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Old 07-15-10, 08:54 PM   #1
mookiemookie
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Quote:
Originally Posted by ERPP8 View Post
Hello?
I'm wondering if there is any news of a fix for the resupply
This is not the thread for that.

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Originally Posted by Takeda Shingen View Post
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.
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Old 07-15-10, 09:28 PM   #2
ERPP8
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Originally Posted by mookiemookie View Post
This is not the thread for that.
So it's just suggestions for Ubi?
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Old 07-16-10, 12:09 AM   #3
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The conning tower develop shadows with gaps




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Last edited by tonschk; 07-16-10 at 02:30 PM.
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Old 07-16-10, 05:23 AM   #4
karamazovnew
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John and Takeda: you can always just delete unnecessary posts. I don't think anyone would mind on this thread.

- The depth setting on magnetic torpedoes is very strange. Torpedoes have to pass through the keel of a ship to actually explode.
- Increased speed of torpedoes (crew active skill) not changing the torpedo speed dial, bugging the gyro solution in both the modded TDC and the vanilla interface
- Not being able to lie on the sea floor (without taking damage).
- problems maintaining depth.

Actually here's a thought about maintaining depth at zero speed:
To go up, you need compressed air to blow out water from the ballast tanks. To go down, a simple valve is opened and the ballast tanks fill up, no energy required. If the compressed air has gone to zero and the sub isn't moving, the Chief should report that you need at least X knots to maintain depth.

At high speeds, the sub should be stable at almost any depth. At very low speeds or when stopped, the sub should wobble a bit up and down from its selected depth depending on the skill of the crew.
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Old 07-16-10, 08:15 AM   #5
ERPP8
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Originally Posted by karamazovnew View Post
John and Takeda: you can always just delete unnecessary posts. I don't think anyone would mind on this thread.

- The depth setting on magnetic torpedoes is very strange. Torpedoes have to pass through the keel of a ship to actually explode.
- Increased speed of torpedoes (crew active skill) not changing the torpedo speed dial, bugging the gyro solution in both the modded TDC and the vanilla interface
- Not being able to lie on the sea floor (without taking damage).
- problems maintaining depth.

Actually here's a thought about maintaining depth at zero speed:
To go up, you need compressed air to blow out water from the ballast tanks. To go down, a simple valve is opened and the ballast tanks fill up, no energy required. If the compressed air has gone to zero and the sub isn't moving, the Chief should report that you need at least X knots to maintain depth.

At high speeds, the sub should be stable at almost any depth. At very low speeds or when stopped, the sub should wobble a bit up and down from its selected depth depending on the skill of the crew.
Yesterday I was raiding a port when I found out there was a destroyer and my only torp was in the bow tube.
So I had to go in reverse and fire it. The ship's draft was only about 8 feet so the torpedo went right under. I reloaded from a save and tried again, accept forgot to set the depth AGAIN so I had to try a third time
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