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Old 04-12-07, 08:25 PM   #61
StandingCow
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Yay, I can start playing again soon
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Old 04-12-07, 08:33 PM   #62
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I think the point was that whatever your pet issue is with SH IV, you'll get better results with mature, courteous, well thought out suggestions/requests than you will with a bunch of whining, bitching, complaining, and demanding.

Because guess what? Ubi could just tell us to F off, no more patches, they're done, no game/sim is perfect, deal with it. SH IV is the top-selling sim in America, most buyers won't even notice the things we all are obsessed with.

But they don't do that, do they? They work directly with this forum, their end users, to make the product better.

Maybe on some level, we're paying to be Beta testers for a while while the bugs are worked out, but that beats the crap out of no sub simulators at all, now doesn't it? All of us players can find a lot more bugs a lot faster than a small group of testers can.

REALITY CHECK: Ubi have already made their money - the fact that they are willing to keep working with us (read: keep spending more of their money on improving the game) speaks volumes about their commitment to the military sim genre. I have, and will continue to support this, until another company comes along and makes the same kind of games, only much better. Haven't seen too many other sub sim publishers making WWII sims who are still around.

Don't know about anyone else, but I kind of like seeing Ubi put these things out every few years - I've had more than a few hours of fun with them. I'd like to see them continue to succeed, rather than cut off my nose to spite my face.

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Old 04-12-07, 08:38 PM   #63
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The thing that's wrong with the current set of "tools" is that it either forces the player to accept a bunch of magic satelite view crud, OR it forces the player to act as the whole crew.

IMO, the best solution would be for an AI "track team" to use input from you the captain to plot solutions for you, using only the data you provide. For example you mark bearings, distances, and AOB, and the plotter uses that info (right or wrong) to build a plot and calculate speed over time.

This is exactly the distribution of effort on a real sub crew, and would make a great simulation.
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Old 04-12-07, 08:40 PM   #64
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Default Chrono Fix

Quote:
Originally Posted by DeePsix501
Patch looks good!

I dont know how I feel about the chronometer fix actualy. I kinda like ploting X's on my map and observing the ship while using the chrono's timer. I almost feel it's better than just hitting the button and sending the data to the computer. Adds a sense of suspense when i'm running change in bearing vs time speed bearings.

Then again, it does make it easier for players not wishing to use this method
AAh! Someone from the old school.......
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Old 04-12-07, 08:55 PM   #65
Marko_Ramius
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Very, very good news A big to the dev team !!


They are working hard to correct the game, they can't fix all the bugs, had feature in a month .. Let them work on it, things are on a good way


Imagine if they corrected the speed calculation, and not the monolith bug for exemple ( who drive me crazy when i have it in periscope ) .. What would be your reaction :hmm:



Great, great news
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Old 04-12-07, 08:59 PM   #66
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Nm...

lol
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Old 04-12-07, 09:00 PM   #67
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Default 2 Dusty

Dusty, i m skilled guy in manual targeting using 3.15 min rule etc
But what I and some guy were saying is chtonometer "tool" is letting you to be just a commander of the ship, while navigator or weapon officer doing math with target speed( and notice aob and distance are still on our responsibility). May be there are several definition what is a realism in targeting. :-)
navy reserve lt (BCH-1, navigation unit ).
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Old 04-12-07, 09:06 PM   #68
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Default 2 ARK

Quote:
Originally Posted by Ark
Nm...

lol
LOL
NOBODY IS PERFECT
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Old 04-12-07, 09:49 PM   #69
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Chronometer and its use to get automatic speed estimation(as per another officer doing calculations). By manual this should be operating in the game.

Quote:
To begin process, left-click on the clock icon on the data tool. This will take the first sighting and begin counting the time. It is best to have the target locked at this moment. When satisfied with the expened time - longer is better - left-click again. This will conclude the measurement and display the results.
- Page 70 of the SH4 manual.

Neil stated its a feature of the game developers care about. I don't see why people even argue whether this feature should be in or not. The fact is its part of the game and at the moment its broken and is expected to be fixed. Now, lets hope it gets fixed as soon as possible because hey you never know how many patches this game will receive. Nothing is certain, remember this.

In other topic, I am curious when this patch will be released as well, but I prefer they test it and maybe fix more than rush it. Developers: thanks for your work & dedication on the patch, and thanks to whoever updated its status for us all before its even released.
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Old 04-12-07, 10:42 PM   #70
USS_shipmaster
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Default 2 DJSatane

Agree. I was making a pressure about it and some people were going to hang me.
Absolutely, it was mentioned feature of the game and it has (had) to be done.
And I dont like the realism in career when i m limited in my career, when i start in 41 or 42 may career ends in 1943. I wanna be promoted damn it!!!!!
but actaully its not so important its just a wish, but chronometer, sonar and radar features are essential for sub sim game.
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Old 04-12-07, 10:49 PM   #71
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The chronometer is a non-issue for me. I enjoy figuring the target speed out for myself. Besides, in some cases the game gives it to us on a silver platter, as when we get radio sightings that include the target's speed. In other cases we have rough estimates from sonar, and we can refine them by working with the nav map. As for the argument that the current system forces you to be the whole crew, isn't that the fun of a sub sim? It is for me. I regularly man the AA gun, the deck gun, the sonar station, the bridge, the periscope, whatever I like.

For me, the crew-on-deck-injury bug is far more important. And tonight I got bit by the danged A bug; I was trying to surface right after a very satisfying kill, and I hit A instead of S -- before I'd remembered to save my game.
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Old 04-12-07, 10:56 PM   #72
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Thanks Devs!!!

An awesome game is about to get even better


Hat's off to all of you for the hard work

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Old 04-12-07, 10:56 PM   #73
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Sudden death on Watch deck bug is very important , i agree. i make calculations manually too its not a problem 4 me. But many people needs a chronometer issue working and its actrually very realistic too. Its just simulate weapon officer assistance.
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Old 04-12-07, 10:57 PM   #74
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Quote:
Originally Posted by mookiemookie
What if fixing just the chronometer issue would have delayed the patch another 2-3 weeks? Would you feel as strongly then?
Absolutely.

Heck, I'd wait another 4 to 6 weeks if need be. I've been quite happily playing the game using manual targeting and a manual method of calculating my target's speed. Although I will continue to use this method, that doesn't change the fact that the chrono is currently broken and not working as intended. What may be a non critical issue for you and I, makes it no less a high priority for others.

The bottom line is, if given a choice between a short wait and a quick fix patch, or a longer wait for a thorough and comprehensive patch, I'd choose the latter. Before anyone gets all bent out of shape, I'm not suggesting the upcoming patch is of the sloppy and quick fix variety, quite the contrary -- just the casual musings of a fan of the game.

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Old 04-12-07, 11:17 PM   #75
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No matter what set of fixes they made for this patch, someone would complain that thier pet issues wasnt addressed. We undoubtably still have another patch or two after this one so dont get your panties in a wad if your pet issue didnt make it in THIS one.
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