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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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The Silent Hunter doesn’t let the prey escape easily. While part of the team has been assigned to other projects – as it is normal in any busy development studio – key members are still on track and working to improve Wolves of the Pacific or correct existing bugs.
So yes, we are working on 1.3 ![]()
And if there’s something glaring wrong with the game that’s not on the list, post it here. Maybe we were not aware of it ... yet. When will the patch be out? There is no release date set yet, we’re taking our time in order to have the maximum of fixes with a stable code. The future of this game and this series depends on US and YOU. Your Silent Hunter Dev Team, present here on Subsim and on other boards too. ![]() Guys, do not post in this thread, unless you want to bring a critical bug to our attention ![]()
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With strength I burn... |
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#2 |
Planesman
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 189
Downloads: 0
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WHOA!!!
I'm off my rocker now :-) Very kewl to see this all get fixed!
Only two items I still have are: - the behaviour of the sub and other ships in heavy seas. See this post: http://www.subsim.com/radioroom/show...&postcount=483 - the switch that sets the torpedo to Directional Contact or Contact seems to be reversed and it flips back to its default position all the time. Rather annoying feature. Not having any opinion on whether it should be included as a fix or not, merely having it out there for Elanaiba to see. EDIT: Added Prof's comment a few posts down. There is indeed no way of knowing when your max. dive depth has been affected. The damage screen shows no damage, but there have been a number of posts about subs getting lost without obvious damage
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=================== AMD Athlon 64 3200+ 2.1Ghz 1Gb RAM MSI NVidia 6800 128MB MSI motherboard Realtek soundcard Windows XP Pro SP2 =================== Last edited by PepsiCan; 05-24-07 at 11:13 AM. |
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#3 | |
Stowaway
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Quote:
http://dhg864.dyndns.org/sh4 This one deals with the "not displayed" damage. |
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#4 |
Engineer
![]() Join Date: Mar 2002
Location: BF79
Posts: 209
Downloads: 71
Uploads: 0
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Another cap here who hasn't sailed for the last 3 or 4 months. I am still trying to decide whether I feel proud or stupid from buying the luxury package of an unfinished product. I dont even feel like playing sh3 now. Hope Atlantic Sharks carry on with their project, it feels more real than an Ubi$oft patch.
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#5 |
Medic
![]() Join Date: Jul 2003
Location: Cambridge, UK
Posts: 167
Downloads: 2
Uploads: 0
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First of all, thanks for the good news!
One bug which you didn't list is the submarine damage model...if the pressure hull is damaged the player has no way of knowing until the submarine sinks! At the moment you get a message saying 'pressure hull repaired' but it seems to break again next time you dive! |
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#6 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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One critical bug (is it a bug?) IMO, is the collision damage between a sub and a DD or other ship.
The sub usually wins with no damage whatsovever while the DD (or whatever) blows up. Oddly, in the Ducimus "Bungo Pete" mod, changing the DD to a "DE" made him not take damage (visibly, anyway), but the sub DID. A simple fix IMO would be to ALWAYS have the sub lose in a collision (for any ship bigger than some size or class—don't want a liferaft to sink a sub). |
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#7 |
Watch
![]() Join Date: May 2007
Location: Nebraska, U.S.
Posts: 17
Downloads: 0
Uploads: 0
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One item I notice that is a constant problem is the bow planes. They seem to remain in the surfaced position when submerged. Small thing, but can be distracting from the realism of the game.
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"No matter where you travel, when you meet a guy who's been... There's an instant kind of friendship 'cause we're brothers of the 'phin." - Robert Reed, G.W. Carver (SSBN-656)
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#8 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
Downloads: 4
Uploads: 0
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On the Bow-plane note. They do sometimes get jammed/collide with the hydraulic arms...graphic bug!
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#9 | |
Seaman
![]() Join Date: May 2007
Location: North Carolina, USA
Posts: 40
Downloads: 2
Uploads: 0
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One thing that was not mentioned in the list that may be a minor point for some but for true blue simmer of this game it is not.
Quote:
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Lt. Cobra ![]() The Most Sea Worthy Vessel Because the Ocean Can’t Sink Us! |
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#10 | |||
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
Posts: 597
Downloads: 0
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![]() Quote:
Now, I never had this problem with another game, even some that push the limits of my mid-to-upper range system. I still think there is something wrong with the SH4 campaign (or perhaps more specifically with the game in TC) that is putting enormous load on the CPU (GPU temp was fine even before the cooling workover), but this did prove a solution to a problem that was keeping me from even playing the game. Might be worth a try.
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-AKD |
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#11 |
Nub
![]() Join Date: May 2007
Location: Brighton UK
Posts: 3
Downloads: 23
Uploads: 0
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Thanks for the declared good intentions Ubi but, in addition to fixing the CTDs whenever you unintentionally hit a wrong key, CAN WE PLEASE HAVE OUR HYDROPHONE BACK? Half the fun of SH2 and 3 was searching for faint sound traces against the ocean background, especially when I'm consistently better at it than the AI crewman assigned. On the same subject, could we have the ability to rotate the hydrophone using the cursor keys back (as in SH2 but removed from SH3) as this was so useful.
Also on the sound front, is there any chance of adding some 'biologics' to the sound files, (lets not get carried away and ask for visible ocean life) or is this one for the modding community? With regard to the otherwise glorious graphics, I second the comment about the jammed bow planes, but what I absolutely hate the most is seeing huge visible holes in the pressure hull of a nominally functioning sub that. to look at it, shouldn't even stay afloat let alone be able to dive, whilst direct torpedo (and shell) hits on some targets still manage to leave them looking untouched. This is so very nearly a great sim on the whole, (even if SH3 was more immersive by several orders of magnitude simply for being able to interact with the crew) please don't spoil the ship for a ha'porth of tar..
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Look out Captain it's aaaagh!!! |
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#12 |
Captain
![]() Join Date: May 2006
Location: Niskayuna, NY
Posts: 482
Downloads: 103
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I'm not a huge fan of the flightpaths I've seen aircraft take on a few occasions... bouncing a hundred feet or so vertically, especially on an attack run. I've seen a couple instances of aircraft tumbling in one spot in the air, then dropping straight down into the ocean (I was shooting at him, but I wasn't expecting twitching death throes like that).
Is this major? Probably not... I should be diving most of the time. In this case, my batteries were out of juice, and I had to catch up to that task force... so I decided to fight it out on the surface. *shrug* Other than that, the list looks fairly comprehensive (for the major issues, if not irritations). And kudos to both Ubi and the dev's for allowing work on 1.3 to continue! |
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#13 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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There are two simple feature expansions I'd like to see as well (added because they are already "in game" just not applied in some cases. Not major though, just added in case they are easy since they are similar to existing features.
1. Tie deck gun to the same pitch and roll as the TBT when set that way in difficulty levels. 2. AI "constant helms" once an attack has happened. Is there any possibility of adding a group property for "zig-zag?" Ideally the Group Properties in the mission editor would have: zigzag: time: (minutes between zig and zags) ex: 30 degrees: (degrees off base heading) ex: 25 Can always be gutted out in the mission layers, but if the AI did it the way they did constant helming, it might prevent some AI issues with station keeping when done with waypoints. |
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#14 |
Swabbie
![]() Join Date: May 2007
Posts: 7
Downloads: 0
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The most major bugs:
1. Chronometer. 2. Radar needs to work properly at all bearings. 3. Various career bugs (retirement, new bases, repeat patrols). 4. Spatial issues. Imperial measurements and ship dimensions need to be fixed. If the recognition manual says that a ship has a 15 foot draft, then the ship I'm shooting at better have a 15 foot draft, and the torpedo settings wheel better be in Imperial! I was raised with metric, but this game should really be playable in Imperial. |
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#15 |
Lieutenant
![]() Join Date: Mar 2006
Location: Deep River, CT
Posts: 255
Downloads: 1
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![]() ![]() The only thing I would request is a better indication of pressure hull integrity. Give the DC model a look over. Thank YOU! Frank ![]() Last edited by AVGWarhawk; 05-25-07 at 12:22 PM. |
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