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Old 04-17-07, 11:27 AM   #16
BooBooLovesAll
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Attack map still doesn't show torpedo tracking.
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Old 04-17-07, 11:33 AM   #17
ATR-42
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whats the little red needle for on the depth gauge? i thought it may have been a marker, but if i try and move it i end up diving....
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Old 04-17-07, 11:41 AM   #18
Deep Six
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Hey guys whilst its great that your are reporting which mods work or do not work with the patch....Let's keep this thread clean....

Bugs that are in Default should be noted here....Not that blah blah mod doesn't work no more..this should be noted in the mod thread....


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Old 04-17-07, 11:42 AM   #19
Blood_splat
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Quote:
Originally Posted by ATR-42
whats the little red needle for on the depth gauge? i thought it may have been a marker, but if i try and move it i end up diving....
Periscope depth and crush depth.
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Old 04-17-07, 11:46 AM   #20
ATR-42
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good call, looks like your right. nice little touch.
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Old 04-17-07, 11:47 AM   #21
Krupp
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Ship dimensions are (still) faulty = incorrect firing data (range) for TDC for some ships.
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Old 04-17-07, 12:34 PM   #22
Commander_Data
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The stuttering is back it seams?

In 1.1 I fixed this problem in the two main.cgf by editing the debug snd sync-settings. Patch have not changed this back, so why the stutter?
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Old 04-17-07, 01:01 PM   #23
kakemann
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Hi!

After installing the new patch the DD's never use their searchlights anymore!
Thats too bad! It mase a exciting touch to night attacks!

Anyone experienced this after updating to patch 1.2?

Thanks!

EDIT! Sorry! Checked some more. My mistake Searchlights are there!

Last edited by kakemann; 04-17-07 at 01:52 PM.
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Old 04-17-07, 01:14 PM   #24
fidget
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Just encountered a CTD while surfacing and lowering the attack periscope at the same time.
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Old 04-17-07, 01:41 PM   #25
MaxT.dk
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oh boy... already now I feel like path v.1.2 is as buggy as 1.1...
*thinking if I should patch to 1.2 at all* :rotfl:
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Old 04-17-07, 01:46 PM   #26
melin71
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chronometer still not work. button still missing like wheater, rank, how long distanst in this speed, id target.
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Old 04-17-07, 01:46 PM   #27
R3D
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seems to be a weird white outline along the hull of the sub when looking down through the external camera.

like a glitch with the transparency effect (they did mess with this part in the readme), have reverted to different ATI drivers but its still there.
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Old 04-17-07, 02:01 PM   #28
Seeadler
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Sun shines still through objects, now even with full intensity


If volumetric fog is enabled the deck crew still appears transparent after some minutes.


system:
AMD64X2 4400+
2GB RAM
GeForce 7800 GTX + Forceware 93.71 WHQL Certified
Windows XP pro

used graphic settings:
1280x1024 75Hz on 19'' TFT

DepthBufferEffects=1
Filters=0
Glare=1
UnderwaterDispMap=1
LightShafts=1
3DShipWakes=1
DetailedWaveRipples=1
UnitNormalMaps=1
ShipCausticsEffects=1
Ship3DDamage=2
CharacterDetail=1
ParticlesDetail=10
TerrainObjectsDensity=10
TerrainObjectsLODSize=8
GammaCorrection=50
VolumetricFog=1
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Old 04-17-07, 02:15 PM   #29
ATR-42
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I was just about to post that...
however what im getting is a little different...
with Environmental effects ON and volumetric fog OFF i can see the horizon through my watchman's head, not quite as translucent as yours but i can see through him...

but if i turn environmental effects off, i cant see through his head anymore. Volumetric seems to not make a difference.

conditions are clear, good vis. i'll need to test a little further.
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Old 04-17-07, 02:25 PM   #30
USS_shipmaster
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Default PATCH 1.3 Bugs and fixes list

Gents lets make a list of things that MUST to be done ( not new features but only things to be fixed ASAP) in new 1.3 patch
1. CHRONOMETER in manual targeting
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