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Old 03-19-07, 02:16 PM   #1
Payoff
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Hope that patch is in the works.
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Old 03-19-07, 02:21 PM   #2
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Quote:
Originally Posted by Payoff
Hope that patch is in the works.
I agree!
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Old 03-19-07, 03:14 PM   #3
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Hi,

I am shocked by this. I am seriously concidering going back to SH3.
And this is really not a bug in that term. This was left out. And its really sad that the manual is describing functional stations.
The manual is lying and there is no mentioned about this in the readme. I wonder what else is not working in this Sim?

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Old 03-19-07, 03:17 PM   #4
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Quote:
Originally Posted by gronbek
Hi,

I am shocked by this. I am seriously concidering going back to SH3.
And this is really not a bug in that term. This was left out. And its really sad that the manual is describing functional stations.
The manual is lying and there is no mentioned about this in the readme. I wonder what else is not working in this Sim?

BR Anders
SH3 was no better in this regard. There were things in the manual that were left out of the game.
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Old 03-19-07, 03:18 PM   #5
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The stations are Their but don't work? When you used sonar were you dived? And are you sure your sub had radar?

Some other guy posted that he used Radar to track ships during fog. So I'm hoping you just don't understand what going on, or your sub does not have Radar yet.
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Old 03-19-07, 03:21 PM   #6
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Yeah, make sure you dive to use the sonar as the hydrophones need to be in the water. Those are the most important stations for any subsim, how can they not finish them!
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Old 03-19-07, 03:20 PM   #7
Payoff
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In another thread Neal said he uses the Home & End keys to rotate the sonar head, and someone else said you have to be at 25m to pick up a sonar contact. Are you finding this as well?
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Old 03-19-07, 03:24 PM   #8
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Quote:
Originally Posted by gronbek
And this is really not a bug in that term. This was left out. And its really sad that the manual is describing functional stations.
The manual is lying and there is no mentioned about this in the readme.
Please, donīt jump to conclusions before it is even 100% clear that those stations donīt work. Besides, thereīs nothing that a patch canīt solve.
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Old 03-19-07, 07:04 PM   #9
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Quote:
Originally Posted by Gizzmoe
Quote:
Originally Posted by gronbek
And this is really not a bug in that term. This was left out. And its really sad that the manual is describing functional stations.
The manual is lying and there is no mentioned about this in the readme.
Please, donīt jump to conclusions before it is even 100% clear that those stations donīt work. Besides, thereīs nothing that a patch canīt solve.
Ughh...and we heard that same song and dance with SH3... And how many bugs were STILL left after Patch 1.4b?? Bugs that modders without a SDK fixed, which means they could have easily been fixed by the devs.

sorry.... Im sick of Ubi, EA, and other game publishers running all over us gamers with a "promise" it will be fixed in the next patch.

I was going to run out and buy SH4 tommorow.... but now after the low res issues, and the non FSAA support (hello.... 1996 has been over for 10 years now..) Im in no hurry.
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Old 03-19-07, 07:20 PM   #10
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Is everyone certain the problem with the SD radar supposedly detecting a surface contact is not due to a misunderstanding? Perhaps another sensor detected the ship (deck crew visual or sonar) and it's the way the WO reports the contact that causes confusion?

After all, when a game is new and just learning it, there are always things that are misunderstood at 1st and all the old hands are still explaining to newbies a year later. Like the non-functional sonar head that had movement keys after all.

Also, I suspect there is a minimum depth that leaves the SD exposed where passing below it momentarily would put it out of action, or a wave. Once surfaced enough to use it again, it would take a while to dry off enough to operate.

Or,
Could the devs have combined all the radars into one type only changing sensitivity as the model progresses?

It also seems to me the screens in this series are for a training run. I have seen games where scripted training sequences are more for familiarization and features than realism and a campaign patrol or mission scenario might work differently.
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Old 03-19-07, 07:44 PM   #11
jeff lackey
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Quote:
Originally Posted by -Pv-
Is everyone certain the problem with the SD radar supposedly detecting a surface contact is not due to a misunderstanding? Perhaps another sensor detected the ship (deck crew visual or sonar) and it's the way the WO reports the contact that causes confusion?
In this case, I don't think so - the report very clearly says "radar contact".
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