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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 | |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
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From your screenshots, though, I think I see where the confusion is: we're talking about different things. When I said the "torpedo path" doesn't show up on my attack screen, I was talking about the line (it's green, I think...) that appears drawn from your sub to indicate where the torpedo will go, before you fire it. In your screenshots, you're pointing at the actual torpedo symbol that moves on the map after you've fired it. I still see that after crossing the IDL, no problem. I wish I had a machine w/ SH4 on it here but I'm just on my laptop so I can't post any screenshots at the moment. I'll try to add one when I get home so it will be clearer. Cheers, nomad_delta |
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#152 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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#153 | |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
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Actually, here's a question: ElderPirate -- you took those screenshots west of the IDL, which is obvious from the maps... but what port did you launch from to get there, and did you cross the IDL to get there? The original bug was never caused simply by being west of the IDL, but by crossing the IDL. That usually meant launching from Pearl and heading west across it. nomad_delta |
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#154 | ||
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
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![]() That is a green line just above the torpedo and is set for yet another torpedo to be fired. ( still did'nt sink it............ ![]()
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#155 | |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
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nomad_delta |
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#156 | ||
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
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Hmmmm.... maybe I'm wrong after all? :hmm: I started at Brisbane ( 1.3 patch over 1.2 and 1.1 in base ). Will have to test this out, but it will have to wait till another WWII ( ![]() ![]()
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#157 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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As AVG pointed out. Be a little positive too. I have really been enjoying myself with new patch 1.03 and it wasn't that bad with 1.02
I think I've found a couple of things but, I want to retest them at least 6 more times before makeing a report and maybe run them past a few members first. All and all tho I'm pretty darn happy and the mods i've added make it that much sweeter. ![]() Thanks again to our Modders. ![]() And Thanks to the UBI Devs for trying there best. |
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#158 | |
Bosun
![]() Join Date: Mar 2007
Location: Calgary, Alberta / Canada
Posts: 66
Downloads: 2
Uploads: 0
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Of course, we hope UBI will continue with the patches. In the meantime I just pretend the occasional glitch is a defect in the machinery which I am sure was the case in real life. I am delighted with this product. best wishes, Cpt. J Hazelwood / USS "Haddock" |
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#159 | |||
Stowaway
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Completely uninstalled, fresh install, no mods, and the bug still shows. Last edited by Mechman; 07-18-07 at 12:02 AM. |
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#160 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Cologne, Germany
Posts: 1,227
Downloads: 8
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On my last patrol I found a little annoyance:
I encountered a huge TF and was able to sink a Ise class BB and a Agano class CL but when I looked in my patrol log it said I sunk a Kuma class CL. Did anybody have a similar problem? And before you ask: Yes, I'm 100% sure it was a Agano CL. EDIT: And I have another question: Why is the Balao class always painted black like the subs at the beginning of the war? I'd rather have them painted in this navy blueish/greyish colour. ![]() |
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#161 |
Watch
![]() Join Date: May 2007
Posts: 26
Downloads: 0
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I eventually managed to sink the small composite frieghter without getting a ctd, though I didn't use the Taihosan maru mod as it just made the problem worse.
Now I have a new worry: the most irratating bug pre 1.3 - the repeating missions - might be back. I've only had the same mission twice, so it might just be chance, but I've got a nasty feeling it will be the next 6 missions as well. Has 1.3 fixed this bug for others? |
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#162 |
Gunner
![]() Join Date: Mar 2005
Posts: 91
Downloads: 88
Uploads: 0
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my game has no crush depths since 1.3.. any sub can dive to 450ft.
no mods installed. |
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#163 |
Sparky
![]() Join Date: Mar 2002
Location: Here
Posts: 155
Downloads: 5
Uploads: 0
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I'm a totally realism guy. I'm trying SH4 in a few minutes (patching) and will give my first time veridict. From a total newbie to SH4.
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"Listen, 'sir', it's real simple. Add the number of times we dive to the number of times we surface. Divide that number by two. If the result doesn't come out even, don't open the hatch" |
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#164 |
Sparky
![]() Join Date: Mar 2002
Location: Here
Posts: 155
Downloads: 5
Uploads: 0
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Going back to SH3. Definitely. First off, SH4 graphics are WORST than those of SH3 even when i set up the best resolution avaiable with all effects on, the damage model is a nice touch while not realistic. I realize some (most) don't think so, but i say play SH3 GWX and compare for yourself. SH4 does look more realistic due to all the effects but the resolution always looks pixelized because of all the textures they had. Frame rate was fine for me but i have a "super machine" Dual core 3Gh (two of those) with NVIDIA GeForce 8800 Ultra which almost costs more than the rest, siting on 4GB RAM.
The sea bottom is great. I didn't bother test ing anything else yet. I might give it another chance but of a first note i say SH3 is a better game for me. Its a matter of taste i guess.
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"Listen, 'sir', it's real simple. Add the number of times we dive to the number of times we surface. Divide that number by two. If the result doesn't come out even, don't open the hatch" |
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#165 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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