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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Jan 2007
Location: Hannover, Germany
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After watching the trailer back and forth I noticed something I saw in SH3 and SH4 that must get fixed with SH5: The uboat´s propellers turn in the wrong direction!!!
![]() ![]() Btw, the bulkhead from the gallery to the diesel room opens to the wrong compartment. ![]() ![]() ![]()
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I hope alot of people will buy SHV. I will and I will mod it and play it. Keep in mind if we don´t buy it, the next SH title will look like this and you can look forward to a starfish addon... ![]() ![]() |
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#2 |
Eternal Patrol
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I agree that the compartments need to be correct, but I always have problems with the propellor complaint, mainly because I consider it a bug that you can go outside and look at the propellors at all.
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#3 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
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And the rivets are all wrong.
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#4 |
Sparky
![]() Join Date: Jan 2007
Location: Hannover, Germany
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I don´t care about rivets or the color of valve #347 but a propeller turning in the wrong direction is like a car racing game with the virtual steering wheel turning the opposite direction that I steer.
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I hope alot of people will buy SHV. I will and I will mod it and play it. Keep in mind if we don´t buy it, the next SH title will look like this and you can look forward to a starfish addon... ![]() ![]() |
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#5 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
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No, its not, in the sense that it doesn't affect the way you steer your sub in the game - unlike the driving game in your analogy.
Still, details are important. And the doors... good catch. We'll try to fix those.
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With strength I burn... |
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#6 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
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elanaiba,
I sense you're a little peeved at people giving you hassle about trivial stuff like Propellors turning in the wrong direction, or planes that attack routinely, every 30 secs (On 2048 T.C.), even if you're out of range! I mean, it's not like SH3 & 4 were full of bugs and prematurely released is it? ....Oh no...wait a minute ![]()
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***THE GENERAL*** |
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#7 |
Navy Seal
![]() Join Date: Mar 2000
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I see that we are now complaining preemtively.
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#8 | |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
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![]() Quote:
![]() I admit that details are important. Game breaking bugs are more important. Propellers turning the wrong way are the former, rather than the latter.
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With strength I burn... |
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#9 | |
Grey Wolf
![]() Join Date: Feb 2009
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![]() Quote:
Please remember that bugs in game are two kinds: light and important. These details are "light" or "very very light"... I want to show you "important bugs" know in SH3 or SH4 which high crashed a playablity (this is not type like banana's shape): 1) Decoys work at periscope depth, when destroyers are attacking 2) When main cargo ship is destroying, sometime the escort ship is main ship in convoy. After that the convoy rotates as escorts... 3) In multiplayer mode when player's sub is destroyed on surface or when surfacing... this sub is attacked all time by escort but is undestroyable and unsinkable... Of course this is only three examples... and they are more important than "banana's shape"...
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#10 |
Serial Port Protector
Join Date: Sep 2002
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...would understand hints from the community about making a simulation (game or not) more realistic and exciting, as help for free (maybe also a bit of additional quality management if correct information provided).
The developer at the end is responsible to make a business compilant descision. From my view, those informations or hints should be aviable as early as possible to prevent against possible changes in the end of a design phase or additional consume of planed resources for additional bugfixing after release, which maybe producing additional costs. ...we are allready at the end of the design phase, maybe this kind of help comes a bit late to be efficient, on the other hand... i think until now, every SH titel was a commercial success, so i look forward to version 5 and 6 ![]()
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Stormy...... |
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#11 |
Ace of the deep .
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OMG , get the sausages and bananas right
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#12 |
Navy Seal
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#13 |
Navy Seal
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#14 |
Ocean Warrior
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Location: Georgia, USA
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![]() What!!!!! Don't the Devs know that he wasn't even born until 1943!!!! Come on Ubisoft. What kind of research is that? Did someone tell him that the propellers are turning in the wrong direction? maybe that's why he looks confused. Wait...of course he's there. A Beatle is a bug isn't it....if you spell it differently and make it's legs go in the right direction. Don't let him near the soup! ![]() |
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#15 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
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elanaiba,
Something caught my eye in the promo video with the captain walking through the ship, and I just want to make sure it's how you guys really intend it to be: as the captain walks by the radio shack, one can see both one man at the sonar display and one in the radio/radar room. Nothing wrong there, of course. My concern is that, will the watch system represent the "Port and Starboard" system of which I wrote you about some time ago (over at Submarine Sim Central)? In other words, will one watch be on duty at one time and the other off-duty? If so, then having two men in the radio shack on duty at one time would be perfectly fine, as typically U-boats carried 4 radiomen in their crew complement. Otherwise, using the American 3-watch system would lead to problems not only with the radioman complement but also all other aspects of the crew rosters as well.
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