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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Mar 2000
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Here is the thread for issue compilation regarding Silent Hunter 5. This thread is intended to list the features in the game requiring attention in a manner that is easily digestible for the company and development officials. Post below and I will compile in information here in the first post of the thread, which will relieve the afforementioned parties of the need to search through hundreds of pages of text.
Understand that this thread is for constructive puproses only. Rants, fits and anything that does not serve the ends of game improvement will be deleted without warning. Finally, please be specific. Don't just say that the AI is broken. What specifically is broken? 'AI ASDIC is able to detect surfaced submarine at 30nmi' is a far more valid observation. If we want our concerns to be taken seriously, and want to cut through the noise of idle complaining, we will have to be very thorough in our work. Along those lines, if you feel that any of the included items are in error, by all means feel free to question and discuss it. AI and Game Object/Mechanics Issues
Cosmetic Issues
Last edited by Takeda Shingen; 07-16-10 at 09:25 AM. |
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#2 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Thanks Takeda Shingen for starting this Thread. I hope it will be used in the manner it was set up for.
![]() I haven't played the Game much (Have spent all my time Modding it ![]() 1. Stadimeter (Send the default mast Height of 20m instead of the actual height in cfg files) 2. KM Grid has been removed from SH5. I have attempted to Mod it back in but results always give a CTD 3. A proper working u-boat stadimeter - not the Paciffic Sub one that is currently used. 4. Support for Import of ship/Air Models without the need for a GR2 Licence. Will post anything alse I can think of again. ![]() |
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#3 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
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There are a large number of things on the interior of the sub which simply have the wrong textures assigned to them, or the textures are oriented improperly. The errors I am referring to are not correctable by editing the textures themselves, it would take editing of GR2 files. I am sorry that I cannot get screen shots of everything that I am talking about, as there are simply too many little problems for one man to try to collect them all.
Here is a list of just some of the things I am talking about: - Gauge labels are incorrectly set up and assigned. - The radio room is lacking all labels, including those on the radar(it does not even have a designation for the on/off switch). - The two communication tubes in the command room are see through. - Also, the way that all the textures for the interior(meaning the walls, pipes, wires, machinery, etc.) is not set up very well to be modded. The way it is now makes it very hard to make the sub look historically accurate since so many different things share the same textures. For instance, the TDC shares the same textures as the pipes around the sub. There are many more, but these are the ones that I can think of right off the bat. I know these are just graphical problems, and that a lot of people disregard graphics as unimportant. However, graphics are my specialty, and these are some of what I cannot fix, so I figured I would bring them to the publics attention. ![]()
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#4 |
Sonar Guy
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I just would like the destroyers to stop spining around in circles and sticking with me where ever i go.
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#5 |
Stowaway
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What would be an easy and big help right now would be the information on how the tools provided with SH5 are used.
Playing the Guessing Game is no fun. Some of the issues SteelViking posted, - Gauge labels are incorrectly set up and assigned. - The radio room is lacking all labels, including those on the radar(it does not even have a designation for the on/off switch). - The two communication tubes in the command room are see through. we can take care of the problems. The issue with support of Unit imports in Dat format is the total lack of the effects. Such as Shadows, don't see the sub underwater as viewed from above, Etc. I doubt we would see the effects added without GR2 file format. That would take a major rewrite of code most likely. So it is important to address the GR2 situation. |
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#6 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
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![]() ![]() - requires .GR2 editing to : - add mouse mask to use directly in game the knobs,levers and wheels - add the missing needles ( echolot,co2,batterie level in control room,needles of elec engines in VIIa ... ) - correct the missing needles textures ( hours,minutes in rear room VIIa and sonar room ) - add led light in submarines ps: i have see a light bug in subarimes,the light rotate with the curse !? |
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#7 |
Stowaway
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AI issues:
Documentation beyond what we have is needed now. This should be an easy thing to do. And no patch is needed to do this. It would assist those working in the AI field right now. For any possible patch? Fix the AI! And finish the incomplete code. (I refer to the Q-Ship code not finished!) ![]() Mines and Anti-Subnets need fixed! As more and more U-Boats are found to have been sunk by Mines? This is a MUST! |
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#8 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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@Privateer, I know that we CAN fix that stuff, but I would much rather have the devs do it for multiple reasons. They could probably do a cleaner job then we can, since they have access to the GR2 files they would have an easier time of it, and the things I mentioned should have been included from the start. Edit: BTW, Takeda, thanks for setting up and overseeing this thread. I hope it does not get too out of hand.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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