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Old 03-03-10, 03:25 PM   #1
tonyj
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ok list of bugs then:

1) hydrophone operator only has 2 options - nothing about following targets or sweeping. CCIP you added that via keyboard.
2) surface next to a destroyer 3 times, didn't notice me.
3) rammed by destroyer - no damage
4) men, keep rotating when talking to them
5) sub doesn't sit on the bottom, floats abt 5m above it - atleast shadow does
6) no auto target - manual leading??!? even on auto
7) can't tell chaps to leave deck gun
8) can't find amount of ammo i have left in deck gun
9) have 2 types of map - tactical and main map - bit confusing
10) going up and down ladders not easy
11) conversations don't work properly - same conversation
12) moral set to zero when reloading
13) can't find out about weather
14) sub on rails to some extent
15) shadows clipping badly
16) slow explosions
17) bad explosions animations - sometimes very very slow (have 285 gtx)
18) depth charge leaves no effect on surface
19) gunfire very slow, doesn't animate properly
20) not enough guys in sub
21) clipping issues with men
22) no way to find out heading
23) no morale after save means at high TC you die as it never drops out and destroyers kill you
24) some guys have no options when talking to them other than leaving dialog (map guy)

worst of all, the morale bug is crippling - equivalent of the 'A' CTD in sh4 as TC doesn't drop out and men refuse to do anything.
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Old 03-03-10, 03:30 PM   #2
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Quote:
Originally Posted by tonyj View Post
ok list of bugs then:

1) hydrophone operator only has 2 options - nothing about following targets or sweeping. CCIP you added that via keyboard.
2) surface next to a destroyer 3 times, didn't notice me.
3) rammed by destroyer - no damage
4) men, keep rotating when talking to them
5) sub doesn't sit on the bottom, floats abt 5m above it - atleast shadow does
6) no auto target - manual leading??!? even on auto
7) can't tell chaps to leave deck gun
8) can't find amount of ammo i have left in deck gun
9) have 2 types of map - tactical and main map - bit confusing
10) going up and down ladders not easy
11) conversations don't work properly - same conversation
12) moral set to zero when reloading
13) can't find out about weather
14) sub on rails to some extent
15) shadows clipping badly
16) slow explosions
17) bad explosions animations - sometimes very very slow (have 285 gtx)
18) depth charge leaves no effect on surface
19) gunfire very slow, doesn't animate properly
20) not enough guys in sub
21) clipping issues with men
22) no way to find out heading
23) no morale after save means at high TC you die as it never drops out and destroyers kill you
24) some guys have no options when talking to them other than leaving dialog (map guy)

worst of all, the morale bug is crippling - equivalent of the 'A' CTD in sh4 as TC doesn't drop out and men refuse to do anything.
That's unfortunate... not sure if I'm going to get this now.

Of course, they may be fixed with later patches... but I'll always remember how the community literally had to beg for patches for SH4
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Old 03-03-10, 03:30 PM   #3
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Fair enough. From my perspective, none of these are yet game-killers, but as I said in another thread the clock is ticking. I was a little taken aback that at least most of these were not fixed in the first patch. I don't think it's fair to proclaim it to be the end of the series, that's all; I'm willing to give the devs a benefit of the doubt for now - if they can quickly address these, what we have on our hands is a game that, as of release, was no worse (and probably better) than SHIII, which was far from the end of the series and got fixed relatively quickly. It's more playable than out-of-the-box SHIII was, I would say.
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Old 03-03-10, 03:36 PM   #4
urfisch
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Quote:
Originally Posted by CCIP View Post
Fair enough. From my perspective, none of these are yet game-killers
what do you need more, to kill your immersion / sh5 game? i didnt play it yet...but what i read in the bug thread is below my exspectations. there are so many building sites...this is not the way it was meant to be.

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Old 03-03-10, 03:32 PM   #5
kylania
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Quote:
Originally Posted by tonyj View Post
ok list of bugs then:

9) have 2 types of map - tactical and main map - bit confusing

That's not a bug, that's how the game is played vanilla now.

12) moral set to zero when reloading

Total game breaker

20) not enough guys in sub

Most of the guys that are there now do nothing!
Subs!
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Old 03-03-10, 03:45 PM   #6
AVGWarhawk
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Quote:
Originally Posted by tonyj View Post
ok list of bugs then:

1) hydrophone operator only has 2 options - nothing about following targets or sweeping. CCIP you added that via keyboard.
2) surface next to a destroyer 3 times, didn't notice me.
3) rammed by destroyer - no damage
4) men, keep rotating when talking to them
5) sub doesn't sit on the bottom, floats abt 5m above it - atleast shadow does
6) no auto target - manual leading??!? even on auto
7) can't tell chaps to leave deck gun
8) can't find amount of ammo i have left in deck gun
9) have 2 types of map - tactical and main map - bit confusing
10) going up and down ladders not easy
11) conversations don't work properly - same conversation
12) moral set to zero when reloading
13) can't find out about weather
14) sub on rails to some extent
15) shadows clipping badly
16) slow explosions
17) bad explosions animations - sometimes very very slow (have 285 gtx)
18) depth charge leaves no effect on surface
19) gunfire very slow, doesn't animate properly
20) not enough guys in sub
21) clipping issues with men
22) no way to find out heading
23) no morale after save means at high TC you die as it never drops out and destroyers kill you
24) some guys have no options when talking to them other than leaving dialog (map guy)

worst of all, the morale bug is crippling - equivalent of the 'A' CTD in sh4 as TC doesn't drop out and men refuse to do anything.
Give the man is due...that is quite a list. But hey, what would the SH series be without patch after patch? We would be lost if we had no patch
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Old 03-03-10, 05:13 PM   #7
Bilge_Rat
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some of these are not as black and white, for example:

Quote:
Originally Posted by tonyj View Post
ok list of bugs then:

1) hydrophone operator only has 2 options - nothing about following targets or sweeping. CCIP you added that via keyboard.
agreed, but can be easily remapped

2) surface next to a destroyer 3 times, didn't notice me.
appears to depend on skill level. In Narvik single mission enemy DD very aggressive


3) rammed by destroyer - no damage
4) men, keep rotating when talking to them
I have not had this problem

5) sub doesn't sit on the bottom, floats abt 5m above it - atleast shadow does
Lets be fair, this can't be classified as a bug

6) no auto target - manual leading??!? even on auto
manual TDC works perfectly well however

7) can't tell chaps to leave deck gun
works for me, from what I can see the order to the deck officier works as a toggle

8) can't find amount of ammo i have left in deck gun
9) have 2 types of map - tactical and main map - bit confusing
I like the way this is implemented. Lets be fair, this can't be classified as a bug

10) going up and down ladders not easy
exercise? Lets be fair, this can't be classified as a bug

11) conversations don't work properly - same conversation
Lets be fair, this can't be classified as a bug

12) moral set to zero when reloading
agreed

13) can't find out about weather
agreed, but can be easily remapped

14) sub on rails to some extent
agreed

15) shadows clipping badly
16) slow explosions
17) bad explosions animations - sometimes very very slow (have 285 gtx)
agreed, although this appears to be NVIDIA driver issue. My ATI 4890 does not these issues

18) depth charge leaves no effect on surface
19) gunfire very slow, doesn't animate properly
have not seen this, works for me

20) not enough guys in sub
Lets be fair, this can't be classified as a bug

21) clipping issues with men
have not seen this

22) no way to find out heading
agreed, but can be easily remapped

23) no morale after save means at high TC you die as it never drops out and destroyers kill you
yes

24) some guys have no options when talking to them other than leaving dialog (map guy)
is'nt that a repeat of 11?, same answer

worst of all, the morale bug is crippling - equivalent of the 'A' CTD in sh4 as TC doesn't drop out and men refuse to do anything.
I see 4 actual confirmed bugs: #2, #3, #12 and #23.

15, 16, 17, 19, and 21 appear to be graphic card issues which are not game related.

1, 6 and 14 are game design issues.
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Old 03-03-10, 05:20 PM   #8
tonyj
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all those are bugs & bad design/graphic issues, that ultimately subtract from the enjoyment, for me.

my point was that out of the box, without having to remap the keys these are issues.

having the same conversation and no options for a conversation are not the same either.

my setup is xp, E8400, 4GB, 285 GTX (lastest driver), SSD.
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Old 03-03-10, 05:22 PM   #9
tonyj
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the destroyer was aprox 500m away running from parallel with me, i actually went to periscope depth 3 times and surfaced again, before finally attacking him with a deck gun to get him to engage me. i then, at periscope depth, cruised about a bit trying to get sunk in 40m of water, and he still wandered off and depth charge miles away from me.
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Old 03-03-10, 05:28 PM   #10
Bilge_Rat
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Quote:
Originally Posted by tonyj View Post
all those are bugs & bad design/graphic issues, that ultimately subtract from the enjoyment, for me.

my point was that out of the box, without having to remap the keys these are issues.

having the same conversation and no options for a conversation are not the same either.

my setup is xp, E8400, 4GB, 285 GTX (lastest driver), SSD.
win xp, vista or 7 ?

strange, I have a E8500, but your 285 GTX is more powerful than my 4890. Just trying to troubleshoot the graphic issues.

Do you have the same issues, i.e. 16, 17, 19 when you turn off shadows and turn off AA?

what is your FPS? (hit ctrl+f8 in game)

re: the clipping, i.e. issue 21, does it occur at 1x tc? I am wondering if it is linked to using TC and/or low FPS.
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Old 03-03-10, 08:34 PM   #11
Nick Holden
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Quote:
Originally Posted by tonyj View Post
ok list of bugs then:

2) surface next to a destroyer 3 times, didn't notice me.
Do they notice you if you open fire on them?
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Old 03-08-10, 01:28 PM   #12
Bilge_Rat
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Quote:
Originally Posted by tonyj View Post
ok list of bugs then:

1) hydrophone operator only has 2 options - nothing about following targets or sweeping. CCIP you added that via keyboard.
2) surface next to a destroyer 3 times, didn't notice me.
3) rammed by destroyer - no damage
4) men, keep rotating when talking to them
5) sub doesn't sit on the bottom, floats abt 5m above it - atleast shadow does
6) no auto target - manual leading??!? even on auto
7) can't tell chaps to leave deck gun
8) can't find amount of ammo i have left in deck gun
9) have 2 types of map - tactical and main map - bit confusing
10) going up and down ladders not easy
11) conversations don't work properly - same conversation
12) moral set to zero when reloading
13) can't find out about weather
14) sub on rails to some extent
15) shadows clipping badly
16) slow explosions
17) bad explosions animations - sometimes very very slow (have 285 gtx)
18) depth charge leaves no effect on surface
19) gunfire very slow, doesn't animate properly
20) not enough guys in sub
21) clipping issues with men
22) no way to find out heading
23) no morale after save means at high TC you die as it never drops out and destroyers kill you
24) some guys have no options when talking to them other than leaving dialog (map guy)

worst of all, the morale bug is crippling - equivalent of the 'A' CTD in sh4 as TC doesn't drop out and men refuse to do anything.
Dont know if that has been posted before, but saw this post at the Ubi forum from the Dev team which seems to directly address some of the points above:

Quote:

05.03.2010


Surface next to a destroyer 3 times, didn't notice me.

The actual detection system is tuned on various parameters – light, fog, object size, etc. Based on the day / night conditions your crew cannot spot instantly the enemy ships all the time. We decided to make the scene illumination more friendly for player – there is no pitch black, the fog is not 100%, etc – unlike the crew AI who has all the penalties (realistic simulation). Also the current reporting officer is updating you every 1 minute (in the initial version there was 4 minutes, so this may let you believe they don’t do anything at all). The reason we decided to make crew report every minute, not every 5 seconds for example is because it can become annoying to listen to that guy reporting the same thing over and over.


No auto target .

Periscope has now two types of firing system. One manual where you need to determine the target speed, range, AOB, etc in order to find the solution and one where you need to estimate the torpedo trajectory by analyzing the map. Compare with the previous SH, where in auto-target mode you simply select-and-fire, now you actually need to estimate target course, based on the map information, watch target through periscope to see its speed and finally use your combat experience to predetermine torpedo trajectory.


Can't tell chaps to leave deck gun.

You can secure the deck gun by talking with the Watch Officer. You can find him either in the Crew Quarter or on the Bridge when the submarine is at surface.


Have 2 types of map - tactical and main map - bit confusing

Basically there is only 1 map with different functionality – tactical map is used when at battle stations and have specific information displayed on it, while the strategic map has different role and information displayed. While a bit confusing, it was necessarily to have this kind of separation, otherwise the map would have become clustered.


Not enough guys in sub

We have place in the sub only the guys at the current stations or doing maintenance activities on board of the submarine, which are around 20-25 guys. The other guys up to 40, are resting in the Crew Quarters. Having 40 guys in submarine would have made player movement and character interaction quite difficult.



Some guys have no options when talking to them other than leaving dialog (map guy).

You can discuss only with some guys on the submarine, specifically petty officers or officers. Also these guys have different dialogues only in some campaigns, and this is specific for each of them both in the numbers of options and campaign.

http://forums.ubi.com/eve/forums/a/t...8591082387/p/1
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Old 03-08-10, 02:05 PM   #13
MaciejK
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Hm....

So Kaleun cannot tell teh folks at the deck gun to leave it? he has to go and find the watch officer?

it is nuts.
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Old 03-08-10, 03:38 PM   #14
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Hi, new here and have to say that SH5 will be the last of these sims published and made by one of the big publishers. Ubisoft was always my favourite among the big ones because only they had persevered to publish and sometimes develop simulators when everyone else had abandoned them.

With Silent Hunter of course it was always on that borderline between staying alive and being cancelled. Let's face it, if Ubisoft didn't have a cheap resource to make it in Romania and instead had to rely on a western studio they would have given up after SH3. The continual decrepit state of the SH series when released also points to Ubisoft being loathe to get a new more costly developer to make the series, as they figure, rightly, that we (sub) simmers will be grateful with any half finished bug riddled product, that the talented among us will then use their time and energy into turning it into the game it should be. Ubisoft figured that since they have a virtual monopoly on sub sims these days, then they have no reason to increase the quality of its games.

Now with the DRM debacle, it seems to be doing what a stream of half finished games didn't: angering the sub sim community. This will probably end up killing off Silent Hunter, as from a small base, a few percentage points less sales will be enough for Ubisoft to pull the plug on this.

Maybe it will live on as some kind of action-sub game such as the H.A.W.X. thing, incidentally also from Romania.

Maybe they can call it S.U.B.Z.?
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Old 03-08-10, 04:41 PM   #15
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Quote:
Originally Posted by Ubisoft
Surface next to a destroyer 3 times, didn't notice me.

<.....> Also the current reporting officer is updating you every 1 minute (in the initial version there was 4 minutes, so this may let you believe they don’t do anything at all). The reason we decided to make crew report every minute, not every 5 seconds for example is because it can become annoying to listen to that guy reporting the same thing over and over.
I wonder why they'd hard-code time intervals like this? Why not have the reporting guy announce negatives every minute (or four) but report positives immediately...

It doesn't make sense to surface next to a destroyer 2 seconds after the last report and have to wait 58 more seconds for the next report to roll around.
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