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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Aug 2005
Posts: 16
Downloads: 2
Uploads: 0
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Haven't played enough (still haven't completed a campaign patrol) to list 10 items, but there are two serious bugs I've experienced, plus one minor issue and two feature requests:
1. Volumetric fog/environmental effects problems and FPS-killing "monolith" 2. CTD when giving "maintain depth" order after diving 3. AA gunners don't fire often if not at battle stations 4. Allow adversarial MP games to be started with only 1 player in the game (not a bug, but a quick fix which would allow the creation of some interesting SP ship missions; also useful for testing MP missions created with the editor) 5. New sound for 40mm AA guns. It sounds a bit odd currently to have the same rather weak sound for AA guns of all calibres (plus it's hard to tell which AA guns are firing when you're not controlling them yourself) (EDIT: I would have mentioned the Allied aircraft as well, but I doubt there'll be an official fix for this; it's probably up to the modders! I think the Pacific Storm legal issues must be the reason for the aircraft weirdness in SH4, as there are actually textures for F4Fs, SBDs, B-24s etc. in the texture folder. All the same, I'd love to see accurate US aircraft in the game, particularly Catalinas) Last edited by EPinniger; 03-27-07 at 03:08 PM. |
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#2 |
Machinist's Mate
![]() Join Date: Mar 2005
Posts: 122
Downloads: 0
Uploads: 0
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1.Bug - fix speed calcs on stopwatch
2 Fix/Feature - fix oxygen readout (or add one if current one is for ballast) 3 Feature - make dials and map inside sub clickable (setting speed, depth, etc) 4 Feature - add more crew feedback (i.e jubilation when torp hits) 5 Feature - add time compression to 1x prior to battery exhaustion (5% left?) 6 Bug - fix radar problems (air radar giving surface reports) 7 Bug - Enable sonar at periscope depth 8 Feature - bring back weather reports, range at current speed, etc 9 Fix - aircraft being too easy to shoot down 10 Feature - clicking on crew in 3d mode to bring up a name+stats popup from crew page |
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#3 |
Ensign
![]() Join Date: Mar 2002
Location: England, Manchester.
Posts: 235
Downloads: 104
Uploads: 0
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All of the above...As there mostly the killer bugs..
But I would like to mention one immersion killer... Please get rid of the Avro Lancaster, it WAS never there in the pacific. replace it with am American sub hunter....Not sure what the aircraft was, actually I do know the B25 Mitchell..plus the "Cats"....and a few more variants. http://www.answers.com/topic/list-of...y-world-war-ii Deep six
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#4 |
A-ganger
![]() Join Date: Mar 2007
Location: Washington
Posts: 76
Downloads: 39
Uploads: 0
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1) FIX HARD-CODED STUFF, the rest will fall in place....
I absolutely love this game!!!! most of my complaints look to be gameplay related ![]()
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USS Silversides [SS-236] USS Blackfin [SS-322] Well Done Pops Last edited by Psyon; 03-28-07 at 07:33 AM. |
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#5 |
Chief
![]() Join Date: May 2005
Location: Germany
Posts: 327
Downloads: 16
Uploads: 0
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1.) Keep the torpedo settings from re-setting after a couple of seconds
2.) Let us open ALL torpedo doors and keep them open 3.) Fix the manual targetting bug when the bearing suddenly gets totally screwed 4.) Fix the SD radar! 5.) Fix the bug where I can't tell my crew to man the deckgun after an upgrade anymore 6.) GREATLY improve the aggresiveness of the escorts 7.) Fix the extremely long loading times for the radio log 8.) Fix the bug where I get court-martialed for getting sunk and killed 9.) Fix the stopwatch for speed measurement 10.) enable sonar while at periscope depth |
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#6 |
A-ganger
![]() Join Date: Mar 2007
Location: Washington
Posts: 76
Downloads: 39
Uploads: 0
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1) fix hard-coded stuff, everything else will fall in place...
love this game!!!!
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USS Silversides [SS-236] USS Blackfin [SS-322] Well Done Pops |
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#7 |
Bilge Rat
![]() Join Date: Mar 2007
Posts: 1
Downloads: 0
Uploads: 0
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1 ) Fix AA.
2 ) Fix Resolution |
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#8 |
Helmsman
![]() Join Date: Apr 2006
Posts: 106
Downloads: 18
Uploads: 0
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Because it's the only bug that's seriously ruining the game for me..
1. Deck damage/Watch crew deaths - Bug - Damaged decks cannot be permanently repaired and will continue to damage any crew placed in those compartments, which means you have to keep manually shuffling them out so they don't die. A major pita if it happens in the middle of a patrol. I really hope this is fixed in the next patch. |
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#9 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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1. Transparent crew when environmental effects are enabled. It kills the immersion factor to be sailing with a ghost crew. I don't want to be the captain of the USS Flying Dutchman.
2. FPS hit when viewing the "rectangular monolith of doom" when environmental effects are enabled as detailed in more than one thread. What's the point of having a great video card and all these pretty effects if a glitch like this causes a massive slowdown? 3. Airplane AI needs to be improved so they actually attack, even though they're spotted ALL THE TIME. Same goes for destroyer AI. You can get ridiculously close and they just don't spot you and go after you. This detracts from the challenge of the game and regardless of how inefficient Japanese ASW was in the early years of the war, this just makes no sense. 4. A working chronometer that actually sends ship speed to the TDC when using manual targeting. It's meant to work this way. 5. Fix the "torpedoes always miss behind the ship" bug when using auto targeting. 6. Battery life isn't historically accurate. It's waaaay too short. Same goes for the oxygen levels while submerged. If it's a simulation, it should accurately simulate what it sets out to. 7. You can manually man the deck gun and AA guns, even in rough seas. This should be disabled. If your crew won't man the guns because of the rough weather, you shouldn't either! 8. Even though I've yet to run into it, the mass suicide of the watch crews is a troubling issue. I don't want to take casualties because of a glitch. 9. I believe the hydrophones should work more like they did in SH3. i.e. they work at periscope depth. Isn't this how they really worked? I love the cutscenes in the game that update you of the war's progress. I love the fact that your orders are dynamic and will often change over the course of the patrol. I love the graphics, especially the way the light shines off of the sides of the ships and you can see each individual metal panel. I love the promise that this sim shows once it gets whipped into shape!
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#10 |
Bilge Rat
![]() Join Date: Mar 2007
Posts: 1
Downloads: 3
Uploads: 0
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Too many planes
I agree with too many Attacking aircraft/enemy attacks/too frequent and at night specially when there is a problem with a particular type of AA Gun
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#11 |
Mate
![]() Join Date: Mar 2007
Location: ...Let me get back to you on that
Posts: 52
Downloads: 6
Uploads: 0
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1.bug/the TDC's speed calculator or chronometer (sp?) is broken
2.addition/FSAA 3.bug/resolution doesn't work properly 4.?/on the quick patrol if you go to the last mission then try to pick a sub you'll find that one of them will always be over the "back" option and if you click that particular sub you inadvertently exit. 5.bug/see through crewmen (I'm using a legit copy) 6.quirk/planes kind of break some laws of physics when in flight (make a more realistic flying model or tweak the current one) 7.addition/add info for damaged equipment so we can see the progress 8.possible bug/repair crews seem broken.If not then please increase their effectiveness because they are pretty useless right now 9.bug/cannons and AA get damaged for no reason 10.bug/when on a patrol using the chronometer (sp? again) i had a ctd and apparently the A button does the same thing. |
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#12 |
Stowaway
Posts: n/a
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1. The TDC inner dial that gets stuck.
2. The TDC chronometer speed thingy. 3. The Radar seems bugged with how it sometimes being available sometimes not, even if it is or isnt actualy on the boat 4. Random death of crew members. 5. Random dmg of sub systems. 6. Map tools on the attack map. 7. Being able to call out bearings using the periscope so they get drawn on the attack map, Sonor being able to do the same. That way you could use the TDC to make manual fireing solutions from sonor and stuff, it should be fun. thats my top 7 ![]() |
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#13 |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 798
Downloads: 3
Uploads: 0
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1) Visual range AGAIN limited to 8000m. You promised!!!! It sucks so much that you can't see a mountain 9km away, just water water water. The game should sport visual ranges at least twice that length.
2) Something seems wrong with Mk14 torpedoes. They do not run 46 knots but much slower on fast setting. This affects accuracy and TDC solutions are erroneous on fast speed settings. 3) Clicking a map tool on Nav map, then clicking another button on the UI bar to the bottom does not automatically remove nav tool function, It merely removes the cursor and your ability to draw.But the tool does not reappear to the right. You MUST right click first to snap out of the now broken drawing mode and then re-click the reappeared tool to be able to draw on the map. 4) SD radar is too good. It pinpoints aircrafts and ships in 360 area up to 30 kms. Wasnt the historical SD radar forward aimed? And wasnt it like 6 miles range max? And it gave only range no direction. 5) Opening multiple torpedo doors. 6) Smoke plumes seem to move at insane speeds from fire. Tone them down to normal speed ![]() 7) For some reason many ATI cards have problems with going into their 3d mode (Overdrive) when playing SHIV. (X1900XT model for my part). This independant of Catalyst driver versions. Does SHIV run in a kind of windowed mode that tricks the drivers into ignoring the 3d-speed? I think the rest of you pretty much said what needed saying,
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"The power of the executive to cast a man into prison without formulating any charge known to the law, and particularly to deny him the judgment of his peers, is in the highest degree odious, and the foundation of all totalitarian government whether Nazi or Communist." - W. Churchill |
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#14 |
Samurai Navy
![]() Join Date: Oct 2006
Location: Salamis Base
Posts: 567
Downloads: 229
Uploads: 0
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1. MUST MUST MUST:
TO BE ABLE TO SET THE GYRO ANGLE OF MY CHOISE!! HOW DO YOU EXPECT TO SET FOR AN ATTACK IN THE MIDDLE OF A TASK FORCE IF I CANNOT SET IMMEDIATELY THE GYRO ANGLE FOR THE RELATED TUBE WHEN SHIFTING TARGETS!!!!!!!!!!!!!!!!!!!!! In SH3 this was possible by manually adjusting the bearing, but in SH4 ![]() ![]() ![]() ![]() ![]() ![]() *I dont mean that point and shoot thing of the periscope. This could be possible, but hardly usefull* 2. The sound in its all needs reworking!!!!!!!!!!! 3. The dials must be larger and more accurate. E.g. it is not possible now to set immediatelly my coarse to 283 degrees ![]() ![]() ![]() 4. The interior interface and faces in the submarine must be more friendly player as in SH3. 5. You should be able to lock the periscope on any individual part of the ship as the manual says!!! PLEASE DO SOMETHING FOR THE ABOVE MENTIONED THINGS!!!!!!!!!!!!! ![]() |
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#15 |
Watch Officer
![]() Join Date: Apr 2005
Location: massachusetts
Posts: 334
Downloads: 237
Uploads: 0
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i was wondering if the dev's are able to make an odometer readout in the speed gauge, thats readable,
and can be used for manual navigation. sh1 had one, sh2 sh3 sh4 does not. there are only two ways to navigate, by celestrial navigation and dead reckoning. overcast skies limits the use of celestrial navigation, but dead reckoning can be used anytime, in fact thats what the way point tool does really, its DR, but the calculations are done automatically for us, i would like to do the calculations myself, by drawing true courses on the map, without the waypoint tool. Dead Reckoning Dead reckoning is the process of navigation by advancing a known position using course, speed, time and distance to be traveled. In other words, figuring out where you will be at a certain time if you hold the speed, time and course you plan to travel. Prior to the development of celestial navigation, sailors navigated by deduced (or dead) reckoning. Columbus and most other sailors of his era used this method. In dead reckoning, the navigator finds his position by estimating the course and distance he has sailed from some known point. Starting from a known point, such as a port, the navigator measures out his course and distance from that point on a chart, *****ing the chart with a pin to mark the new position.
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Her gun crew had guts, however, for from her canting bow came a half dozen well-aimed rounds. How they pointed and trained their gun on that tilting platform will long remain a wonder, and their dedication in keeping up the fire until they went under would be a matter of pride to any nation. O'Kane, Richard. Clear the Bridge!: The War Patrols of the U.S.S. Tang |
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