different boat as well to see whether that makes a difference.
What two ? confused Do you mean:- Torpedo path is not displayed on plotting map after the player has crossed the international date line
- S-class subs are able to hear radio broadcasts ("Radio Washington") even when submerged below periscope depth
See title to post
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Old 08-07-07, 10:53 AM   #12
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It is me... ? or may be my extremelly modded install ? I have a ton of mods installed but i am sure it is not the responsible of this behaviour.

No body note the extremelly strong DDs and weak BBs ?

DDs and BBs seems to be linked or blended in some way....

Some DDs are extremelly hard, specially its bows, and some Bbs are exptremelly weak...

Some DDs as Fubuki and other can resist many impacts in the bow with non sense.
You can reduce it armor to 1, and it total hitpoints to 1 and nothing happens.

Some battleships as Fuso and Kongo are too weak, some times they can be killed by a single torp, you can rise their total hitpoint to a 2500 and their armor to 100 to need you full load up of torps, and nothing happens, a s9ingle one can kill it.

Plus, if you make changes into the DDs compartements into zones.cfg file.... this cnage the resistence of soome DDs but change the resistence of Fuso and Kongo too...

Other Bbs react well to changes, if you rise up Yamato to 2000 HP a,d Armor 100, it may need 10 powered-up torps to be killed.

For me it is the most anoying bug into v1.3.... and i am seriouslly thinking to roll back to v1.2.

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Old 08-07-07, 11:10 AM   #13
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Quote:
Originally Posted by PepsiCan
- Damage reports are not accurate. You will receive messages that the pressure hull is repaired but when you dive you sink like a brick. Same for engine repairs. You receive the message but when you touch the throttle, nothing happens.(http://www.subsim.com/radioroom/show....php?t=119742)
This happened to me yesterday actually and it got me killed (the pressure hull thing)
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Old 08-07-07, 01:05 PM   #14
EAF274 Johan
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Quote:
Originally Posted by alunatic
Quote:
Originally Posted by PepsiCan
- Damage reports are not accurate. You will receive messages that the pressure hull is repaired but when you dive you sink like a brick. Same for engine repairs. You receive the message but when you touch the throttle, nothing happens.(http://www.subsim.com/radioroom/showthread.php?t=119742)
This happened to me yesterday actually and it got me killed (the pressure hull thing)
It's not really a bug, but more like an unfortunate choice of words. When you hear the crew speech "pressure hull intact" it should actually say "bulkhead intact". When you look at the Repairs screen, you'll see that the sub has several bulkheads and any one of them can be damaged. And as long as there still is a bulkhead damaged, you won't be able to dive deep before you suffer critical damage... Maybe we could just substitute the "pressure hull" .ogg speech file with something more descriptive.
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Old 08-08-07, 03:59 AM   #15
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selfdestructing DDs. that's still goin on. i think they're using a little too high test sake for fuel
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