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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 | |
Commander
![]() Join Date: Jul 2007
Location: Crush Depth
Posts: 449
Downloads: 50
Uploads: 0
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"The true soldier fights not because he hates what is in front of him, but because he loves what is behind him." -- Chesterton |
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#137 |
Weps
![]() Join Date: Aug 2006
Posts: 362
Downloads: 13
Uploads: 0
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"A month ago this anger might have made sense. But now, after a patch announcement of fixes for things that are currently fixed via mods, it just seems a little... off. "
Guess, "kylania" wasn't around when SH4 went through four patches and then a fifth that was partially an extra-cost item containing a U-Boat extension to the original game - and still remained sluggish and prone to failure until the end! In short, putting TOTAL, BLIND faith into thinking Ubi's patches will ALWAYS solve BASIC shortcomings has proven silly! |
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#138 |
Watch
![]() Join Date: Mar 2010
Location: TAIWAN
Posts: 26
Downloads: 119
Uploads: 0
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Not sure if this has been posted already but here it is from the UBI forums, the content of the new patch (4/12/2010)
Fix for CO2 not being saved correctly •Fix for crew morale. •Fix for weather being reset to clear weather after load. •Fixes for crewmen showing under water under certain conditions •Fixes for ships exploding in ports for unapparent reasons or hitting the shore •Now waypoint tools are not accessible in bunker anymore •Compass added •Return to course added •Several fixes to ship recognition manual •Depth under keel added •Morale reaching 0 bug fixed •Several crew abilities (like man the deck gun and man the flack gun don’t cost morale anymore) •Several crew animation and interaction fixes •Fixed performance problems inside submarine •Shadow optimizations •Fixed very slow eye light adaptation after a lost device (alt-tab) •Fixed selection contour being visible when a character was already selected •Fixed a bug where the moon was closer than it should •Fixed a bug where the sun disk would be visible underneath thick cloud cover •Environmental lighting and effects improvements •Improvements on particle performance on single core processors •Fixed torpedo doors •Fixed torpedo propeller (not turning) •Fixed electric torpedoes trail •Fixed spawn radius for some convoys (previously spawned on the shore) •Fixed several dials that were not working inside the submarine •Ports in the north Africa in the German territory are under enemy occupation •South Africa supplies: The existence of another ship that looks identically with the targeted one may generate confusion •No more crewmen on burning ships •Fixed a bug where the player can get stuck in the sub's outer hatch geometry •Crewmen on deck change clothes during bad weather •German language localization fixes |
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#139 |
Sonar Guy
![]() Join Date: Oct 2006
Location: USA/Norway
Posts: 394
Downloads: 30
Uploads: 0
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People must think it's another joke
![]() Im a little worried about this patch on top of the mods, I smell conflicts. Not possible to stop the patch since the game patches itself, and I like my game now with the mods. Hopefully Im wrong, or we may have to reinstall everything. |
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#140 |
Sonar Guy
![]() Join Date: Oct 2006
Location: USA/Norway
Posts: 394
Downloads: 30
Uploads: 0
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I didn't see any question if I want to update when the first patch was installed, are you sure? My game just patched itself. So I better not forget to deactivate all the mods before April 12th.
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#141 |
Watch Officer
![]() Join Date: Jul 2007
Location: Blackpool, England
Posts: 347
Downloads: 23
Uploads: 0
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No mention about AI which is my top fix I wanted.
No mention of more or varied traffic, currnetly there appears to be only Large Cargo, an American oiler and a Hog islander, and very few of these, this is not acceptable. |
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#142 |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
Downloads: 3
Uploads: 0
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Hmm mm... looks like this patch is 90% for graphics.
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#143 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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What we do in life echoes in Eternity Last edited by tonschk; 04-05-10 at 04:41 AM. |
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#144 |
Sea Lord
![]() Join Date: Dec 2006
Location: Texas
Posts: 1,778
Downloads: 32
Uploads: 0
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"You will take on England wherever you find her ships, and you will break her power at sea." --Iron Coffins, Herbert A. Werner http://kennethmarkhoover.com |
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#145 |
Weps
![]() Join Date: Aug 2006
Posts: 362
Downloads: 13
Uploads: 0
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...great...graphics are FINE! How about a patch for, "Challenge?"
OH! Just as I thought! Ubi's expecting their unpaid/Ubi-unappreciated labor pool (a.k.a., "modders") to take care of that AI problem we're all having...silly me... |
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#146 |
Swabbie
![]() Join Date: Jul 2002
Location: Edmonton,Alberta,Canada
Posts: 6
Downloads: 1
Uploads: 0
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Very good news!
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#147 |
Samurai Navy
![]() Join Date: Feb 2005
Location: Fresno, CA.
Posts: 581
Downloads: 95
Uploads: 0
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I'm hoping UBI releases a "Cold War" expansion pack so I can finally captain a VIIB.
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#148 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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If by "graphics" you mean "UI/controls" then yes. Which is desperately needed for those who haven't modded their UI yet. Once that's fixed modders can move on to improving the game rather than fixing missing core commands.
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#149 |
Bosun
![]() Join Date: Jul 2004
Location: Ubi bene ibi patria
Posts: 65
Downloads: 257
Uploads: 0
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another bug to report and submit!
Hi Neal,
I hope you will bring this post on the way to the programmer: ![]() Since SH3 AI_ships do not do that what the sim-option in the MissionEditor is showing. The crux is, that it is not possible to design a smal trawler with a simple passing a 100meter space of a antisubnet with looping wps as a guide for my sub. This was usual practice in the WWII, you certainly know. Testet in the region of the Kiel_Kanal Germany (Kaiser_Wilhelm-Kanal) See the photos in SH5 below: ![]() Best regards Karl ![]() P.S.: The reason was they patched the WP-mangement so that AI-ships do nomore collide, or sails on land. But this is o.k. on the hight seas and not in narrow regions. I think it is better to accept some collisions as in the real life on sea happends, otherwise we can forget a functonaly traffig near land and precoast-regions. The best way will be to design the WP-management as correct as the WM-management of the player sub. And collisions should depend of the good or bad practice of the modder, only. Here more of bugs: ![]() Trawler stopps and is fixed to the ground. Last edited by KarlSteiner; 05-19-10 at 09:30 AM. |
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#150 |
XO
![]() Join Date: Apr 2005
Posts: 410
Downloads: 18
Uploads: 0
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Anything on coming out of Fast Forward Time ? I was heading to my patrol area I was at 1500x or there abouts.
BANG! came out of x time to be sitting rigth in the middle of a patrol of 6 DD and got blasted out the water. Will this be fixed and will the rudder be fixed so you can pick through the degrees of rudder Port and Starboard. |
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