SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Closed Thread
 
Thread Tools Display Modes
Old 12-19-08, 01:03 AM   #2311
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by Sardaukar67
Also, repeated direct hits to merchant deck gun do not put it out of action. I tested that by getting very close and hitting merchant deck gun with 6 x 4" shells. It kept on firing.
We plan to tweak this in the further work planned for the ship damage mod.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline  
Old 12-19-08, 07:37 AM   #2312
Dogzero1
Bosun
 
Join Date: Feb 2008
Location: West Yorkshire
Posts: 62
Downloads: 54
Uploads: 0
Default

I'm dying to play this mod again Folks, any chance of the new updated version with the fixes soon? Maybe a xmas present?

Thanks

Andy
__________________


Dogzero1 is offline  
Old 12-19-08, 10:45 AM   #2313
Sardaukar67
Machinist's Mate
 
Join Date: Mar 2007
Posts: 126
Downloads: 64
Uploads: 0
Default

Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Sardaukar67
Also, repeated direct hits to merchant deck gun do not put it out of action. I tested that by getting very close and hitting merchant deck gun with 6 x 4" shells. It kept on firing.
We plan to tweak this in the further work planned for the ship damage mod.
Great news! Thanks!
Sardaukar67 is offline  
Old 12-19-08, 11:34 AM   #2314
Malakie
Bosun
 
Join Date: Feb 2005
Location: Wisconsin
Posts: 61
Downloads: 129
Uploads: 0
Default

Well after going through all that I realize how the problems do affect game play. I am not a good manual TDC player so I usually let the automated function aim things. And at a convoy of 14 ships, I launched ALL my torpedo's and hit two ships. I then remembered reading about the speed setting bug and realized things were definitely causing an issue to the point it is not playable for someone like me with the mod until that is fixed.

I also found another major problem... is this also part of this mod issue or is this something else? The other problem I found is that I costantly loose my target lock. It will not stay locked on a target. I have a close approach, point either scope at a target, hit 'L' to lock and it does... then in a matter of only a couple seconds the lock breaks. There is not even enough time to fire torps this way. I have tried changing the depth of the sub thinking I was to deep at periscope depth but that changed nothing. So is this also a known issue in this mod as well or something else I am seeing?

BTW as mentioned in a earlier post, this is a brand new clean and patched install to 1.5 and I have only installed RFB and RSRD.
__________________
Take it light....

Malakie

United States Navy Service Connected Disabled Veteran.
"A nation that forgets its veterans will itself soon be forgotten", Abraham Lincoln.

Malakie is offline  
Old 12-19-08, 12:32 PM   #2315
Orion2012
Commodore
 
Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Malakie
Well after going through all that I realize how the problems do affect game play. I am not a good manual TDC player so I usually let the automated function aim things. And at a convoy of 14 ships, I launched ALL my torpedo's and hit two ships. I then remembered reading about the speed setting bug and realized things were definitely causing an issue to the point it is not playable for someone like me with the mod until that is fixed.

I also found another major problem... is this also part of this mod issue or is this something else? The other problem I found is that I costantly loose my target lock. It will not stay locked on a target. I have a close approach, point either scope at a target, hit 'L' to lock and it does... then in a matter of only a couple seconds the lock breaks. There is not even enough time to fire torps this way. I have tried changing the depth of the sub thinking I was to deep at periscope depth but that changed nothing. So is this also a known issue in this mod as well or something else I am seeing?

BTW as mentioned in a earlier post, this is a brand new clean and patched install to 1.5 and I have only installed RFB and RSRD.
There are patches in testing to resolve the issue.

Of the few patrols I've done with the newest beta patch, only 1 failure to generate a solution. (AKA Auto-targetting)

^ Hope no one minds me saying that
__________________
RFB Tester - "Deviance"
http://hosted.filefront.com/Orion2012/

Last edited by Orion2012; 12-19-08 at 12:33 PM.
Orion2012 is offline  
Old 12-19-08, 01:08 PM   #2316
Malakie
Bosun
 
Join Date: Feb 2005
Location: Wisconsin
Posts: 61
Downloads: 129
Uploads: 0
Default

Quote:
Originally Posted by Orion2012
Quote:
Originally Posted by Malakie
Well after going through all that I realize how the problems do affect game play. I am not a good manual TDC player so I usually let the automated function aim things. And at a convoy of 14 ships, I launched ALL my torpedo's and hit two ships. I then remembered reading about the speed setting bug and realized things were definitely causing an issue to the point it is not playable for someone like me with the mod until that is fixed.

I also found another major problem... is this also part of this mod issue or is this something else? The other problem I found is that I costantly loose my target lock. It will not stay locked on a target. I have a close approach, point either scope at a target, hit 'L' to lock and it does... then in a matter of only a couple seconds the lock breaks. There is not even enough time to fire torps this way. I have tried changing the depth of the sub thinking I was to deep at periscope depth but that changed nothing. So is this also a known issue in this mod as well or something else I am seeing?

BTW as mentioned in a earlier post, this is a brand new clean and patched install to 1.5 and I have only installed RFB and RSRD.
There are patches in testing to resolve the issue.

Of the few patrols I've done with the newest beta patch, only 1 failure to generate a solution. (AKA Auto-targetting)

^ Hope no one minds me saying that

Just to clarify, is that BOTH issues I mentioned?
__________________
Take it light....

Malakie

United States Navy Service Connected Disabled Veteran.
"A nation that forgets its veterans will itself soon be forgotten", Abraham Lincoln.

Malakie is offline  
Old 12-19-08, 02:55 PM   #2317
Orion2012
Commodore
 
Join Date: Jul 2008
Posts: 611
Downloads: 0
Uploads: 0
Default

Malakie, by "speed bug" do you mean the failure to update the speed of a damaged ship?

If so then yes, both issues.
__________________
RFB Tester - "Deviance"
http://hosted.filefront.com/Orion2012/
Orion2012 is offline  
Old 12-19-08, 04:58 PM   #2318
Nightmare
Engineer
 
Join Date: Nov 2003
Location: Portland, OR
Posts: 210
Downloads: 10
Uploads: 0
Default

I haven’t tried this mod since a very early version so I thought I’d give it a try again. I’m really impressed with everything and looks to be a keeper. My only issue is the hitting “L” to lock on to the cruiser will only hold for a few seconds when doing the torpedo training. Found the “issue” mentioned on page 36 of the RFB manual.

Since I play full manual on my realism settings, I was wondering how do you guys cope with this? I used the lock on to keep the scope centered while I quickly input the range and AOB.
Nightmare is offline  
Old 12-19-08, 09:09 PM   #2319
Malakie
Bosun
 
Join Date: Feb 2005
Location: Wisconsin
Posts: 61
Downloads: 129
Uploads: 0
Default

Quote:
Originally Posted by Orion2012
Malakie, by "speed bug" do you mean the failure to update the speed of a damaged ship?

If so then yes, both issues.


Yes that is the speed bug update on damaged ships that I was referring to... and for the loosing 'lock' on a target as well...

Crap now I will have to play without the mod until this is fixed as I am just not one to manually figure out that stuff... I hate math!
__________________
Take it light....

Malakie

United States Navy Service Connected Disabled Veteran.
"A nation that forgets its veterans will itself soon be forgotten", Abraham Lincoln.

Malakie is offline  
Old 12-19-08, 11:53 PM   #2320
LukeFF
Silent Hunter
 
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
Default

Quote:
Originally Posted by Dogzero1
I'm dying to play this mod again Folks, any chance of the new updated version with the fixes soon? Maybe a xmas present?
We're still working on fixing some issues with changes we have made to the ship damage mod. No timetable on when this will be done. Sorry. It'll be released as soon as it's ready.
__________________


ROW Sound Effects Contributor
RFB Team Leader
LukeFF is offline  
Old 12-19-08, 11:54 PM   #2321
Task Force
Rear Admiral
 
Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
Uploads: 0
Default

take your time RFB team. Its better to have afiew not buggy patches than a lot of buggy patches.
__________________
Task Force industries "Taking control of the world, one mind at a time"
Task Force is offline  
Old 12-20-08, 01:35 AM   #2322
Dutch
Sonar Guy
 
Join Date: Jan 2005
Location: United States
Posts: 376
Downloads: 19
Uploads: 0
Default

Does anyone have a workaround for the scope not locking? Great mod btw guys I'm loving/hating the amount of realism in it. Loving the emersion, hating the duds but hey thats it was. Thanks, please keep up the good work!
__________________
\"Ask Not What Your Country Can Do For You, Ask What You Can Do For Your Country.\" President John F. Kennedy
Dutch is offline  
Old 12-20-08, 06:44 AM   #2323
Dogzero1
Bosun
 
Join Date: Feb 2008
Location: West Yorkshire
Posts: 62
Downloads: 54
Uploads: 0
Default

Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Dogzero1
I'm dying to play this mod again Folks, any chance of the new updated version with the fixes soon? Maybe a xmas present?
We're still working on fixing some issues with changes we have made to the ship damage mod. No timetable on when this will be done. Sorry. It'll be released as soon as it's ready.
OK, thanks. Keep up the great work. I and many more appreciate it.

Merry xmas.
__________________


Dogzero1 is offline  
Old 12-21-08, 12:49 AM   #2324
ancient46
Officer
 
Join Date: Apr 2008
Location: Pennsylvania
Posts: 239
Downloads: 108
Uploads: 1
Default

I have found that staying above 40 feet will help with the lock problem. Of course that is really no help in daylight since the targets can see you and shoot at you
ancient46 is offline  
Old 12-21-08, 06:48 AM   #2325
Rockin Robbins
Navy Seal
 
Join Date: Mar 2007
Location: DeLand, FL
Posts: 8,900
Downloads: 135
Uploads: 52


Default

Quote:
Originally Posted by Dutch
Does anyone have a workaround for the scope not locking? Great mod btw guys I'm loving/hating the amount of realism in it. Loving the emersion, hating the duds but hey thats it was. Thanks, please keep up the good work!
Why, yes indeed, we have the "problem" handled with the Dick O'Kane, John P Cromwell and Vector Analysis attack methods. None of them call for locking the periscope at any time.

At the very least, those three methods can tide you over until the RFB Team gets the update just right.
Rockin Robbins is offline  
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:28 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.