![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
|
![]()
Let's make sure that this is a thorough list of current problems and bugs, and not a wish list of things that we feel have been omitted. That is beyond the scope of this project.
|
![]() |
![]() |
![]() |
#2 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
|
![]() Quote:
Aaaand... breathe.
__________________
-------------------------------- This space left intentionally blank. |
|
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: Sep 1998
Posts: 1,846
Downloads: 163
Uploads: 5
|
![]()
Can't see if this is here yet but just in case...
- Damage to ships that have been torpedoed or atacked with deck gun is not saved when you quit and re-start the game. JCC |
![]() |
![]() |
![]() |
#4 |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#5 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
|
![]()
I do NOT like how the current mission system puts the player into a narrow track and feel it totally destroys the immersiveness of an open game. General guidance (ala SH3 missions) is much more preferable and realistic to the current mission system. I would even accept mission more in the line of SH 4.
If we must keep the current system then I suggest removing the tonnage requirements and making it "engage enemy covoys" for example. If the player engages and damages one ship in a convoy in the specified patrol area that should satisfy this requirement. As far as the madatory sinking of Capital ships, this is unrealistic and not historic. Maybe make these missions more like SH4 where you have to go into a port and photograph a warship? (and not a port that is only 5m deep with water...if the AI is ever improved that would be suicide.) Oh and thanks for doing this thread Takeda!! This is a great idea!! |
![]() |
![]() |
![]() |
#6 |
Fleet Admiral
![]() |
![]()
Remove the internet tether and allow single player games to be played without being connected to the internet permanently.
This will encourage more sales and remove the main obstacle for many potential customers. |
![]() |
![]() |
![]() |
#7 |
Ace of the deep .
|
![]()
When i man the hydrophone Benno sits beside me pretending to man a non existant one . He should be in the sitting relaxed position , the same if the sub was on the surface .
|
![]() |
![]() |
![]() |
#8 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
|
![]()
I would like to thank Takeda Shingen for his efforts to consolidate and streamline on our behalf
![]() I concur wholeheartedly with the list in Post #1. I would like to second the notion that Sub-nets and Mines are an essential addition to SH5. I seem to encounter mainly Liberty Cargo vessels in the current Campaign. The lack of variety of merchant vessels encountered in SH5 is a step backwards from SH3/4. The functionality of the Sonar suite from SH4 should be added to SH5. If U-Boats didn't have Active Sonar then range must be estimated or sent to the TDC via the Periscope. Both Scopes snd UZO should have a reasonably accurate Stadimeter. There was nothing wrong with the ID Manual from SH3, SH5's version is not as good and the oblique-angle representations are sorely missed. As Captain I would like to order a Dive whilst hanging upside down from the Radar mast if I feel like it. No Pop-up TAI Map, Chronograph, Periscopes or anything else unless I order it. No unrealisitic special abilities. A simple increase in overall crew reaction-time as they gain experience would be fine. But don't go crazy with it, nobody can reload, aim and fire a Deckgun in 3 secs. Ordering Battlestations should illicit some sort of response from the crew. Animations need to change accordingly, nobody lying in bed for example. The Deckgun cannot be used in heavy swells. A full crew aboard. An actual response to your radio contact reports, wether it be a friendly airstrike or detection by nearby enemy warships. No surface Sonar for U-Boats. On/Off Toggle in the menu for the 'graphical sensor representation' or 'Pacman' as it has been dubbed by this Community. I don't wanna see aircraft respawning every 10 secs (under Time Compression) and headed directly for my position.
__________________
***THE GENERAL*** Last edited by The General; 07-13-10 at 08:22 AM. |
![]() |
![]() |
![]() |
#9 |
Black Magic
![]() |
![]()
- the airplane and sub AI need a documentation file like the ship's have detailing available functions one can use. Also a full document explaining the syntax of the AI would be great.
- when TDC is on and you use the stadimeter, the AOB is always reset from the value you had input. This needs attention. - AI planes need more functions available to them in order to improve it. Currently there is no way to discern what sensor detected the contact (visual or radar). Currently there is also no way to discern the 'level' of the airplane AI - is it poor, competent, veteran, etc.? Based on the 'level' of the airplane AI there should be functions available to set sensor effectiveness like the ships have. - ContactDetected function of all AI is broke. When the AI spots their first contact this is set and never resets when the contact is lost. - AI needs way to store and retrieve user assignable variables so that AI can be more customizable - AI needs a function that can discern the commander of the group when assigning roles. I may not want to have the group commander assigned to any role in the AI (when developing more sophisticated AI). Currently there is no way to avoid this. - when airplane AI is destroyed the pilot(s) do not eject like they did in SH4 (I see the 3D models for the pilots and all so the framework is there but missing the implementation) - a Random function needs to be added to the Airplane AI. Also the Random function of the ship's AI needs to be fixed so that it can be used in other functions and not just as stand-alone. If the sub's AI is missing a Random function then it needs to be added also. |
![]() |
![]() |
![]() |
#10 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
|
![]() Quote:
Better don't answer if you were thinking about the lame teleportation system from any previous SH series. It's SH, not Star Trek sim. TheDarkWraith post should be somehow sticky, he is adressing the most bugged part of this game, the AI. ---- Last edited by Takeda Shingen; 07-13-10 at 01:22 PM. Reason: Counterproductive. Read OP. |
|
![]() |
![]() |
![]() |
#11 | |
Bilge Rat
![]() Join Date: May 2010
Posts: 1
Downloads: 150
Uploads: 0
|
![]() Quote:
Please don't make silly requests such as this one. And for the actual bugs: - ships crash into each other in ports - i've seen a whole convoy crashing into land (without the escorts) in a narrow fjord, they just went off course kamikaze style - certain parts of the UI become invisible (target details window, torpedo depth setting, etc) - sometimes i'm unable to dock in my base (reloading the game fixes the issue) - F5 key becomes unresponsive (man/unman the deck gun) - incorrect spelling of numbers in german (for example 23 - "und zweizig, drei" instead of "drei und zweizig") - incorrect reports of ship sightings |
|
![]() |
![]() |
![]() |
#12 |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#13 |
Commodore
![]() Join Date: Dec 2009
Location: My House
Posts: 608
Downloads: 161
Uploads: 0
|
![]()
Any news of resupply?
|
![]() |
![]() |
![]() |
#14 |
Ace of the Deep
![]() Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
|
![]()
|
![]() |
![]() |
![]() |
#15 | |
Navy Seal
![]() Join Date: Mar 2000
Posts: 8,643
Downloads: 19
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
|
|