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Old 03-25-07, 10:56 PM   #421
vois2
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Quote:
Originally Posted by Mikkow
Quote:
Originally Posted by vois2
IOTA ) Some sound management problems. The sound of rains/raining continued for days inside of my boat although for several subsequent days it was clear and calm.
If you alt-tab out and then back again, the atmospheric sound (sub inside, whatever weather outside) will keep playing forever..
Mikkow --
I'm sure you are correct about this, since I am always alt-tab'bing.

SB Live 24 here.
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Old 03-25-07, 11:01 PM   #422
R3D
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-dive plane's randomly stop working during a patrol
-old SH3 bug is back with the every increasing loading time for the captains log book (longer you patrol the longer it takes to load... one patrol it took me almost 5 mins to load)
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Old 03-25-07, 11:03 PM   #423
TheSamuraiJedi
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One thing I havent seen mentioned so far..

Pressing the "Bridge" button while submerged causes a black screen, sound loop, SH4 dies and "SH4 has encountered an error and need to shut down".
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Old 03-25-07, 11:52 PM   #424
-Pv-
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"... If you alt-tab out and then back again, the atmospheric sound (sub inside, whatever weather outside) will keep playing forever..."

This is a problem I have not experienced on my machine. Although I have an Audigy card I've toyed with the idea of putting in, the Soundmax onboard I have as always provided me with a pleasant experience.

"...Pressing the "Bridge" button while submerged causes a black screen, sound loop, SH4 dies and "SH4 has encountered an error and need to shut down..."

This is another problem I have not experienced. I have often pressed the bridge key while surfacing to get to that view as soon as it's enabled. This leads me to press it frequently while still submerged.

"... Heres the cause of the CTD with the depth gauge { set to imperial }, as soon as you let go the pointer to set the depth..."

I haven't been able to reproduce this problem. I do this 10-100 times an hour sinve I'm often using levels of deck awash.

"...Even at 20knots they remain the same size. Taking a direct bearing on them and running at breakneck speed towards shore they remain eleusively distant and never enlarge as the range should be closing..."

Next time lock onto them with the TDC and observe the range to make sure you are really closing on them. If they are sampans or the like, they are VERY small even close up. If you cannot lock on them (they are outside visual range) then you are very far from them indeed.
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Old 03-26-07, 12:29 AM   #425
tedhealy
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EDIT: More testing yielding different results, may not be a bug.

Last edited by tedhealy; 03-26-07 at 01:45 AM.
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Old 03-26-07, 12:58 AM   #426
akdavis
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Error encountered when using stadimeter during a night surface approach:
Quote:

AppName: sh4.exe AppVer: 1.1.0.0 ModName: ntdll.dll
ModVer: 5.1.2600.2180 Offset: 00010a0a
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Old 03-26-07, 01:46 AM   #427
Probex
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Well, on a good note, the 2d people counting numbers are no longer a problem
since I stopped using the "no cd" exec. No morals about cracked execs. My opinion stands.





Here is a recompilation of the bugs and missing features I noticed in 1.1:


-'A' causes crash to desktop.

-'M' takes longer and LONGER to display messages as the mission goes on.

-Crewmen still in various stages of transparency.

-Hydrophone doesn't work at periscope depth. Historic?
How does the sonar man hear the RETURN signal from an active PING?? Even on the
surface.
Different device? In this case, why can we PING manually but not get the range
since we can't hear the return signal unless we are deep enough for the hydrophone
to work?

-Units in Deck Gun are metric when imperial system is selected in the game. Makes
accurate gunnery a bit difficult.

-Torpedoes RESET automatically from 'contact' to 'contact influence' after a
certain time.

-Can't hear Intros and Cutscenes with music OFF.

-Lifeboats rip around at 10+ Knots on oars only. lol

-Screws spin in the wrong direction on several subs and some merchant ships.

-Submarines detect enemy ships with air radar and there also isn't a way to turn that radar off, since that icon is grayed out.
Does the enemy detect this radar? And does the enemy in turn send planes to bomb
the source (me) ?

-Something changed with the 1.1 on the navigational tutorial map because when one looks in the 10 o'clock direction the frames drop to 3 from a smooth 40.
This can occur randomly during patrols too.

-V-sync chops the FPS exactly in half. It is interesting that it chops it in HALF and
not by some other amount. Why is that?

-Chronometer doesn't auto-calculate enemy ship speed.

-Cloud effects are nice but unnaturally fast.

-Micro stutters with Environmental Effects on. Please add more Display options,
like Volumetric being separated from water transparency, etc.

-Sub gets ordered to All Stop after load from save game.

-Crewmen wear shorts and shirts in huge storms in the middle of the night. Also
something with 'save' load.

-Dive siren in Silent Running mode.

-Crew repeats commands twice sometimes.

-Dive planes don't always move when they should.

-Sometimes torpedoed enemy ships emit really fast nearly horizontal smoke column.
It is disproportionate to the current weather and wind speed, and doesn't flow
with other smokes coming out of the same ship.

-Out of Oxygen message when surfacing.

-MULTIPLAYER exploit. It seems that the file My Documents\SH4
\data\cfg\GameplaySettings.cfg determines the realism settings online instead of
the server.



Requests:

-Please implement manual helmsman station feature with clickable controls for
efficient Destroyer evasion. (Like in SH3)


-Multiplayer; please implement more advanced Destroyer command functions. Depth
charge depth control for example. Maybe a manual active sonar?

It is really frustrating to run over a sub repeatedly just to see the DC's blow
right below the surface instead of dropping down to the target.



Thank you in advance.


S!
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Old 03-26-07, 02:20 AM   #428
Navarre
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Quote:
Originally Posted by Probex
-Cloud effects are nice but unnaturally fast.
already fixed by this community see
http://www.subsim.com/radioroom/showthread.php?t=108824

Interesting to see who fixes faster, the users here or the devs
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Old 03-26-07, 02:32 AM   #429
dzoulias
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Hello everybody !

I am a new member of subsim, however i am playing submarine simulations from 688 attack sub and after.

Just not a forums person i guess. Anyway after SHIV came out i noticed the annoying thing that we cannot calculate target speed using the chronometer.

This is pretty annoying i guess.

So, i would like:

1. Someone to direct me to workarounds to calculate target's speed. Links, posts, videos would be nice.

2. Why this chronometer missing feature is not in the bug list of this topic ? I noticed that one of the last posts of this topic is probex's bug recompilation and the chronometer issue is in his recompilation post. But it is not in the post that initiated the thread. Should'nt it be at the top, in the "official bug list" so as the devs can be informed ?

Thank you for bearing with me and thank you in advance !

Dzoulias
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Old 03-26-07, 03:22 AM   #430
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A few observations made with 1.1

1) TDC problems. In short, the TDC both manually and automatically leads shots to the aft of your ship. See this thread

2) Stadimeter seems to result in wrong height, usually too distant. This is noticeable with map contacts on. The stadimeter reports distance signficantly further away than the PK and your ruler on the map reveals

3) Game does not always drop Time compression when ship is spotted

4) Visual range limited at 8000 m for both AI and player

5) SD Air Search radar detects surface targets too

6) Open door bug with torpedo tubes. When you cycle tubes the door close so it is very hard to empty all 4 tubes quickly. Lack of 3d-compartment torpedo computer so you can open tubes from here.
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Old 03-26-07, 03:28 AM   #431
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these are some bugs (or something) from me:

1.cant rescue crews from lifeboats
2.no crews on lifeboats sometimes
3.cant send contact report
4.the first person view of the AA guns on one of the subs(cant remember which),when u rotate,the view will be blocked by the sides of the conning tower.

any of u experience these problems?
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Old 03-26-07, 03:37 AM   #432
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i've been able to send contoct reports only on some contacts, like big task forces or convoys, got 1 reply back to attack merchant convoy and another time I was told to break contact with a task force and they were sending other ships to intercept
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Old 03-26-07, 05:08 AM   #433
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yes after i read that your reports did something i decided to report the task force i just raided and it worked...turns out they want me to 'inflict heavy losses on enemy task force' too bad i took down the only worthy targets already...three takao cruisers. only small passenger ships and destroyers left...boo

lol edit deleted

Last edited by ccruner13; 03-26-07 at 06:06 AM.
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Old 03-26-07, 05:09 AM   #434
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pretty cool feature huh
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Old 03-26-07, 06:03 AM   #435
PeriscopeDepth
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I know it's been mentioned before, but the one thing that turns me off from SH4 is the radar. I've been patrolling in early war S-boats, as using SH4's radar makes me want to throw things across my room. SD and SJ NEED to detect targets appropriate for the radar type only (no SD getting surface contacts). Crew reports also NEED to differentiate air from surface contacts. Also, I don't know if it's only me but the range setting in the PPI SJ station is difficult to make out. Oh, and my SJ radar seems to turn itself off shortly after switching it on. And the interface doesn't allow you to switch the radar on/off or manually control the SD unless the SJ is installed. The original Silent Hunter had great SD/SJ implementation.

http://www.valoratsea.com/radar1.htm

Gripe finished. Other than that I'm having a blast playing, it's 4am here!

PD
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