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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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This thread is for issues with the unmodded stock v1.5 game that need to be fixed.
The goal is to create a stand alone "Game Fixes Only" mod that will contain all the needed fixes so the game gets all the needed fixes but stays mostly stock. Some mods contain fixes for things but also contain other stuff to mod the game so i will try my best to take out just the fixes from those mods. look over these lists and give it some thought, if i missed anything please let me know. stand alone fixes or mods that contain fixes for the stock v1.5 game: UBM Mission Pack by syxx killer (i consider no stock missions to be a needed fix) websters ship draft fix (corrects the draft heights on ships and subs) Fix US Torpedo Bombers by Anvart (fixes the inaccurate US torpedo bombers) smaller sea plants by capt cox (the smallest size version) smaller sea bed rocks by capt cox (the smallest size version) Historical Prop Rotation Mod by captain america and skwasjer (fixes shape and spin direction) Photo_Recon_Fix by dgrayson (fixes the bad Photo Recon missions) U.S. Medals Fix by CapnScurvy (fixes the way awards are presented in the game) Minor FIX - 2 Missing speech sound files by ATR-42 (fixes missing sounds) Authentic Plane Sounds by AOTD MadMax (fixes unrealistic plane sounds) New Map Labels v1.3 by jace 11 (accurately ads 75+ missing labels to the map) Corrected German Flak sights by akdavis (fixes off target german AA gunsights) 20mm Gun Sight Mod by Krishna (fixes the "too close" view and calibrates gunsight) German torpedo fix for UBM stock by RFB Team (fixes overly excessive number of duds) U-BOAT no hydrophone on surface by kapitan zur see (hydrophone will now no longer work on surface) interior damage effects by vickers03 (fixes forever leaking pipes in fleet boats) sobers better crew II by sober (watch crew spot targets at greater distances) AI Sen Toku by miner1436 (fixes the unsinkable sub issue and ads them to AI in game) SD Radar antenna fix by Anvart (raise and lower a working SD Radar) Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX (fixes american DD sensors and radar) IJN Depth Charges Y-thrower fix by tater (fixes the YGun which has always been broken) Interior guages fix by aanker (fixes the none working guages on subs) 600' depth guage for balao by aanker (balao sub now has the proper 600' depth guage) Rotation and Position Fix for German KDB by tater (fixes wrong direction of rotation) Uboat Conning Tower fix by zeewolf (re-mapping and mesh repair) IJN BB Kongo texture and damage fix by zeewolf (fixes textures, 3D damage model, and new 3d mesh components) shell splash visable at long distance fix by jmardlin (large shells splash now visable at longer distance) mast height and range dial fix for US TDC by ottos (allows you to adjust target range and mast height) s-class sound fix by vickers03 (fixes a glitch in the TRM / s-class interior sounds) IJN BB Nagato and IJN CA Myoko missing ships fix by AOTD MadMax (adds two new ships to the game) Better Free Camera Views by WEBSTER (lets you get up to same height as planes fly) Better Air Patrols by WEBSTER (reduces the large number of aircraft but it increases pilot skill) issues not addressed by any mod, yet still need to be fixed in the stock v1.5 game: give s-boats the proper 50 cal AA gun instead of the 20mm (info here about lost mod) stop the way ships can stop and start on a dime like motorcycles (info here) ship to ship collisions should do much more damage to both ships "biskaya kreuz" shouldn't be visible underwater, same for the UZO Missing key commands (weather report etc) create GHG blind spot between 340 and 020 degrees GHG and Balkon Gerat can pick up contacts at ~25km while at 20knots surfaced in bad weather items are reported as repaired even when destroyed (i think its hard coded but i will look at it) destroyed items should clearly show as destroyed instead of that silly "I" Surface radar still gives contacts even after it has been turned off SV Radar does not provide contacts make warships signal lights stop blinking after the ship has been sunk make ship flags invisable underwater after the ship has been sunk lights shining through objects (i think its hard coded but i will look at it) NOTE: As we all know the damage models for ships in the game are horrible, many ships have missing and incomplete damage zones that effect how or if they appear damaged and how they sink. on some ships you cannot disable or stop the engines even if you destroy the entire engine compartment. these issues would require missing damage zones to be created from scratch and in some cases the entire damage model for some ships would need to be redone. because of the major amount of work and skill level required to do this and because it requires that you fix each and every single ship in the game i will not even try to address that issue with this mod. Last edited by Webster; 02-10-09 at 09:07 PM. |
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#2 |
Captain
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It's difficult to draw a line between "issues" and "things that could be enhanced". Some people started "fixing things" and ended up with a 1.5GB supermod
![]() anyway, in sensors.dat, sim, etc, for german boats : -wrong axis of rotation for german KDB hydrophone (model needs to be turned 90° in a 3D studio and reimported) -hydrophones can "hear" ships when your submarine is surfaced -"biskaya kreuz" shouldn't be visible underwater, same for the UZO I'll edit if I think of more :hmm: |
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#3 |
Grey Wolf
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Hydrophones rotate 361 degrees, i.e. 359, 360, 000, 001.
Pipes won't stop leaking even after repairs are made. Various gauges not working in interior views at various stations.
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Guess I should change my sig since SH5 has an offline mode now ![]() |
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#4 |
Navy Dude
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Hydrofones working on the surface is not a bug. Sigh, I wish people paid more attention in physics class. Of course they work on the surface, the US boats have the hydrophones on the underside of the boat. If hydrophones didnt work on the surface how do you think destroyers can hear YOU?
However bugs that I myself have encountered; US crew are bugged, your limited to one officer if you try to recruit. Boats batteries discharging to quickly Missing key commands (weather report etc) Photo Recon missions are bugged Crew on bridge while underwater Corrupted savegame issues Stacking crew results in a CTD, and bugs the crew. Jelly water/River ripples in the ocean Japanese depth charges do little or no damage. Oh and I think its best if everyone sticks to proper "bugs" rather than things like missing dials etc. Dials are nice yes, but not required to play. Some of the more pervasive bugs are more pressing. Last edited by Lexandro; 10-07-08 at 10:46 PM. |
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#5 | |
Stowaway
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yes, i want to mainly concentrate on actual things that are "not working" or effect game play. i would like to address eye candy issues but because of the scope of this mod the eye candy issues will depend on the size of the files required to fix them. we can all agree the game would need to be completely redone from scratch to fix all the issues with it. let us concentrate on a list of actual things that have mods to fix them and things that are fixable issues needing to be worked on. AS REMINDER, PLEASE KEEP IN MIND I AM TALKING ABOUT THE STOCK v1.5 GAME WITHOUT MODS. Last edited by Webster; 01-05-09 at 01:23 PM. |
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#6 | |
Captain
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#7 | ||
Admiral
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Peabody
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#8 | |||
Navy Dude
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#9 |
Captain
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"hydrophones" can, yes. U-boat hydrophones can't. A DD has its hydrophones on the keel, that's why it can't hear crap on the surface level. German hydrophones can technically hear things while the boat is surface, but unless the engines are stopped and the sea is mirror like, all you would hear is yourself and the waves, so the fact that you can hear as clearly on the surface + diesel engines as you do submerged + electric engine is a bug. And if you happen to have a KDB, it's located on the deck, so yes hearing propeller noise with it while on the surface is definitely a bug.
Man do I hate it when people brag about "physic class" and the like when it's just about research and reading. Besides dozens of people of NYGM, GWX, WAC and others have been researching exacty that for about 4 years, I guess they all missed physic class as well ![]() |
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#10 | |
Commander
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@ Webster and others.
Quote:
http://www.subsim.com/radioroom/showthread.php?t=142907 /OB ![]()
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![]() SHIV:TMo 2.5, RSRD, SCAF OLC, Ralle's modpack SHIV: WDAD, Med Campaign SHIII: GWX3 GOLD, OLCII Gold, ACM-reloaded interface mod, SHIIIcmndr 3.2, Full Realism/DiD SHIII: LSH3 2015 Cold Waters with all bells and whistles Finally SHV but still unmodded and still a noob.... ![]() |
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#11 | |
Navy Dude
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Engine noise from onboard equipment and machinery from your own boat is always an issue with passive systems. Placement of the head on boats was always as far forwards as possible to try and counter it. The game models this as a 90 degree ark to the rear that blocks sound reception by your machinery. A destroyer on the surface that has "gone dark" can detect a noisey surface contact. Relative to a standard surface ship, a sub on the surface makes little noise, making ranged detection of it on the surface with passive sonar extremely difficlut. In reverse the sub can detect other noisey vessels (such as merchants) easier by relative sound levels. A sub would detect any surface contact via passive asdic/sonar long before a normal surface vessel would. In particular surface detection by shipping is normally done by Radar and visual means as the sound detection is HIGHLY dependant on the operator of the device, the devices range, and features of the aperatus. The fact that in the game you have a sonar man who is well trained and the Allies have superior sonar technology plays a major factor in those surface detections. Britain and the US were miles ahead in asdic/sonar technology and radar technology than Germany in WW2. The devices were of a much higher technical level and implementation than the German counterparts. In sofar as the game is modeled if its in the water it can detect surface noise. There are a plethora of technical details in asdic/sonar transmission & reception that are not modeled in the game. If you would like to know more try here. Histrorical Naval Ships Association Last edited by Lexandro; 10-08-08 at 09:50 AM. |
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#12 | |
Eternal Patrol
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#13 |
Captain
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Lexandro, actually that's not quite right, the first German hydrophone, the GHG, has no "head", it's a handful of sensors on the lower hull just behind the torpedo tubes and below the waterline. Still that doesn't mean it was of any use on the surface, same for the later Balkon Gerat, despite it being placed a bit lower : http://www.xs4all.nl/~aobauer/GHG1996.pdf
I was wrong about the on-deck KDB in game, indeed this one can't hear things while surfaced. But both the GHG and Balkon Gerat can pick contacts at ~25km while running at 20knots on the surface in foul weather, and no technical speak can justify that, it's just wrong regardless of what the game models or not. @Steve, for what it's worth when I play all the fancy cameras are disabled, but I enable them when testing or working on mods and these little things bug me, especially knowing that it's a very quick fix. And hey, you can see the UZO through your periscope when submerged, it's just not right and there's no way you could blame Bernard for that one ![]() |
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#14 |
Grey Wolf
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I would like to respectfully ask that everyone try to stay on topic here, and that is listing SH4 1.5 Stock bugs.
The OP is trying to do something here, and I would really like to see him succeed. I'm sure the OP will allow for debate as to what is and is not a bug after he has obtained a list to work with. Thank you for your cooperation. ![]()
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#15 | ||
Stowaway
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its also worth noting that my skill level is novice to average so a good bit of what will be on the list may not be doable with my skill level, i will need help and imput from others and not everything is fixable. |
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