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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 |
Seaman
![]() Join Date: Apr 2005
Posts: 36
Downloads: 33
Uploads: 0
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On Tambor 1941 on a crashdive you can select "man deckgun" and the guys are sitting on the gun at 60ft depth...
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use="brain" emerge -vp life |
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#227 | |
Watch Officer
![]() Join Date: Aug 2006
Location: Abu Dhabi
Posts: 338
Downloads: 46
Uploads: 0
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Some men are born great, some achieve greatness, and some will always be total gits. |
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#228 |
Medic
![]() Join Date: Jan 2004
Location: Arizona, USA
Posts: 159
Downloads: 294
Uploads: 0
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Hit "A" key to maintain depth and game CTD. After patch 1.1
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I joined the U S Navy in 1964. Saw the world and a lot more. Last edited by Ping Jockey; 03-23-07 at 09:09 PM. |
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#229 |
Nub
![]() Join Date: Mar 2007
Posts: 3
Downloads: 0
Uploads: 0
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you have got to be kidding me.
pressing a key on the keyboard results in a ctd? Just tried it, and sure enough. I love how in shallow waters, whenever I go to periscope depth, my sub passes directly through large rocks on the sea floor, and magically takes no damage! Thats awesome. And then there is the large quasi-transparent 3d planes (planes as in a flat 3d surface, not the flying kind) that whenever you see them, they make the game all stuttery. ![]() no AA, constant 1024, seethrough crewmen.. ridiculous. this got released.. how again? |
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#230 |
Seaman
![]() Join Date: Mar 2007
Posts: 32
Downloads: 0
Uploads: 0
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Tutorial text refers to U.S. submarines as "U-boats". Looks like the tutorials are lifted out of SH3 with little or no editing of text or graphics.
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#231 |
Helmsman
![]() Join Date: Jan 2005
Location: Sydney, Australia
Posts: 109
Downloads: 31
Uploads: 0
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I had issues with the initial install not likeing virtual CD drives and that was easy to fix.
Then the initial install loaded a 6GB SINGLE file into my install directory. A uninstall and reboot fixed that. After finally getting a very nice working 1.0 version to work. Patch 1.01 installs fine but the executable just loads into RAM with 100% CPU run time and not even then fails to load off the DVD. I have downloaded the patch again with the same result - patch tells me its loaded without errors. Sailing on patch 1.0 No CTD's - No Flat or Zombie crew - its mostly good. ![]() |
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#232 |
Watch
![]() Join Date: Sep 2006
Posts: 16
Downloads: 0
Uploads: 0
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I've skipped through a few pages on this thread so I'm probably repeating what others may have mentioned but here's my short list beyond what everyone else said:
-Survivors (such as floating pilots) spin around like they're in a wash machine -Disappearing/reappearing ships. In the second sub school mission I set ahead full to bring one of the fishing boats into range. Sitting on the deck gun I watch as I turn too far to port and the boat disappears behind the conning tower. No prob. I reverse the rudder and the boat never reappears!? Change positions to bridge and there it is about 25 degrees off the bow where I should have seen it with the deck gun! -Miscellanous crew voice problems. When I set rudder amidships he always says, "Rudder, rudder." -The various "U-boat" terminology used in the in-game documentation. -Anytime I use the > key to cycle units the camera is centered on some random point in space-- not a unit. I can only cycle units with the < key to actually have them centered in the correct FOV for the camera. |
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#233 |
Officer
![]() Join Date: Feb 2005
Location: On patrol...
Posts: 244
Downloads: 113
Uploads: 0
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This may have already been mentioned elsewhere...
Not a bug, but a feature request. I would like to have the ability to open the tube doors...and I mean all the tube doors, not just one at a time. One opens and when you open another, the previous one closes. The time to open the outer doors takes precious seconds away from our plotted solutions. While in the 3D conning tower in SH3, you could click on the switches to open all the tube doors. I can't find anything similar in SH4. This game is based on the "Hollywood"-like experience...so I want to be able to say..."Open the outer doors!!" ![]()
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"Sink 'Em All!"- Uncle Charlie....."Angriff, Ran, Versenken!"- Onkel Karl |
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#234 |
Engineer
![]() Join Date: Dec 2001
Location: The Motor City
Posts: 209
Downloads: 4
Uploads: 0
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Depth under keel is reported at about 100 feet deeper than it should be. I was testing it out in shallow water (near shore) in training and was getting depths of 150+ feet when there was actually only a few feet under the keel. I have the patch installed.
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". . . sailors do not fancy living underwater without breathing in sunshine occasionally." Commodore Joseph Smith commenting on the USS Monitor |
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#235 | |
Bosun
![]() Join Date: Aug 2006
Posts: 61
Downloads: 47
Uploads: 0
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*edit* I actually read a couple of pages back that there was a thread explaining that US subs can only fire torpedoes one at a time which make this a feature actually. I apologise for the wrong report ![]() I also noticed that the rise/drop indicator doesn't work correctly (it is a gauge visible in 3d view of the conning tower, located near the depth gauge). I started heading towards surface and for the first 50-60 feet it dropped down to dive and for the rest of the surfacing, it stood at 0 (meaning that I'm neither surfacing not diving). (may have been reported earlier, so I apologise if it's a double post)
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I'm a bit slow at first, but by the time the crew starts screaming "Captain, we're all gonna die!", I'm in complete control. |
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#236 |
Ensign
![]() Join Date: Mar 2002
Location: England, Manchester.
Posts: 235
Downloads: 104
Uploads: 0
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Maybe not a bug as such but a fubar with the mission editor......I'm sailing out of manilla with my new S18 Boat and my first exciting mission is to insert a friendly agent.....Oh about 10 miles down the coast.....LOL
Top secret as well...all hush hush.....shesh he could have walked there....I think this mission has been put in the wrong date folder, maybe this mission should be after Manilla falls to the Japanese??? Opps Deep Six
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#237 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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Not sure if anyone's reported this yet but when reloading a saved game, you have to reissue speed orders as everything goes to all stop, and you have to issue the "return to course" order if you have waypoints plotted as it doesn't seem to remember that.
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#238 | |
Watch
![]() Join Date: Feb 2007
Location: France
Posts: 16
Downloads: 2
Uploads: 0
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#239 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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CTD wnen sellecting 50 ft.
![]() Cont.CTD.,w/anydepth guage mouse setting. Keys,function normaly,go figure? Last edited by donut; 03-23-07 at 07:54 PM. |
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#240 | |
中国水兵
![]() Join Date: Jul 2005
Posts: 278
Downloads: 0
Uploads: 0
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From Readme: "Note 1: The save games and replays that were made with the original version of Silent Hunter 4 will be incompatible with the new patch version. Note 2: In Base autosaving are compatible between original version and Patch" I would assume that, just as in SH3, the general rule of thumb is probably never make changes (patches, mods etc.) while at sea. |
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