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Old 04-12-07, 02:23 PM   #31
Onkel Neal
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Quote:
Originally Posted by DJSatane
Don't you wish chronometer could be fixed in 1.2? I do and I am sure many people in our community does. It should be pretty simple fix considering SH3 chronometer obtains speed by using it. Maybe it will be fixed even though its not mentioned in readme? I surely hope so. I do like the fixes on the list, I just think chronometer fix would make it a great addition and extremly needed one.
Don't take it wrong, they are just having some fun at my expense

Yes, devs are very aware of the Stopwatch/TDC function issue. It was pointed out in testing and I also included it in my Top Ten Patch items memo, as well as my review.

After we have time to test the 1.2 patch, we cn see what we can get fixed in the 1.3 patch, and I will push to have something added to give th elayer an approx. target speed. If you, me and the devs were in a room together discussing this, I know they would agree this is something the game needs (needed from day 1, but, well, ok…)

If nothing else, I would like to see the small button on the TDC that brings up the most excellent STEVENS stopwatch changed so it just gives a text readout of the target speed, plus/minus 10 percent. Would that work?

For now, we will have to use the same method as in SH1: wild ass guessing

Cheers
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Old 04-12-07, 02:23 PM   #32
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Patch looks good!

I dont know how I feel about the chronometer fix actualy. I kinda like ploting X's on my map and observing the ship while using the chrono's timer. I almost feel it's better than just hitting the button and sending the data to the computer. Adds a sense of suspense when i'm running change in bearing vs time speed bearings.

Then again, it does make it easier for players not wishing to use this method
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Old 04-12-07, 02:37 PM   #33
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Great news, I'm going to end up missing all the big bugs when i finally get SH4 after all. What about the career oddities I've read about? I mean getting killed and then court-martialed??? Minor nitpick I know...but I also see nothing about air attacks at night (maybe for modders) or the wierd radar blind spots though that may be fixed with the SJ radar fix.

Oh look at me commenting on a game I don't have yet am I the height of geek or what?

Don't answer.
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Old 04-12-07, 02:42 PM   #34
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No fix on the repeating missions in the campain?

ugh...otherwise it looks like it will make the game more bearible to play...I'm looking forward to the patch.
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Old 04-12-07, 03:57 PM   #35
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Quote:
Originally Posted by Gizzmoe
Thread stickied.
As long as it's not stuck.
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Old 04-12-07, 04:07 PM   #36
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SH1 had a working chronometer, there was no guessing. Sounds like some good things in the patch,but no chronometer is still a game breaker here. I want to be the sub capt. not the navigator. It's fun to do every now and again but very annoying to do always.

I don't have a secluded room to play in. My 6 year old daughter climbs all over me while at the computer. My other child is handicapped and requires alot of my time. I'm sure that my situation is not unique. I believe the chronometer was in just about everyones top five bugs to be fixed.

I don't mind waiting 3 more weeks if they actualy make the game fun to play in that time.
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Old 04-12-07, 04:07 PM   #37
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Quote:
Originally Posted by ScottD
No fix on the repeating missions in the campain?

ugh...otherwise it looks like it will make the game more bearible to play...I'm looking forward to the patch.
Didn't the release say some of the fixes are listed. Maybe it will be in there.
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Old 04-12-07, 04:25 PM   #38
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Been traveling a lot lately so just got back reading here today ---

Neal, I didn't see anything about fixing the big delays when bringing up the news/status list ("M") - that delay is so long it makes me want to not read the news and new order reports. Have they fixed that in this patch?

Thanks - Jeff
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Old 04-12-07, 04:28 PM   #39
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Quote:
Originally Posted by Neal Stevens
Quote:
Originally Posted by DJSatane
Don't you wish chronometer could be fixed in 1.2? I do and I am sure many people in our community does. It should be pretty simple fix considering SH3 chronometer obtains speed by using it. Maybe it will be fixed even though its not mentioned in readme? I surely hope so. I do like the fixes on the list, I just think chronometer fix would make it a great addition and extremly needed one.
Don't take it wrong, they are just having some fun at my expense

Yes, devs are very aware of the Stopwatch/TDC function issue. It was pointed out in testing and I also included it in my Top Ten Patch items memo, as well as my review.

After we have time to test the 1.2 patch, we cn see what we can get fixed in the 1.3 patch, and I will push to have something added to give th elayer an approx. target speed. If you, me and the devs were in a room together discussing this, I know they would agree this is something the game needs (needed from day 1, but, well, ok…)

If nothing else, I would like to see the small button on the TDC that brings up the most excellent STEVENS stopwatch changed so it just gives a text readout of the target speed, plus/minus 10 percent. Would that work?

For now, we will have to use the same method as in SH1: wild ass guessing

Cheers
Neal
Thanks for your reply, I appreciate it. I am glad developers are aware how important this item is.

I am wondering why is difficult to have this working? Must be redesigned system from SH3. I always thought this manual function of getting speed esitmate by starting and stopping chronometer is estimate calculated based on actual speed of the target. My guess is that player's distance calculation and how long the interval used in chronometer would decide how accurate the speed is vs the real speed. It shouldnt be too hard to implement this. Every target has specific speed and of course this can be called upon at any time, so all we need is a function that takes in accuracy of distance the player finds using stadimeter vs real distance. Add the length of time interval used with chronometer and these 2 values should decide how accurate the speed should be. If the player is lazy with stadimeter and his distance is way off the actual distance then resulting speed should be off by some value basedon how badly the distance is off.
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Old 04-12-07, 04:30 PM   #40
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Very nice - now that's what I call service after the sale - Thanks developers, SUBSIM moderators, and all members who have made their (constructive) inputs! Now about that stopwatch... Actually, I find it more immersive to use the stopwatch just to mark time, along with the nomograph imported from SH3. It's sort of a gaphical slide rule superimposed on the map. Take your 1 minute, 3 minute bearing change - whatever you can, measure distance travelled, draw a line on the nomograph, and boom, there's your speed - input it into the TDC and shoot.

I was an artillery Fire Direction Officer in my 'previous life', so I love this stuff. technical fire direction, I imagine is very much like plotting a manual solution for a torpedo attack. Before we graduated to computerized fire direction, we had to learn to do it with "charts and darts" - a big metal protractor, thumbtacks, slide rule, logarhithm tables and TFT books spread out on a big paper chart of the tactical situation. But I digress...

Hooray for v1.2!

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Old 04-12-07, 04:39 PM   #41
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Didn't say anything about the attack map... or the mutiple open doors.

Oh well.. fixes some stuff though.
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Old 04-12-07, 04:48 PM   #42
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Why are they wasting time on eye candy like AA and not fixing real issues like the chronometer and the crew wounding bug when bridge damaged (yeah, yeah maybe 5 fixes that but I wouldn't bet on it - tuning damage model doesn't sound like fixing crew damage/wounding bug to me - too many optimists here).

There was no mention of the uncontrollable dive into hell/crush depth bug either.

Fixing the A key crash - just keep your fingers off the A key. Spend the time spent on that on a real problem...

1.2 looks like they went after the low hanging fruit.

The real fixes are yet to come.
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Old 04-12-07, 04:50 PM   #43
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Hmmmmmmmmmmmm......Still no hint as to .......a release date. But Yippee, horay for the 2nd patch
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Old 04-12-07, 04:50 PM   #44
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Let's wait, eh? This is all speculation.
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Old 04-12-07, 05:10 PM   #45
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Sorry DEVs, no excuse this time !!!
chronometer issue!!!beep/beep/beep (censored)
YES, I am COMPLANIER AND WHINER because


its very simple to make a speed sent to TDC. with 10 seconds taken on chronometer +-15% of real target speed, with 15 seconds -+12% of real TS with 30s -+10% etc and finally 3 min15s 100%

I can write proper function on C/ C++ or VB. its simple. Its just one function takes value from another one, calculate " TDC target speed" and send it to TDC function- thats all. We will have enough fan with accurate distance measuring and AOB :-). PLS MAKE speed calculation easy XXX. Life is complecated enough :-)
I can understand time pressure I can understand that you have enough headache!!! But You dont respect customers legal wishes to make chronometer worksmas it was promised in game manual (one way or another , temporary solving the problem then finally).
THANK YOU FOR smoki... CODING
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