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Old 07-15-10, 01:07 PM   #46
Takeda Shingen
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Originally Posted by The Enigma View Post
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.
This is already a spin-off of the community developer thread. Make a spin-off of a spin-off? No, I like to think that we can be disciplined enough to stay on topic.
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Old 07-15-10, 02:48 PM   #47
The Enigma
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Originally Posted by Takeda Shingen View Post
This is already a spin-off of the community developer thread. Make a spin-off of a spin-off? No, I like to think that we can be disciplined enough to stay on topic.
Indeed it seems a bit like overkill.

However browsing through the posted messages in this thread tend to prove
that keeping on track is a hard thing to do.
Most do, but some don't.

Anyway let's continue with the bugs report.
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Old 07-15-10, 04:11 PM   #48
John Channing
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No, I like to think that we can be disciplined enough to stay on topic.
I'd like to take some of that action. What's the over under?

JCC
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Old 07-15-10, 04:23 PM   #49
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I'd like to take some of that action. What's the over under?

JCC
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Old 07-15-10, 06:33 PM   #50
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Hello?
I'm wondering if there is any news of a fix for the resupply
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Old 07-15-10, 08:54 PM   #51
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Originally Posted by ERPP8 View Post
Hello?
I'm wondering if there is any news of a fix for the resupply
This is not the thread for that.

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Originally Posted by Takeda Shingen View Post
Here is the thread for issue compilation regarding Silent Hunter 5. This thread is intended to list the features in the game requiring attention in a manner that is easily digestible for the company and development officials. Post below and I will compile in information here in the first post of the thread, which will relieve the afforementioned parties of the need to search through hundreds of pages of text.
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Old 07-15-10, 09:28 PM   #52
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This is not the thread for that.
So it's just suggestions for Ubi?
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Old 07-16-10, 12:09 AM   #53
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The conning tower develop shadows with gaps




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Last edited by tonschk; 07-16-10 at 02:30 PM.
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Old 07-16-10, 05:23 AM   #54
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John and Takeda: you can always just delete unnecessary posts. I don't think anyone would mind on this thread.

- The depth setting on magnetic torpedoes is very strange. Torpedoes have to pass through the keel of a ship to actually explode.
- Increased speed of torpedoes (crew active skill) not changing the torpedo speed dial, bugging the gyro solution in both the modded TDC and the vanilla interface
- Not being able to lie on the sea floor (without taking damage).
- problems maintaining depth.

Actually here's a thought about maintaining depth at zero speed:
To go up, you need compressed air to blow out water from the ballast tanks. To go down, a simple valve is opened and the ballast tanks fill up, no energy required. If the compressed air has gone to zero and the sub isn't moving, the Chief should report that you need at least X knots to maintain depth.

At high speeds, the sub should be stable at almost any depth. At very low speeds or when stopped, the sub should wobble a bit up and down from its selected depth depending on the skill of the crew.
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Old 07-16-10, 07:13 AM   #55
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Excellent list, definitely good for a discussion with the powers that be.

For now, I reiterate that I really want to use the mods that already fix many of these issues, bundle them up and offer them to the players.

How do you guys think I should start to work on selecting the mods? Should I create a new thread in which to duplicate this first post in this thread? This so I may edit and add links to the mods I have discovered while you guys review and give feedback?
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Old 07-16-10, 08:15 AM   #56
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Originally Posted by karamazovnew View Post
John and Takeda: you can always just delete unnecessary posts. I don't think anyone would mind on this thread.

- The depth setting on magnetic torpedoes is very strange. Torpedoes have to pass through the keel of a ship to actually explode.
- Increased speed of torpedoes (crew active skill) not changing the torpedo speed dial, bugging the gyro solution in both the modded TDC and the vanilla interface
- Not being able to lie on the sea floor (without taking damage).
- problems maintaining depth.

Actually here's a thought about maintaining depth at zero speed:
To go up, you need compressed air to blow out water from the ballast tanks. To go down, a simple valve is opened and the ballast tanks fill up, no energy required. If the compressed air has gone to zero and the sub isn't moving, the Chief should report that you need at least X knots to maintain depth.

At high speeds, the sub should be stable at almost any depth. At very low speeds or when stopped, the sub should wobble a bit up and down from its selected depth depending on the skill of the crew.
Yesterday I was raiding a port when I found out there was a destroyer and my only torp was in the bow tube.
So I had to go in reverse and fire it. The ship's draft was only about 8 feet so the torpedo went right under. I reloaded from a save and tried again, accept forgot to set the depth AGAIN so I had to try a third time
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Old 07-16-10, 08:41 AM   #57
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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, 09:06 AM   #58
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Originally Posted by sorlim View Post
Excellent list, definitely good for a discussion with the powers that be.

For now, I reiterate that I really want to use the mods that already fix many of these issues, bundle them up and offer them to the players.

How do you guys think I should start to work on selecting the mods? Should I create a new thread in which to duplicate this first post in this thread? This so I may edit and add links to the mods I have discovered while you guys review and give feedback?
If I understand correctly, you're essentially talking about creating a supermod for a community patch. I agree that this is a good idea and would go a long ways towards getting fixes out to players in an easy to digest fashion - of course it would only fix the things that that our modders have already taken care of. But the issue becomes getting multiple mods from different authors to play nicely together. You'd have to have someone, or a group of someones, merge the gameplay fix mods together, and make sure the result is stable enough that it doesn't end up causing more problems than it fixes.

But sorlim, if I'm not mistaken, the issues outlined in the first post of this thread are the things that can't be fixed by the community. This is why we need people with access to the source code to make the appropriate changes to eliminate these issues.
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Old 07-16-10, 09:15 AM   #59
Takeda Shingen
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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 07-16-10, 10:05 AM   #60
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Originally Posted by mookiemookie View Post
But sorlim, if I'm not mistaken, the issues outlined in the first post of this thread are the things that can't be fixed by the community. This is why we need people with access to the source code to make the appropriate changes to eliminate these issues.
Correct, mookie!


Perhaps the best way is prepare a list of necessary corrections by the moderator and weekly update (all bugs in one place), because modders and players find new one, others can be duplicated again and again. At least - some are important (AI), other - not (f.e. incorrect graphic of moon).
Of course, some bugs can be corrected by modders (try to use special note: FIXED BY MOD XXX) -they probably could be attached to the official patch (or unofficial). There is idea to not duplicating solutions by modders and developers.
But what about other errors?
There are some errors partially resolved by modders (stadimeter bug, AI), but "partially" does not mean "completely". And next, some issues are not bugs but missing features (TDW wrote about them), which should be added to SH5 to create this game better than is.

But what about errors that developers can only improve it? We propose solutions, tests, upgrades - all for free, for us, for you, to restore confidence for the brand and product, to better sales this product. But give us the tool.

In fact, we only need one programmer with access to the game code who will close cooperate with the largest community of players and modders (SUBSIM) to achieve this same goal as achieved SH4: campaign any type of ship with any nationality on any area and at any time (ideas for mods at IWW and cold war).

Who knows, maybe in the future we will see SH5 add-on with campaign with any warships, built on the basis of modders suggestions containing advantages from others productions.
But without developers and SUBSIM community support - no way.

After all, the first step has already been done in ADV mode at SH4... we need step forward and we can help you to do it.
Cheers,
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