Here is the thread for issue compilation regarding Silent Hunter 5. This thread is intended to list the features in the game requiring attention in a manner that is easily digestible for the company and development officials. Post below and I will compile in information here in the first post of the thread, which will relieve the afforementioned parties of the need to search through hundreds of pages of text.
. Don't just say that the AI is broken. What specifically is broken? 'AI ASDIC is able to detect surfaced submarine at 30nmi' is a far more valid observation. If we want our concerns to be taken seriously, and want to cut through the noise of idle complaining, we will have to be very thorough in our work. Along those lines, if you feel that any of the included items are in error, by all means feel free to question and discuss it.
- Q Ship AI data incomplete
- Ships not saving their damage when saving, so they are at full health when a game is re-loaded
- Cannot use ladders if looking up
- Sonarman doesn't report any contacts
- Obs scope always raises itself when starting a mission
Stadimeter: Sends the default mast Height of 20m instead of the actual height in cfg files
Deck Gun Crew will fire on a new target after the current target is destroyed of their own accord (fire at will enabled permanently)
When dragging the waypoint on the navmap of TUI, dragging over a ship makes the waypoint stick to the ship
Stock AI will ignore you, unless you are definately classified as a Submarine contact. Unknown contacts will be ignored
You can be assigned to a new base, without being radioed about it
TDC gets out of synch if you train the torpedo speed special ability
Incorrect types of AI recon planes flying at night
Occasionally either a friendly or enemy unit will get 'attached' to you and follow you everywhere
Sonar man does not warn about depth charges being dropped
The crew AI 20mm AA gunners aim far too low to hit any aircraft
Task force presence fails to drop player from time compression
Some ships cannot be heard if they go slower than 6 knots
TDC's speed entry is rounded to a whole number, instead of letting us put in 5.5 knots etcetera
Engine tuning resets to zero after diving and surfacing. E.G> before diving you can make 20 knots, but after surfacing, you can only make 15 knots
Ships take no damage from the fires on them
Ye Olde Co2 bug, where the Co2 keeps rising, although you are surfaced
Reports of enemy ships being spawned in the Kiel Canal, or trying to transit up it
Torpdo autoloading option not saved as part of a game save, so you have to turn it back on each time
AI Torpedo planes do not enter into an attack run
AI air dropped torpedoes are dead and sink, instead of running
AI Torpedo planes even if fixed cannot aim ahead of a target and will usually miss
Moving external torpedo to internal stores takes only one minute
Starshells are not fired by the AI. When scripted to fire, they neither illuminate the area or enhance the DDs visual range
If you load a saved game without the game having focus (currently active window in Windows) then the player's U-Boat will steam in circles, instead of following waypoints
Problems with the magnetic detonators, even with duds turned off
Can't get through internal hatches into another compartment if the boat is in a steep dive or climb
AI wolfpacks sail too close to convoys and fail to attack
When TDC is on and you use the stadimeter, the AOB is always reset from the value you had input
Contact Detected function of all AI is broken
Depth setting on magnetic warheads is incorrect
Increased torpedo speed results in bugged gyro settings
Occasional problems docking in-base
Cannot man or un-man deck gun