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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2005
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Been reading the forums here for a couple of weeks waiting for my copy to get here - seen lots of posts about various bugs, problems and quirks, but don't remember seeing any mention of the problem I ran into as soon as I fired up my copy this afternoon. Sorry if this has been posted before and I just missed it.
Anyway, as you can see from the screenshot below, when I try to use the binoculars on the bridge both my watch crew and the superstructure get in my way, instead of going invisible like they did in SH3: ![]() I read through the manual, and didn't see anything about this being some sort of feature you could turn on or off, but maybe I missed something. Obviously, it's impossible to scan the horizon for ships or the sky for planes with this going on - anybody got any idea what could be causing this or how to fix it? Running US DVD version patched to 1.1, with the following mods: 360 degree bearing plotter Imperial Captain Midnights CBS NEWS Sound Mod Dark Sil tga's for SH4 GreenLamp Run Silent Run Deep Sound MOD.SPAX SH4 Realistic Battery Life Smaller_Moon_Sun_v1 ParaB's tweaked air strikes Real Medals v1.01 Thanks for any help you can give - game looks interesting so far - still tweaking graphics settings and stuff to find the best compromise but need to sort this binocular view issue for sure before doing any patrols.
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#2 |
Samurai Navy
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Location: At your mom's house...
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Good point! And since you cannot maneuver on the watch deck, a necessary one.
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Active member of the 'Church of SH4'
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#3 |
Engineer
![]() Join Date: Mar 2005
Location: Boston
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Yup, thats a big problem, especially with the layout of some of the towers.
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#4 | |
The Old Man
![]() Join Date: Apr 2005
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Let me see - based on what I've seen and read so far: 1. you can't use the binoculars on the bridge to approach or attack on the surface; 2. you can't avoid the "monolith of FPS death" or whatever they're calling the anomaly that turns the game into a slideshow when you try to look in certain directions (didn't see the monolith itself but I sure did experience the total loss of FPS in the navigation tutorial where I discovered the binoculars thing); 3. you can't reliably conduct submerged attacks using manual targeting because the TDC doesn't work correctly half the time; 4. you can't even enjoy the external camera views of your boat because even though the graphics seem to hold great promise in some respects, without FSAA the jaggies are so bad you spend all your time wondering why you bought that $400-$500 video card... ![]() :hmm: Not sure what else you're really supposed to do in a sub sim - I knew there were issues from reading the forums, but I really hoped I'd at least be able to load it up and play around with it a little to learn the controls and features and stuff while waiting for the next patch (after all, it took them until patch 1.4 to get SH3 really good and stable). However, as much as I hate to be negative, this is pretty much unplayable (for me anyway) in its current state. I hope the devs can hurry up and patch this thing up to something respectable, 'cause there seems to be a lot of potential here for a really fine game if they get it together. In the meantime, I guess it's back to SH3 to explore the latest NYGM and GWX for a bit.
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#5 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Denver, CO USA
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While the Binoc view is a little bit of a pain, you can just use the TBT instead. With the TBT view you get exactly what you got in SH3, an invisible conn tower and crew giving you an unobstructed 360 degree view.
I do wish that they hade made 4 or 5 spots to stand in that can be quickly toggled forwards and backwards. Perhaps they consider adding it in a future patch? At any rate, the TBT works for me.
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"Variable this is EasyRhino, do you copy? Over." Loud and clear EasyRhino. "Do we have a gig? Over." That's a Roger, we have a gig. Target is painted, start the music. "Roger that Variable. Into attack. Pickling target. Target is acquired and lit. LGB comin' down!" EasyRhino, circular error probability zero. Impact with High Order Detonation. Thank You, have a nice day. |
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#6 |
Lucky Jack
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I had noticed but it was not a big bother. Use the TBT. What would be nice if you could move to the other watches positions but you can't. You can however get close ups of the crew. I had a red headed watchman and in the binoc view I could see his freckles and he had a pimple to boot
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#7 |
Samurai Navy
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They Should allow you to see through the sailors like SH3. Also the ability to switch to watch out position that are stationed around the tower. So at least you have an ability to see 360*.
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#8 | ||||||
Navy Dude
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You said "what else is there to do in a sub sim" - well there is rather a lot but it is not modelled in SH4 regardless. The problems you listed are relatively minor in gameplay terms given SH4 as it stands. EDIT : BTW I can't see what the problem is with the crew and tower - you couldn't see through them in real life, so why here. Moving around the tower would be the right solution - an invisible crew is just covering up one problem with another. I'd rather keep it as it is and let the crew do at least one useful thing on the boat. r. |
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#9 | |||||
The Old Man
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#10 | |||||
Navy Dude
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However, the crew is rather retarded in SH4 as of now, and that is what I'd rather see fixed, than a workaround like making them all invisible. Quote:
See through crewmen -> there is (I believe) a bug where you can see through your crewmen. I've noticed that this happens when there is some fog around, it goes away when the fog is disabled. Some claimed this was deliberate to let you scan through crewmen, but I think that would be a rather poor solution and definitely an immersion killer - as it stands, if it is deliberate it is unusable anyway since you can't see any significant details through them and it doesn't occur all the time. Quote:
In essence, the PK gives you the ability to do something you could not do in a Uboat and that is to enter your range, AoB and speed solution into the TDC/PK and then check that solution before firing. The PK will plot the target course - you can allow some time to pass and then check the actual target relative bearing against where the PK says the target should be - if they're the same (or more likely similar) then you know your solution must be OK, if they differ by a large amount then the solution is incorrect. The problem of the port side AoB with the PK is that it will zero the relative bearing making it impossible to verify the solution, so in essence you're conducting a Uboat style attack at that point. Quote:
As you said, in a sub sim, immersion is paramount, otherwise it just becomes time compression to a torpedo engagement with no player feeling for the events and little "fun". However, for me, the immersion won't be achieved by upping the resolution to 10000x10000 or smoothing out the jaggies. It could be achieved by improving the way you interact with the crew, by modelling more of the sub, by making the issues facing you more realistic and historically accurate. Simply seeing a nicely rendered submarine will amuse a person for 10 minutes - interacting with a crew, dealing with accurate damage, controlling an accurately modelled WW2 sub, and having a meaningful effect on the game-world will keep people amused for months and years. I'd be content if Ubi said there would be no graphics engine changes now, but they'll spend more resources on improving the depth and content of the gameplay itself. That is too hard though - it remains to be seen if they get the FSAA and resolution sorted out to people's liking. Quote:
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#11 |
The Old Man
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Well, I hadn't really intended this to be a rant about multiple problems when I first posted it - I had hoped that the binocs thing was just something simple that I had missed and there was an easy workaround, and I just got a little frustrated when it sounded like there was no fix for this. For me, it doesn't do any good for my watch crew to call out a ship spotted bearing 125 degrees if I can't see it when I try to look 125 degrees - if it were possible to switch to the crew position at that quadrant and then look 125 degrees, that would be fine, or having things go see-through so I could look 125 degrees would be fine, but not being able to do either just stinks - after all, if I'm the skipper on the bridge and a lookout calls out a ship spotted at 125 degrees, I'll guarantee you I'd want to walk over there and take a look myself with the binocs, and the way this is set up now that's just impossible it seems, so I hope they fix that somehow.
As for the TDC thing - I'll have to go ahead and try that. From the descriptions I'd read it sounded to me like the actual TDC function of putting in the info and having it give you a proper solution that would actually fire correctly (i.e., that the torpedoes would use when fired) was broken for certain targets in certain locations - if all that's really broken is the PK's capability to check whether your solution is still correct, that would be nice to have (and certainly should be fixed at some point) but I could get by without it for a while. As for the resolution/FSAA/jaggies thing, I agree that many of the other broken gameplay aspects should have higher priority - I was just thinking that as long as those things were broken it was a shame you couldn't at least enjoy a jaggie-free view of your sub while cruising around looking at the scenery waiting for those other things to be fixed. I didn't really want this to sound as negative as it wound up sounding - like a lot of other folks I've just been waiting a long time to get back to the PTO (was kinda sorry initially when they went right back to the Atlantic after SH2, although I've really enjoyed SH3 since day 1). And I guess that was the biggest part of my disappointment here - maybe it's just faulty memory on my part, but even though there were obviously problems with SH3 from the start and they had to patch it to 1.4 by the end, I played every patch-version of SH3 and never found any of the problems to be so fundamental as to make me want to shelve it until a later patch came along. Yet, that's the definite feeling I get after messing around with SH4 so far. Then again, maybe it's just because there wasn't anything great to go back to when SH3 came out, whereas now we have SH3 to go back to when SH4 frustrates us - i.e., maybe I've just been spoiled by how good SH3 (as modded) has been for so long that I've lost some patience for dealing with the teething problems with this one.
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