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Old 07-10-10, 02:06 PM   #1
Takeda Shingen
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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.
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Old 07-10-10, 03:04 PM   #2
Nisgeis
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Quote:
Originally Posted by Takeda Shingen View Post
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.
  • Crew on the conning tower whilst underwater after a loading a game.
  • Ships not saving their damage when saving, so they are at full health when a game is re-loaded.
  • Deck Gun Crew will fire on a new target after the current target is destroyed of their own accord (fire at will enabled permanently).
  • Crew turn their backs on you when you click on them to talk, then they turn to face you again.
  • Cannot use ladders if looking up.
  • Crewman near the UZO will point at nothing every now and again.
  • Sonarman doesn't report any contacts.
  • Obs scope always raises itself when starting a mission.
  • When dragging the waypoint on the navmap of TUI, dragging over a ship makes the waypoint stick to the ship.
  • Stock AI will ignore you, unless you are definately classified as a Submarine contact. Unknown contacts will be ignored.
  • Torpedoes are absent from the torpedo room, if you have them and appear when you have none left.
  • The torpedo reload action gets out of synch if you train reload speed ability.
  • Your can be assigned to a new base, without being radioed about it.
  • Sub will hover above the sea bed, rather than sitting on it.
  • TDC gets out of synch if you train the torpedo speed special ability.
  • Internal model of the Radar set is installed, even if radar is not installed on the boat, which causes confusion.
  • Incorrect types of AI recon planes flying at night.
  • Occasionally either a friendly or enemy unit will get 'attached' to you and follow you everywhere.
  • Sonar man does not warn about depth charges being dropped.
  • The crew AI 20mm AA gunners aim afr too low to hit any aircraft.
  • You can come out of time compression in the middle of a Task Force and then it's game over.
  • Interior dials and switches are not clickable.
  • Eye Candy, not bugs, but are not strictly correct either:
  1. You can see rain drops on the visor of the captain's mototrbike helmet, which he wouldn't have been wearing.
  2. You can see lens flares, when the captain is not looking through a lens (with his eyes on the bridge).
  • Some ships cannot be heard if they go slower than 6 knots.
  • TDC's speed entry is rounded to a whole number, instead of letting us put in 5.5 knots etcetera.
  • Reflections of the player submarine is all distorted (and possibly for other ships too).
  • No reflections for any new imported ships in .dat format as the reflection controller doesn't work.
  • No KM Grid in the nav chart.
  • Engine tuning resets to zero after diving and surfacing. E.G> before diving you can make 20 knots, but after surfacing, you can only make 15 knots.
  • Engines increase in volume, instead of pitch when RPMs are increased.
  • Sunken ships vanish as soon as they touch the sea bed.
  • Cosemtic: Ships take no damage from the fires on them.
  • Ye Olde Co2 bug, where the Co2 keeps rising, although you are surfaced.
  • Reports of enemy ships being spawned in the Kiel Canal, or trying to transit up it.
  • Torpdo autoloading option not saved as part of a game save, so you have to turn it back on each time.
  • AI Torpedo planes do not enter into an attack run.
  • AI air dropped torpedoes are dead and sink, instead of running.
  • AI Torpedo planes even if fixed cannot aim ahead of a target and will usually miss.
  • Particle smoke from distant ships is not rendered, so you cannot see 'smoke on the horizon'.
  • Moving external torpedo to internal stores takes only one minute.
  • Ship's reflections are visible in fog when the ship itself is not.
  • Ship's wakes can be seen through waves.
  • Starshells are not fired by the AI. When scripted to fire, they neither illuminate the area or enhance the DDs visual range.
  • Captain constantly practices for riverdance competition (possibly two walking effects being played at the same time).
  • Crew don't switch to rain gear in bad weather.
  • Ships sink into the sea in order to simulate a horizon, except the horizon is visible behind them, which just makes it look like the ships are sinking.
  • Auto Navigate through Kiel canal would be nice, at the moment people just sail round it, as it's quicker to do that than go through the Kiel canal, which is the opposite of what should happen.
  • Very limited selection of merchant ships. Generally the ships available are all very large tonnage ships and also used for all sides (e.g. liberty ship being used at the start of the war by Germany).
  • Wrong range with the stadimeter.
  • If you load a saved game without the game having focus (currently active window in Windows) then the player's U-Boat will steam in circles, instead of following waypoints.
  • Reportedly there are problems with the magnetic detonators, even with duds turned off.
  • No option to invert Y axis on mouse.
  • AA Gun ammo bar is directly in the line of sight for the sights, so you cannot see what you are shotting at.
  • Can't get through internal hatches into another compartment if the boat is in a steep dive or climb.
I'm not so sure of these:
  • Torpedo Tube opening/closing problem problem - you have to open the tubes twice. After firing a torpedo, the doors stay open.
  • Periscope and UZO bearing tape is not illuminated, making night attacks problematic.
  • Reports say 'Ship course 135', instead of 'Ship bearing 135'
  • Morale dots don't synch with the morale score (e.g. 3 dots, but morale says 4/5) - appears to be related to upgrading maximum possible morale.
  • Internal clocks and dials are not correct inside the sub.
  • AI subs have no watch crew.
  • Map annotations do not save.
  • No Speech confirmation of various commands after loading a saved game. E.G. after ordering course change.
  • Nav officer reports wrong info when you plot a waypoint.
  • Depth keeping problems at depth and low speed 180m. Need to maintain high speed in order to not die.
  • No reports of depth changes
  • Range ticks too closely packed on the TAI at certain zoom levels.
  • Full realism = map contacts still there, but just invisible. It's still possible to mouse over the invisible contact and get the tooltips which gives type speed and course.
  • Game CTDs with an enemy submarine in proximatey (sometimes reported as related to manning the hydrophone). Also this has been noted as a problem in multiplayer and also perhaps has caused problems with games saved in the presence of an enemy sub.
  • Speed indicator in GUI is incorrect, e.g. it shows 8.1 knotsm but indicated speed is 9. Possibly related to engineer engine tuning ability.
  • Can see internal parts of the conning tower, when external camera is higher than the conning tower hatch from outside.

Aaaand... breathe.
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Old 07-10-10, 03:47 PM   #3
John Channing
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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
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Old 07-10-10, 05:08 PM   #4
Takeda Shingen
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Quote:
Originally Posted by John Channing View Post
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
Got it.
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Old 07-11-10, 06:41 AM   #5
Faamecanic
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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!!
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Old 07-13-10, 01:48 AM   #6
TarJak
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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.
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Old 07-13-10, 05:52 AM   #7
THE_MASK
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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 .
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Old 07-13-10, 05:55 AM   #8
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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.
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Old 07-13-10, 06:59 AM   #9
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- 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.
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Old 07-13-10, 10:11 AM   #10
Zedi
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Quote:
Originally Posted by The General View Post
As Captain I would like to order a Dive whilst hanging upside down from the Radar mast if I feel like it.
Means .. a way to abandon ship or...?
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.
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Old 07-16-10, 08:41 AM   #11
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Quote:
Originally Posted by The General View Post
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.
It's not a bug, it's a game feature, therefore it's not going to be "fixed". But hey, i know a sollution - DON'T USE THEM.

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
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Old 07-16-10, 09:15 AM   #12
Takeda Shingen
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Quote:
Originally Posted by bonescraper View Post
It's not a bug, it's a game feature, therefore it's not going to be "fixed". But hey, i know a sollution - DON'T USE THEM.

Please don't make silly requests such as this one.
That's not necessary.
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Old 07-15-10, 12:18 PM   #13
ERPP8
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Any news of resupply?
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Old 07-16-10, 10:28 AM   #14
Faamecanic
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  • Cannot adjust volume of Hydrophone like you could in SH3 and 4 (at least that I can tell). VERY hard to hear distant ships.
  • Flak gunners not shooting at enemy aircraft.
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Old 07-10-10, 05:07 PM   #15
Takeda Shingen
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Quote:
Originally Posted by Nisgeis View Post
  • Torpedo Tube opening/closing problem problem - you have to open the tubes twice. After firing a torpedo, the doors stay open.
  • Periscope and UZO bearing tape is not illuminated, making night attacks problematic.
  • Reports say 'Ship course 135', instead of 'Ship bearing 135'
  • Morale dots don't synch with the morale score (e.g. 3 dots, but morale says 4/5) - appears to be related to upgrading maximum possible morale.
  • Internal clocks and dials are not correct inside the sub.
  • AI subs have no watch crew.
  • Map annotations do not save.
  • No Speech confirmation of various commands after loading a saved game. E.G. after ordering course change.
  • Nav officer reports wrong info when you plot a waypoint.
  • Depth keeping problems at depth and low speed 180m. Need to maintain high speed in order to not die.
  • No reports of depth changes
  • Range ticks too closely packed on the TAI at certain zoom levels.
  • Full realism = map contacts still there, but just invisible. It's still possible to mouse over the invisible contact and get the tooltips which gives type speed and course.
  • Game CTDs with an enemy submarine in proximatey (sometimes reported as related to manning the hydrophone). Also this has been noted as a problem in multiplayer and also perhaps has caused problems with games saved in the presence of an enemy sub.
  • Speed indicator in GUI is incorrect, e.g. it shows 8.1 knotsm but indicated speed is 9. Possibly related to engineer engine tuning ability.
  • Can see internal parts of the conning tower, when external camera is higher than the conning tower hatch from outside.
Nice work, Nisgeis. If we can confirm the above, I will add them.
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