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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#17 | ||
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
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It came from a Moderator on the German Ubi Forum. http://forums-de.ubi.com/eve/forums/...4/m/3681066006 |
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#18 | |||
Rear Admiral
![]() Join Date: Mar 2005
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![]() Thanks for the conformation. Im just a skeptic you know :hmm: |
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#19 | |
Lieutenant
![]() Join Date: May 2007
Location: Albany, New York USA
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#20 | ||
Gunner
![]() Join Date: Aug 2007
Location: My mind is My Fortress
Posts: 100
Downloads: 110
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Hope I 'll change my opinion for better.
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![]() sir winston churchill. Last edited by LtCmdrRat; 10-24-07 at 10:57 AM. |
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#21 |
Captain
![]() Join Date: Apr 2002
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All I can say is that if this is the full 1.4 list than I am rather disapointed.
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#22 |
Torpedoman
![]() Join Date: Apr 2005
Location: Tucson, AZ USA
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Thanks for the info.. Is great to have a hint as to what will be worked on.
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U.S.S. Harder "Hit'em Harder" "How long can you tread water?" |
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#23 | |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
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The fact that UBI is investing money in making substantial improvements to the engine has implications for both the add-on and SH5. Normally a developper will improve an engine for a new game, not an add-on. This leads me to one of two conclusions: 1. the add-on may be more substantial than a mere expansion pack and may contain more than just u-boats and a new indian ocean campaign; or 2. UBI has already given the green light for SH 5. |
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#24 | |||
Lucky Jack
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Much to do about nothing but hey, it is better than nothing ![]() ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#25 | |||||
Lieutenant
![]() Join Date: Mar 2005
Location: Seneca, SC, USA
Posts: 251
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I mean tall masts? That would be cool.
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If you want to go fast, go alone. If you want to go far, go together. ![]() ![]() Last edited by ironkross; 10-24-07 at 12:18 PM. |
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#26 | |
Gunner
![]() Join Date: Aug 2007
Location: My mind is My Fortress
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![]() sir winston churchill. |
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#27 |
Rear Admiral
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· Destroyer/Submarine collisions always leading to the destroyer being sunk
Translation: zones.cfg and zon file changes to submarines and destroyers. · periscopes are not animated properly in the interior of US submarines Translation: anvarts CT fix should no longer be neccessary. · Save & Load issues with the submarine crew Translation: *possible* changes to submarine upc file. Although more likely, this is probably a hardcoded issue being fixed. · Magnetic/Contact Detonator switch not working Translation: *possible* changes to us_torpedos.sim, although this could be a hardcoded issue being fixed. · Improper display of the TBT interface in Widescreen resolutions Translation: Small change to the 1024_768.ini file · Loss of torpedo aiming track when crossing the International Date Line Translation: Hardcoded issue. I dont think this will effect any file. Although ill have to change my pearl harbor out of harbor starting point, and id gladly do it. · Enemy ships do not detect steam torpedoes accurately Translation: hardcoded issue, However some changes to the AI_sensors.dat might occur. · Metric/Imperial system issues Translation: hardcoded issue, i doubt this will effect any file. Oh and.. YES, FINALLY! Misc changes: · Damage taken by hulls submarine is shown in the damage interface Translation: Another change to the 1024_768.ini file. · Entries in Captain’s Log are now limited for better performance Translation: hardcoded issue. · Screenshot names now contain the date they were taken on Translation: hardcoded issue · End patrol ports are now displayed on the map Translation: hardcoded issue, although i wonder if a 1024_768.ini file change might occur to render the new nav map graphics involved. · Objectives on the navigation now change color when completed Translation: hardcoded issue. Engine improvements: · Rendering distance increased to 20km, with appropriate improvement in visual sensors capabilities Translation: New scene.dat, sensors.dat, sensors.cfg, AI_sensors.dat, and sim.cfg · Dynamic loading of game units has been implemented, considerably improving loading times Translation: most likely a Hardcoded issue. A little voice in the back of my head wonders if MIS or campaign.cfg files will be effected somehow. · Improvements to Water rendering Translation: new scene.dat |
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#28 |
Captain
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Location: Bucharest, Romania
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Although not way of course, you may be oversimplifying things
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Kilroy was here |
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#29 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I was hoping that the deck guns might be fixed to work properly—the sight should move with the rolling, pitching deck, and the gun shoots to the set range only when the sight is level with the horizon (since the gunsights (and guns) were not gyrostabilized as they are in SH4).
Hopefully a hull% thing is a toggle. AI seeing fish is very important, a cool fix to see! Longer vis range will be great. (hopefully it won't be a nightmare for leo, et al) The ramming issue is also very nice to see, having PD be an invitation for escorts to blow themselves up a few different ways made for bad gameplay. |
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#30 | |
Rear Admiral
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That just my best guess on what to expect in regards to file changes. Truthfully, i really won't know tell i've installed it ![]() |
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