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Old 03-31-10, 08:06 PM   #136
jazman
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Quote:
Originally Posted by SabreHawk View Post
Well there are some things that aren't in that list that are rather important, but my hopes are that it isn't all that will be in the final release.

One thing that to me is very important is losing all the map plotting(with the exception of your plotted course.) And any maps contacts that were showing when you left. But perhaps this will be part of the save fix reguarding weather.

But it is a good list of stuff I must say.
There's probably already a list and work being done for patch 1.3, and a list for 1.4. You can only get so much done for an April 12 release. Basic software development.
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Old 04-01-10, 12:47 AM   #137
mcarlsonus
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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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Old 04-01-10, 01:48 AM   #138
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Default Patch #2

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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Old 04-01-10, 06:57 AM   #139
Subwolf
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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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Old 04-01-10, 07:19 AM   #140
Subwolf
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Quote:
Originally Posted by Topo65 View Post
@Nico09

Before patch, Ubi launcher always question if you want to update. This way you have time to disable all mods before aply the patch!
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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Old 04-01-10, 07:25 AM   #141
captainprid
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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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Old 04-01-10, 07:32 AM   #142
IanC
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Quote:
Originally Posted by captainprid View Post
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.
Hmm mm... looks like this patch is 90% for graphics.
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Old 04-01-10, 03:09 PM   #143
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The Dynamic Shadows have a few errors and need to be fixed sooner or later

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Old 04-01-10, 04:46 PM   #144
Iron Budokan
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Quote:
Originally Posted by IanC View Post
Hmm mm... looks like this patch is 90% for graphics.
Imagine that.
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Old 04-01-10, 05:55 PM   #145
mcarlsonus
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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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Old 04-01-10, 08:33 PM   #146
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Very good news!
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Old 04-01-10, 11:11 PM   #147
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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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Old 04-02-10, 01:31 AM   #148
kylania
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Quote:
Originally Posted by IanC View Post
Hmm mm... looks like this patch is 90% for graphics.
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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Old 04-02-10, 09:04 AM   #149
KarlSteiner
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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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Old 04-02-10, 11:39 AM   #150
walsh2509
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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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