![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Mate
![]() Join Date: Apr 2015
Posts: 51
Downloads: 208
Uploads: 0
|
![]()
Have been able to take a peek of at least one potential feature/submod for 2.1 and it's exciting stuff. Really appreciate the work going on.
I've finished a career (or rather, the Japanese finished the career for me) and am well into a second one, and I've noted a couple of potential bugs/errors. One is almost certainly on the game engine side of things, and I note another has already been recognized by BH in this thread, but I'll describe them below in case it helps at all. 1. New Construction campaigns seem to still consistently issue orders for a patrol in Convoy College instead of work ups, rendering a Balao/Gato start as unfeasible unless a player is confident enough to go into the related UPC files and manually edit their mission to the seatrial ones in text (I haven't attempted to do so, but am confident that would be a manual work around). That's a shame, because there's a lot of good content there, especially for newer players to the sim. 2. Loading saves mid patrol after a successful sinking has a very high chance of you spawning in to a string of 'torpedo in the water!' messages*. You also tend to not get credited for ships sunk before loading in, despite them being in your log. I suspect this is a wider problem with the game, as there's quite a few threads on this using the search function. What seems to be lacking is any definite fix or workaround beyond 'if you sink something, resolve to end the patrol that same session.' For those who can't spare the time to do that, you can manually edit the tonnage sunk and rating via the UPC file, but it still interferes with your character getting medals etc. if you're inclined to care about such things. Again, it's a shame there appears to have been no concerted effort to find out why this happens and stop it, as SH4 has one of the most stable save-games of the series (plenty of people can and have saved in contact, underwater, etc. - stuff simply unthinkable in earlier games), and this renders this otherwise stable system a bit of a gamble. *These are definitely being counted as additional torpedoes fired/missed, as well, as using the third-party SH4report program it will show you firing more than your maximum load of torpedoes, for example. EDIT 3. Minor and occasional GUI errors for objectives. For example, you may be told to patrol AREA 5B and have the objective marker there, but a patrol radius will be drawn on the map in say, AREA 4. Last edited by Rinaldi; 05-20-25 at 09:58 AM. |
![]() |
![]() |
![]() |
#2 | |
Navy Seal
![]() |
![]() Quote:
Thanks for the feedback as always! I updated this great mod to keep it alive for the community, feedback is key as I am only one man lol. 1. I have no encountered that bug in new construction. Thanks for letting me know. When I last tested, I had the three sea trials, then transferred to Pearl Harbor (Gato) and Brisbane (Balao) after. Roughly 21 days between end of trials and next. After final trial, player was directed to their first patrol, sailing from Mare Island to Pearl Harbor/Brisbane. Is this what you are talking about or are you saying the sea trials do not occur and player is sent right on patrol from San Francisco? I plan to do some work on sea trials in forthcoming release, so will check over. I plan to start Gato new construction after Pearl Harbor in December 41 (Drum was first one commissioned. December 12, 1941) so player can be on patrol early as possible in Gato. Balao will remain in 1943. I plan to add a Tench Class 1944 new construction and maybe even a 1940/1941 for the Tambor/Gar class. I had a mod pack put together for that. Being the test subject for depth charge tests in 1941 as Gar, Tambor, and Trout were. 2. Yes, old bugs, no clue how to resolve them. I recall the Sh4 speechoverhaul mod ended shouting, added bells when telegraph orders given, and most solved the repeat orders upon loading, IRRC. I lost the mod, will search for it. In my experience, SH4 , especially with mods like TMO does strange things that kind of break the game I've noticed when reloading a game. Stable overall, yes, but it has bugs. The AI is weirdly affected, especially in earlier war. Noticed AI will either be completely neutered or will reverted to incredibly skilled, not normal. Ships spawn riding so high in water, props are out and they cant move, text showing up as a weird jumble of letters and numbers. In early war, I noticed it breaks the premature explosion on MK 14 torpedoes. Reload a game, will not get the premature explosions as was prior to save and reload. This gives player torpedoes functioning too well. Duds and deep running seem unaffected though., generally. Then there is the not counting ships sunk, tonnage, etc. I wish I knew how to rectify this, wish someone did. Given this community, if it were doable through mods, strongly believe it would have been done so by now, but who knows. I suspect it''s a hardcoded issue. Out of aggravation, years back I went to running a patrol and not reloading while on patrol unless CTD, power outage etc, for this I have had a dedicated PC for gaming, primarily SH 4 only. When am away I submerged deep away from trouble, let it run. I know this option is not practical for everyone, just my work around and has worked well for me. I do edit the save files when have such issues. I edit them anyway to rename crew, alter ranks to reflect things. Mods for crews and ranks is on my agenda, but takes backburner to others. I did alter ranks in the mod to the degree that player has to promote most in base, so have control over the make up of the crew. 3. The patrol errors are a result of the mission editor map and the in game have display differences. I will work the resolve them. Thank you for pointing out. |
|
![]() |
![]() |
![]() |
#3 | |
Mate
![]() Join Date: Apr 2015
Posts: 51
Downloads: 208
Uploads: 0
|
![]() Quote:
Yes, that's right. This is what greets you on a New Construction career start: ![]() |
|
![]() |
![]() |
![]() |
#4 | |
Ace of the Deep
![]() ![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#5 | |
Navy Seal
![]() |
![]() Quote:
Thanks! |
|
![]() |
![]() |
![]() |
#6 |
Electrician's Mate
![]() |
![]()
Just a small update from my end regarding the stuff I'm assisting BH with.
The Is-Was and Slideruler are the main thing, but I've also been helping him out with some ship textures for his upcoming update. This should give the ability to have more civilian shipping in civilian "colors" in the Pre-PH days of 1941. For those that know how to do missions, this will give you the ability to start the war with colorful paint schemes, then swap out textures for civilian ships from their "colorful" schemes over to the gray and green schemes that came about later in the War as the war progresses. Once done, civilian schemes will include NYK, OSK, Mitsui, Yama****a (I hate this AI "poopy-mouth" thing), Tatsuuma, Kita-Nippon, Toa-Kaiun, Toyo Kisen Kaisha, Mitsubishi, "K" Line, Kokusai -- you name it, I'm trying to put it as a texture so you can at least have the ship look as close as possible within the limits of the sim's models. Not all will be possible, but hey, we do what we can. As well as the the Japanese, I'm also working to add several American shipping companies as well. This will allow someone to make the routes from Honolulu to the West Coast. So far I have the "White Sisters" of Matson Lines (Lurline, Mariposa, etc.) represented by the default "Conte Verde" for now, as well as some Moore McCormick, American-Hawaiian, Grace, etc. My reasoning is that this will be more "immersive" (sp?) for the "work-ups" during the "New Construction" campaigns since you start on the West Coast anyway. Should also see some USCG-painted tugs (ATF) to represent some of the USCG assets at US ports throughout the war, as well stationed overseas in the early days of the war -- such as the USCGS Tanney who was at the Honolulu Pier (USCG was not military back then unless wartime) during the PH attack. I've done them in the white hulls with buff funnels topped by a black band scheme in use prior to the 1970's. Again, you have to add all these nice things to missions and tracks once they are done since that's WAY over my head! ![]() I'll admit, I've run into some problems with the War Melody/Melody Type freighters as well as some of the others simply because they are having some sort of "smearing" across the hull when seen in S3D. I don't know how to create a simple "test" mission where you have target ships like in the training, so I can't see if this is just an S3D display thing (I have AMD), of if the textures REALLY ARE messed up. Anyway, more info and screens when able. Saludos! ElCid97 |
![]() |
![]() |
![]() |
#7 |
Navy Seal
![]() |
![]()
*Update*
CTD issue appears resolved after a bit of delay. The ship packs are under review to double check for errors, typos etc before testing. Those who have volunteered to be testers will be receiving a message. I have been working on cleaning up the nav map, adding labels, adding coastal towns, industry in appropriate places, piers etc, especially in home islands, far too bare. (need assistance if anyone wants to volunteer to help tackle this lol) Removed the lighthouse 2d markers from map, but labels are there. Added traffic to missing areas that should have traffic, such as Gulf of Tomini. Added "The Big Three" troop transports (released mod recently) to the campaign troopship layers. They can all be encountered and sunk at the approximate historic date/time as part of the "historic contacts" in campaign. They also make random runs as well until their date of sinking to keep it interesting. Increased traffic in ATO/ETO for Subron50 campaign in 1942/1943. Even added some German convoys. Not completely historical, but more a what if to make that campaign more interesting. Still won't be pacific level action. Worked on German DD's, some were missing depth charges racks/throwers. Removed active sonar from auxiliary type escorts in early war. Mid 1942 they receive active sonar. Not sure if this will remain in final release. More in line with history, but does neuter this type of escort. May have to equip with better hydrophone to compensate. Testing changes to SD radar for more historic performance....going well so far. Increase in visual sensors of player submarine crew. Testing enemy AI sensors to allow to more realistic approach in submerged attacks, without neutering them once alerted. Reworked and added minefields in based on new documents I've located. |
![]() |
![]() |
![]() |
|
|