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Old 10-10-08, 11:42 AM   #31
Webster
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Quote:
Originally Posted by tomoose
Didn't the pipes eventually stop leaking in SH3 once the damage control party worked on it (unless it was beyond repair).
Why on earth this wasn't incorporated into SHIV is beyond me.

Sometimes I think the Subsim community is way too forgiving towards the devs with some of the seemingly simple yet glaringly obvious (albeit mostly eye or ear candy) flaws in the game.
lots of things related to damage are unfinished or not working right in sh4.

the water leak is listed because i think it should not be in full leak mode after being repaired. i also added to the list things reported fixed when they are destroyed.

it shouldnt tell you such and such is repaired if it is destroyed.

but just because things get listed doesnt mean they can be fixed, it only means i will try to find answers for them.
 
Old 10-10-08, 06:43 PM   #32
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Words,& thoughts,= Situational awareness requires action

Quote:
Originally Posted by Nisgeis
All that has gone before is part of the reason I have kept well away from this thread.

Can we agree that this thread should be used to just list what people believe in their opinion is a bug?

Later on, after all the 'bug' reports have come flying in thick and fast would it not be a simple matter to put up a multiple poll with all the bugs on. If people believe it's a bug, they can vote for it to be fixed. After the vote closes, any bug with a 50% or higher vote gets put into the community fix, anything that doesn't, doesn't.

You will never have a community patch that will delight everyone, as it will likely contain at least one fix that you don't want. But will that put you off using it? It would be heartbreaking if a tremendous amount of effort went into it, if no one will use it.

Just my thoughts.
Advise action ! "Action walks,& BS. talks". Get the poll tread going,I will help. #1 Surface radar still gives contacts,after it is turned off. Task Forces, have detectors/enter base slow down.
#2 Rudder missing joke ? If a DC.was close enough to blow your rudder off, aft. torpedo would be gone also.
#3 SV radar,does not provide contacts,in 1.5 stock also.was not installed in base refit.
#4 When setting-up tubes for influence/magnetic keel depth+,depth changes in settings,when you lock target.settings is still bugged.IMO>
#5 I would think pipes leaking,could be fixed,with less than 25% hull damage. This may be difficult to implement.
#6 Super wrench active,can repair destroyed engines,but not Port/Stbd.Screw/Eng. control.
There you go,I have been 29 patrols to Wars end in 1.5 Stock,ComSubPacSW.my desired Fixes.

Last edited by donut; 10-10-08 at 06:55 PM.
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Old 10-10-08, 07:16 PM   #33
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Quote:
Originally Posted by donut
[There you go,I have been 29 patrols to Wars end in 1.5 Stock,ComSubPacSW.my desired Fixes.
#1 and #3 added to list, 2 and 5 already there.

can you explain #4 better so i can understand the issue?

and #6 are you talking about what the wrench will or wont fix? or is it something its supposed to fix but doesnt?
 
Old 10-14-08, 12:43 AM   #34
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does anyone think the rate of fuel consumption in the game needs to be tweaked?

archive1 has raised the question if sh4 needs the fuel consumption boosted about 20% in the same way that GWX boosted it in sh3 to compensate for the difference between map distances and actual distances you trave in the game.
 
Old 10-14-08, 04:03 PM   #35
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Fuel

If your crew has a passive engine tuner ability,& you cruse at 9/10 kts.It's real.IMO.
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Old 10-14-08, 06:29 PM   #36
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Oh nearly forgot this one;

Deck gun placement bug. You know the one where you cant move your deck guns position fore or aft without loosing the crew position to man it.
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Old 10-14-08, 07:08 PM   #37
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Capt.Webster,to elaborate:depth setting bugs me !

Should you set-up a tube,to a given depth for contact,or influence. Then when locking target,the game resets depth to something other than that which you previously had it set at.:hmm: Seem that when you set a tube-up it should stay set.
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Old 10-14-08, 07:39 PM   #38
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Been away for a long while, and haven't had time to completely catch up with all the latest developments, so I aoplogize in advance if this haas been mentioned or actually (I hope) fixed by some mod already, but here's the biggest bug/downer for me in terms of game-play effect:

Bizarre AI behavior of convoys, where all the ships tend to come to a screeching halt and mill around aimlessly when attacked, instead of either steaming on at relatively high speed or perhaps scattering in all directions.

I had way too many situations back when I was playing a lot some months back (with all the patches until UBM/1.5 anyway - never really got a chance to play much once 1.5 came out) where I'd fire torps, go deep to reload and evade, only to come back in a couple of hours or so and find the convoy still in the same place, milling around. I know ASW was not very much of a priority for the IJN as compared to the Allies in the ATO, but I can't believe that was actually Japanese maritime policy/practice in response to an attack.
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Old 10-14-08, 08:19 PM   #39
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If it was night that would be a sensible tactic by the AI. It was used in WW2 by convoys at night, sometimes referred to as "going dark" or "going quiet". They would shutdown all machinery and wait around in the hopes that any U-boat would not be able to hear them or see them in the dark.

It wasnt till later in the war that convoys were ordered to steam non-stop, and not turn back for surviviors.

In daylight however thats not a good move.
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Old 10-14-08, 08:19 PM   #40
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Quote:
Originally Posted by WEBSTER
Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by wetwarev7
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.
Okay, point taken. Then consider this. True, having the UZO on the bridge when the boat is submerged is unrealistic, but so is having it on the bridge when surfaced. The UZO is only brought to the bridge when making a surfaced attack run - it doesn't just sit there waiting to be used. That bug needs to be fixed with a command to bring it up, and then and only then should it be seen at all.

is an object still usable when its not visable? in other words if i make the uzo visable underwater=false and visable on surface=false then it should always be invisable. so if as you say they only took it out when needed it would not be seen all the time. but will it still work when you hit the uzo key if it is invisable? :hmm:
No, you're right. My point about about it being unrealistic to have underwater views at all was just that, and I was properly criticized for it. If you're going to have that view, then what you see ought to be what you would really see if you could really see it. And while it's true that it wasn't on the bridge until needed, what are you going to do? A command - "UZO auf brucke!" - followed by the crew bringing it up, or it just appearing there, would be nice, but like so much else it's just wasteful. I don't mind it being there all the time, and I don't mind it being gone.

I admit I was just being picky about my complaints.
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Old 10-15-08, 10:20 AM   #41
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Quote:
Originally Posted by Sailor Steve
[A command - "UZO auf brucke!" - followed by the crew bringing it up, or it just appearing there, would be nice, but like so much else it's just wasteful. I don't mind it being there all the time, and I don't mind it being gone.

I admit I was just being picky about my complaints.
well i wasnt looking at making it appear when being used at all (unless it just happened that way), my thought process was this:

if it was only taken out when needed then in reality you would not and should not expect to see it at all so there would be no real loss to the game if it was never seen. the only time you expect to see it is when it is actually in use but then your looking through it and not at it so seeing it is pointless.

my only question was if it is invisable, is it still usable?
 
Old 10-15-08, 11:02 AM   #42
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I would think that if the thing was made invisible via removing the object, the attachment point would have to be modelled, so it should still be clickable. If not, the 'U' button should still work.

Of course I don't know - I'm just guessing based on what I've seen before.
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Old 10-15-08, 11:48 AM   #43
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OK - in my 'nearly forgot' category (for stock 1.5):

1. Although the submerged range is adequate for the SH4 game, the submerged ranges & speed are not up to historically accurate values - similar to those posted by CCIP back in ver 1.2 for example.

2. The depth gauge for the Balao class should read 600' and the Balao class should be capable of easily reaching that depth.

I really don't want to discuss these, I have already discussed them enough... lol

Please just add them to your list (or not) if you like.

Thanks, Art
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Old 10-15-08, 09:03 PM   #44
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Amen to number 1 in the post above - the battery life/submerged range not working correctly has frustrated me for a long time, and defied all my efforts and wasted testing time trying to make it work. Worst part is that IIRC it was actually working at some point (maybe patch 1.2 or 1.3) but got broken again and seems to have stayed that way. I know it's possible to stretch it to something that isn't completely unplayable and some mods have done so, but a fix to make it conform to historically correct parameters would be great.

And BTW - the convoy milling around issue mentioned in my previous post was not like a conscious attempt to "go dark"/quiet - the ships were still steaming (so making noise) but just doing it aimlessly at slow speed, milling around in daylight for no reason - very immersion-killing (what's the point of trying to conduct a running convoy battle when the convoy isn't running?)
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Old 10-15-08, 10:26 PM   #45
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Quote:
Originally Posted by panthercules
Amen to number 1 in the post above - the battery life/submerged range not working correctly has frustrated me for a long time, and defied all my efforts and wasted testing time trying to make it work. Worst part is that IIRC it was actually working at some point (maybe patch 1.2 or 1.3) but got broken again and seems to have stayed that way. I know it's possible to stretch it to something that isn't completely unplayable and some mods have done so, but a fix to make it conform to historically correct parameters would be great.

And BTW - the convoy milling around issue mentioned in my previous post was not like a conscious attempt to "go dark"/quiet - the ships were still steaming (so making noise) but just doing it aimlessly at slow speed, milling around in daylight for no reason - very immersion-killing (what's the point of trying to conduct a running convoy battle when the convoy isn't running?)
so assuming i figure something out, what are the numbers for the battery life and submerged range that i need to have?

as for the convoy thing, occassionally only one ship (often the group leader) will have a path and speed determined so if that ship is sunk the rest will literally be lost and just hang around the position where their leader got lost. i think maybe its a campaign file issue but not sure about that. i dont know if it happens often enough to be a repeatable issue so it can be looked at. maybe if it can be traced to a certain type of convoy, date, or area, then perhaps i would be able to know where to begin looking.
 
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