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Old 03-27-07, 03:10 PM   #16
alexoscar
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Join Date: Apr 2005
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1.- Enable FSAA option through game settings or through driver control panel.
2.- Correct transparencies for crew on bridge.
3.- Fix torpedo launching bug (fast speed and angle = error in TDC).
4.- I want to listen gramophone and radio but without the main SH4 music theme.

Thats all. I will ask to GWX team for the other improving things I would like to find here in next months for SH4.

PD: Excuse my horrible English, I'm trying to improve it during last 10 years without any result
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Old 03-27-07, 03:14 PM   #17
ParaB
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1.) Keep the torpedo settings from re-setting after a couple of seconds

2.) Let us open ALL torpedo doors and keep them open

3.) Fix the manual targetting bug when the bearing suddenly gets totally screwed

4.) Fix the SD radar!

5.) Fix the bug where I can't tell my crew to man the deckgun after an upgrade anymore

6.) GREATLY improve the aggresiveness of the escorts

7.) Fix the extremely long loading times for the radio log

8.) Fix the bug where I get court-martialed for getting sunk and killed

9.) Fix the stopwatch for speed measurement

10.) enable sonar while at periscope depth
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Old 03-27-07, 03:18 PM   #18
Seeadler
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1. Bug: fix "A" key CTD
2. Bug: fix bug of transparent lookout bodies if environmental filter is active
3. Bug: fix speed calcs on stopwatch
4. Bug: fix transparent material for subs (no longer sunshine through metal superstructures of sub bridge)
5. Bug: fix receiving of radio messages under water
6. Feature: support higher res for 3D render also not only overlays(hud)
7. Feature: support FSAA
8. Feature: more interactive crew members and dials such in SHIII
9. Feature: SDK/MDK/harbour tile kit
10. Feature: add a love story around the campaign, almost all WWII Hollywood-Blockbuster have one
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Old 03-27-07, 03:21 PM   #19
GakunGak
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1. Simplified Damage Control with repair time
2. Torpedo loading time with percent completed
3. New background music, unless it is left for mods
4. Bug fix of custom ultimate sounds mod [can hear only one confirmation per session]
Ohter than this, da game rox!!!
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Old 03-27-07, 03:35 PM   #20
AJ!
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1. Get rid of the water.... I feel sea sick from time to time
2. Give yamatos crew time off (they deserve a break after the time spent underwater)
3. Add Antiship tomahawk missile launcher to S-class
4. Replace background music with Village people song in the navy
5. Give option to call in Ghostbusters to get rid of ghost crew (With GB theme)
6. redo coding for more frequent Giant squid attacks
7. Add option to launch chosen crew member from Torp tubes
8. Add option to drill holes through sub to reduce dive time.
9. Add option to plug holes when surfacing (If crew still intact)
10. Clearly mark locations of Moby dicks last location on map (currently near impossible to find)



But really....

1. Strange see through blocks gone
2. Remove invunrability from king George V class BB
3. Fix AA
4. Make yamato stronger v other ships
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Last edited by AJ!; 03-29-07 at 12:51 PM.
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Old 03-27-07, 03:55 PM   #21
ref
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Just one request, fix the HARDCODED stuff, forget all the "tweakable" things ie: radar ranges, sonar depth, ship damage model, they can't make everyone happy, and we modders can do it anyway, but we can't fix the measure units problem, or speed calculation, as they are corrected by source code changes, so my request to the dev team is to focus in fixing the programming part, so we can have a steady base to work and customize to our taste.

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Old 03-27-07, 03:57 PM   #22
Skorn
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1. Message clipboard taking longer and longer to load as the mission goes on. This is the big killer for me. I don't check my messages at all after I complete my objective, due to the long load times.

2. Buggy damage control functions. Things not being fixed, things breaking at random times.

3. SD radar picking up ship contacts. Although very handy, it is definitely not working as intended.

4. Escort AI and aggressiveness needs to be hugely revamped. I have only been depth charged once and am on my third patrol.

Those are my biggest complaints thus far. Don't have a high end system, so the graphics issues aren't important to me right now.
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Old 03-27-07, 04:07 PM   #23
TopCat
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1. Bug: Fix TDC so that it shows the correct values when aiming port (left side), outer rings show incorrect vaules

2. Bug: Fix Radar so that Air Radar does not show surface contacts and add the posssibility to switch Air Radar on and off.

3. Bug: Fix Radio, so that no messages can be received when submerged

4. Bug/Feature: Fix reports, i.e. Radar reports distinguish between air and surface contacts, and no radar contacts are reported when radar is switched off

5. Bug: Fix message board, so that it does not take hours when you press f12 of M key

6. Bug: Fix deck cannon and air to air guns, so that they cannot be manned when sea is rough

7. Bug/glitch: Fix/modify hydrophone so that i can order my hydro-man to report all contacts and manually switch hydrophone volume

8. Feature: Bring back interaction with crew (on the HUD), so that I can ask my officers for distance with current diesel in bunker, report of visible contacts, weather reports and so on, calculating firing solutions and so on.

9. Bug: Fix metric/imperial systems, so that all (and really all) gauges and systems use the same, either imperial or metric

10. Bug or Feature: Fix time zones so that the time uses the current time zone of the region where I am currently in. Add tables where I can see time of sunrise and sunset

Edit: 11. ... and yes, of course, the court martial bug.

Last edited by TopCat; 03-27-07 at 04:19 PM.
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Old 03-27-07, 04:12 PM   #24
Prof
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1) Aircraft attacks. Japanese aircraft appear too far away from Japanese air bases. Last night I was attacked by a fighter 50 nm southeast of Midway. I was then sunk by lots more aircraft about 100 nm east of Midway.

2) Radar. SD radar picks up surface contacts and is generally broken. The SD display doesn't work at all. It should be an A-scope instead of a PPI, but since I've not seen the scope working at all yet I don't know if this is wrong too!

3) Damage control. AA/deck guns don't seem to be repaired. It would be nice if there was some way of telling which items were actually being worked on rather than sitting waiting for the "...repaired" message.

4) TDC. The chronometer doesn't work properly with the speed estimation. There is some sort of bug in the position keeper and in the firing solution when the target is on one side of your boat but not if it's on the other.

5) Court martial bug. Losing your boat and being killed results in you being court martialled on your 'return' to base.

6) Battery/O2/Diesel endurance. These are woefully short. I've read that fleet boat ranges (Salmon/Sargo class) were of the order 11,000 to 12,000 miles. I don't think I've seen anything like that in SH4. Batteries last about 6.5 hours at 1/3 speed on a Porpoise...this is surely too short, though I've not seen any actual data.

7) FPS glitches. I have a high-end system and usually get a minimum of 50 FPS. However, when looking in certain directions (usually into the sun) in an external camera (including bridge/binoculars) it drops to 1 fps, which is unplayable.

8) Torpedo tube doors. Not sure if this is a bug since SH3 was the same. Can we please have the ability to hold open more than one torpedo tube door at a time.

9) Hi-resolution/anti-aliasing. Let us have at least one of these allowed...both if possible!

10) Imperial/metric units. I play in imperial units but I have no idea whether the numbers I'm looking at are really imperial or if they're still metric (e.g. deck gun range).

Positives:
Easily the best water-graphics I've ever seen in a game.
Superb dynamic campaign system.
Very nice ship/submarine modelling.
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Old 03-27-07, 04:31 PM   #25
PeriscopeDepth
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Quote:
Originally Posted by TopCat
10. Bug or Feature: Fix time zones so that the time uses the current time zone of the region where I am currently in. Add tables where I can see time of sunrise and sunset
SHI also had a calendar that showed you how full the moon would be on the current night.

PD
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Old 03-27-07, 04:32 PM   #26
waste gate
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My short list:

-When I purposely go to the desktop to care for other things the game automatically pauses. It'd be nice if the game would continue in my abscence like in SH3. I know when its safe to walk away, and if not that is my bad.

-Subs sit too high in the water (I see the aft of the boat), and how can I run decks awash?

-The < and > commands don't allow for a fast zoom in w/o the shift key. How about allowing a fast zoom in and using the shift to slow the zoom in?

-Why can't I save my sub school, quick mission, and war patrols without finishing the exercise? Things come up and not all of us can sit at the computer continuously.
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Old 03-27-07, 04:33 PM   #27
blechritter
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1. Feature: Allow surviving japanese pilots and seamen to be rescued with renown award. Reason: I do not like the notion of killing men in the water. Fair play is awarded elsewhere anyway.

2. Feature: During the campaign the general mission type "Engage hostile merchant shipping" should not be monitored for completion. Reason: The notion of a continiuous, dynamic career is somewhat disrupted by such a general mission type where the conditions for completion is unclear.


This simulation is great and I do appreciate the accomplishments. Thanks to you and the dev team
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Old 03-27-07, 04:45 PM   #28
fullmetaledges
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1. Bug if you take damage and repair it the next time you dive at no matter the depth you sink.
2. Bug if you take damage and sink to the sea floor no matter how shallow your subs systems all turn red and your crew dies (I've had it at 70ft) it would seem that the sub crushes itself repeadly on the sea floor until everything breaks
3. allow the hydrophones to work as long as they are in the water, either on surface or all the way down, as long as they are in the water they should be working.
4. feature allow us to use the TDC in the attack map as well as the marker and ruler so we can plot tracks
5. Bug fix the radar for example sd radar picking up ships
the PPI button takes you the the sd radar and vise versa
balao class subs radar does not work, it turns on and then off
no radar depth
no ability to rotate the radar antenna manually
6. if moving deck gun to forward or aft in the subsystems menu back in port you get crew stations for two deck guns neither of which can be manned
7. Too many aircraft attacks
8. Topredo tube doors not being able to open multiple doors
9. Torpedo settings in the tdc changing for example the contact changes back to contact influense and the torpedo depth changes when you change tubes.
10. the recognition manual, tone down the colors for night use and when closed save the last page that was viewed so that i do not have to go through the whole book again to find the current ship i just identified.

Last edited by fullmetaledges; 03-27-07 at 05:10 PM.
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Old 03-27-07, 04:52 PM   #29
Torpex752
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1-Sonar handle rotates while submerged SD radar is reporting ships, Aircraft is not reported by SD radar, SD radar was not available until Jan 42 and had a range of 6-18 miles

2-Sonar rotates when unmanned and surfaced.

3-Bathythermograph was not available until 1943 (therefore reporting thermal layers in 1941 is incorrect)

4-SJ radar was first surface search radar installed in US Submarines in August of 1942

5- Decoys were not available until late 1945, before that the only thing you could do was pump bilges (simulating a ruptured fuel tank) and/or load a tube with a bunch of stuff and impulse it out.

6- Shooting torpedo's uses compressed air.

7- (Wish) give a key to give us planes on rise (the opposite use of the "D" Key)

8- The flickering light and cycling gages syndrom.

9- In the control room there is no Ballast station operator, nor is there a position for him at the crew management station. (This station was normally manned by a CPO or First class PO called "Chief of the watch", the person at the chart table was an enlisted man called a "Quartermaster".

10-The message clipboard LAG is in-toloerable...25 minutes to load after 20+days at sea!

11-There seems to be some kind of end mission-refit anomaly..S-Class in May 1942 completed 4 objectives returned to Fremantle, only refit was allowed, and all old mission objectives remained on map. The torps that were loaded-wouldnt load! So Its kinda screwed, cabnt return to port and cant load torps!

12-AOB does not track and update with PK

13- Is almost a must to have tools on attack map in order to develop a proper solution, the way it was done in WWII.

General comment: The enlisted rank you have listed are modern day ranks, in WWII the enlisted rank structure was different.

(In time I will have more) I do have one suggestion, please dont take it the wrong way. The manual for SH1 has a ton of information that would definately be helpful in resolving some of the historical research data. I know that accurate sub information can at times be hard to find. If the Dev team wants it I'll send it to them.

Frank

Last edited by Torpex752; 04-10-07 at 04:31 PM.
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Old 03-27-07, 04:56 PM   #30
boatfull
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1,Stop the Chronometer popup/Let me decide when I want it
2,Insert an end mission button only after completing objectives/Some
of us have other things to do.
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