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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch Officer
![]() Join Date: Jul 2007
Location: Blackpool, England
Posts: 347
Downloads: 23
Uploads: 0
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No mention about AI which is my top fix I wanted.
No mention of more or varied traffic, currnetly there appears to be only Large Cargo, an American oiler and a Hog islander, and very few of these, this is not acceptable. |
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#2 |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
Downloads: 3
Uploads: 0
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Hmm mm... looks like this patch is 90% for graphics.
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#3 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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__________________
What we do in life echoes in Eternity Last edited by tonschk; 04-05-10 at 04:41 AM. |
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#4 |
Sea Lord
![]() Join Date: Dec 2006
Location: Texas
Posts: 1,778
Downloads: 32
Uploads: 0
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__________________
"You will take on England wherever you find her ships, and you will break her power at sea." --Iron Coffins, Herbert A. Werner http://kennethmarkhoover.com |
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#5 |
Weps
![]() Join Date: Aug 2006
Posts: 362
Downloads: 13
Uploads: 0
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...great...graphics are FINE! How about a patch for, "Challenge?"
OH! Just as I thought! Ubi's expecting their unpaid/Ubi-unappreciated labor pool (a.k.a., "modders") to take care of that AI problem we're all having...silly me... |
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#6 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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If by "graphics" you mean "UI/controls" then yes. Which is desperately needed for those who haven't modded their UI yet. Once that's fixed modders can move on to improving the game rather than fixing missing core commands.
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#7 |
Bosun
![]() Join Date: Jul 2004
Location: Ubi bene ibi patria
Posts: 65
Downloads: 257
Uploads: 0
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another bug to report and submit!
Hi Neal,
I hope you will bring this post on the way to the programmer: ![]() Since SH3 AI_ships do not do that what the sim-option in the MissionEditor is showing. The crux is, that it is not possible to design a smal trawler with a simple passing a 100meter space of a antisubnet with looping wps as a guide for my sub. This was usual practice in the WWII, you certainly know. Testet in the region of the Kiel_Kanal Germany (Kaiser_Wilhelm-Kanal) See the photos in SH5 below: ![]() Best regards Karl ![]() P.S.: The reason was they patched the WP-mangement so that AI-ships do nomore collide, or sails on land. But this is o.k. on the hight seas and not in narrow regions. I think it is better to accept some collisions as in the real life on sea happends, otherwise we can forget a functonaly traffig near land and precoast-regions. The best way will be to design the WP-management as correct as the WM-management of the player sub. And collisions should depend of the good or bad practice of the modder, only. Here more of bugs: ![]() Trawler stopps and is fixed to the ground. Last edited by KarlSteiner; 05-19-10 at 09:30 AM. |
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#8 |
XO
![]() Join Date: Apr 2005
Posts: 410
Downloads: 18
Uploads: 0
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Anything on coming out of Fast Forward Time ? I was heading to my patrol area I was at 1500x or there abouts.
BANG! came out of x time to be sitting rigth in the middle of a patrol of 6 DD and got blasted out the water. Will this be fixed and will the rudder be fixed so you can pick through the degrees of rudder Port and Starboard. |
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#9 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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10 more days....
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#10 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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![]() Quote:
The rudder thing is already fixed in TheDarkWraith's MultiUI for SH5 mod. They are adding a compass in the next patch, I assume that'll include the rudder as well, but no way to know till it's too late. ![]() |
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#11 |
XO
![]() Join Date: Apr 2005
Posts: 410
Downloads: 18
Uploads: 0
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Thanks for the reply.
But running at x times is part of the game , our would be spending hours just getting to a patrol area. Could go fast than 1500x in older SH game and be pulled out of it when near enemy ships. |
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