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Old 07-13-10, 05:52 AM   #31
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   #32
The General
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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   #33
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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   #34
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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 07-13-10, 01:23 PM   #35
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Quote:
Originally Posted by John Channing View Post
May have to repeat this from time to time.

JCC
Prophetic. Here it is again:

Quote:
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 07-13-10, 02:58 PM   #36
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Quote:
Originally Posted by Takeda Shingen View Post
Prophetic. Here it is again:

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.
Bad scripting is SH5 worst bug. So as a start, they need to refresh the team with people who know their job. True story, not a wish list.
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Old 07-13-10, 03:56 PM   #37
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Quote:
Originally Posted by Magnum View Post
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.
My point was that I don't like the fact that you have to go down the ladder into the Conn to order a Dive. I am not interested in teleporting.
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Old 07-13-10, 08:55 PM   #38
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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.
And only four posts later... again!

JCC
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Old 07-14-10, 12:19 AM   #39
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John, you and Takeda can pluck out what you think is legitimate from the whole Thread and consolidate a list for Post #1.
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Old 07-14-10, 11:25 AM   #40
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Or people could save us a whole lot of unpaid labour by just reading the first posts!



JCC
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Old 07-14-10, 06:38 PM   #41
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If they fixed everything on the first post , that would be an incredible step forward .
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Old 07-15-10, 09:33 AM   #42
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Some graphic and other issues:

  • Incorrect angle of moon view. (Now the moon view suggests that the sun is over horizon),
  • Only white light inside uboat. No red (alarm) / blue (emergency) light existed in "Das Boot",
  • Explosions looks like bitmaps (no 3D) - explosion clouds is the same from side and from downhill. It is OK but how to edit it?
  • Explosions looks like "mushrooms, explosion clouds", how to add other kinds? I think about high explosions like HMS Barkham, or tanker's explosion from "Das Boot".
  • No captain person on the conning tower if player is on the conning tower and use external camera (he may look like the captain from the training mission),
  • No other crew on other submarines/uboats (they may look like usual uboat crew),
  • The range of DD's passive sonar (orange eye on map) should depend not only from uboat speed but from DD speed, uboat depth, DD experience,
  • Possible turn on electric engines on surface,
  • More requests to base (refuel on see, fire support, protection when return to port),
  • Possible hitting (and take damages) to sea bottom / rocks and generate a noise,
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Old 07-15-10, 09:40 AM   #43
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Quote:
Originally Posted by John Channing View Post
Or people could save us a whole lot of unpaid labour by just reading the first posts!



JCC
Good luck with that John

Seriously though, I am very excited that Dan (elanaiba), leader of The Devs, is watching this thread. Over the last few months I really got the impression that the SH5 1.2 was the final chapter in the Silent Hunter saga. I love this series and would hate to see it die.
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Old 07-15-10, 12:18 PM   #44
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Any news of resupply?
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Old 07-15-10, 12:27 PM   #45
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Quote:
Originally Posted by The General View Post
John, you and Takeda can pluck out what you think is legitimate from the whole Thread and consolidate a list for Post #1.
My thoughts exactly.

Make a sticky with appropriate content (a spin off of this thread).
That content should only be editable by the mods or admin.

This thread is already becoming to cluttered.
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