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Old 04-26-07, 10:06 AM   #346
joea
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Quote:
Originally Posted by Beery
Quote:
Originally Posted by The General
1) The early war A.I. doesn't seem to be that great at spotting the old periscope. In reality, on a calm day, 12 odd foot of shiny Periscope sticking up should be spottable from a distance. The Jap crews must sleep during the day! The same at night, the guys on the searchlights should lock onto you and focus on that position...
The game uses AI with variable experience levels. Rookies simply aren't going to see a periscope even at close range. That's as true in real life as it is in the game.
Indeed, at night how would the crews know where to point the searchlights to illuminate your scope for that matter??
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Old 04-26-07, 11:39 AM   #347
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Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by Avance
Hello everybody,
Many CTD since the patch 1.2. Never before with the patch 1.1.
This game is now unplayable due to CTD errors.
It occurs at any time but notably when I use torpedos against ships...

My specs :
Vista 32 bits, ASUS P5B, Intel Core Duo 6600 2.4 Ghz, NVidia 7950 GT 512, (Forceware 158.18), 2 Go Ram DDRII 667.
Give us a little more info, ie. How you loaded the game, patch over 1.1 to 1.2, mods installed at time of patch, etc. Have you attempted a complete reinstall totally clean?
With the game patched on 1.1, I never had any CTD. With the 1.2 (downloaded from Ubi the day it was out) I had many CTD. I changed my drivers NVdia (Forceware 100.65 to 158.18). I desinstalled the game, reinstalled it and directly patched it on 1.2 from the game (UpgradeLauncher). Since, I have many CTD in many circumstances...

PS : I don't have any mods.

Thanks for your concern.
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Old 04-26-07, 11:44 AM   #348
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Quote:
Originally Posted by Avance
Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by Avance
Hello everybody,
Many CTD since the patch 1.2. Never before with the patch 1.1.
This game is now unplayable due to CTD errors.
It occurs at any time but notably when I use torpedos against ships...

My specs :
Vista 32 bits, ASUS P5B, Intel Core Duo 6600 2.4 Ghz, NVidia 7950 GT 512, (Forceware 158.18), 2 Go Ram DDRII 667.
Give us a little more info, ie. How you loaded the game, patch over 1.1 to 1.2, mods installed at time of patch, etc. Have you attempted a complete reinstall totally clean?
With the game patched on 1.1, I never had any CDT. With the 1.2 (downloaded from Ubi the day it was out) I had many CDT. I changed my drivers NVdia 100.65 to 158.18). I desinstalled the game, reinstalled it and directly patched on 1.2 from the game (UpgradeLauncher). Since, I have many CDT in many circumstances...

PS : I don't have any mods.
Just a suggestion because I see that you went right for patch 1.2 after the fresh install of the original, install patch 1.1 then 1.2. I have read that some people lost key functionality when just using 1.2. They corrected it by installing patch 1.1 then 1.2 over that. So once again, uninstall then load original game, 1.1 then 1.2. Unless you did this already then I'm at a loss.
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Old 04-26-07, 11:51 AM   #349
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Thanks, I try this right away !
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Old 04-26-07, 12:18 PM   #350
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Quote:
Originally Posted by Avance
Thanks, I try this right away !
Let us know if it works. There are so many ways to getting the darn thing to work I lost count
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Old 04-26-07, 12:24 PM   #351
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@Avance

If you didn't do it.. try completely removing the sh4 folder in documents and settings after uninstalling.
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Old 04-26-07, 12:31 PM   #352
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Quote:
Originally Posted by DragonRR1
@Avance

If you didn't do it.. try completely removing the sh4 folder in documents and settings after uninstalling.
Good point, hope he caught this in time!
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Old 04-26-07, 12:43 PM   #353
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I read here somewhere that there is a registry key that needs to be removed also for a clean install?

:hmm:
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Old 04-26-07, 02:07 PM   #354
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Quote:
Originally Posted by Herr Karl
I read here somewhere that there is a registry key that needs to be removed also for a clean install?

:hmm:
I have seen this theory floated. I would like to see exactly what the registry entry is that would cause a runtime problem. The reinstall will simply overwrite whatever is there. I am seriously dubious.
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Old 04-26-07, 02:17 PM   #355
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Quote:
Originally Posted by Herr Karl
I read here somewhere that there is a registry key that needs to be removed also for a clean install?

:hmm:
Many thought so in SH3 but it was found it was not needed. At any rate, a good registry cleaner program is always a help not only with games but everything. I use RegCleaner. Works well.
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Old 04-26-07, 03:04 PM   #356
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Silent Hunter 4 - Bug list - Version 4 (Yup I work in hex)

Changelog 4

Added an issue 72)
Removed issue 23) - see 29)
Issue 25) is now combined with issue 37)
Added link - issue 6)
Added note - issue 25)
Added 6 no. provisional issues
Updated 23) - more information.
Updated 23) - partial workaround.

Changelog 3e-3f
Moved a provisional issue to confirmed issue 71)
Added 2 Provisional issues – Crew recruitment problems and Default Ensigns missing
More information added to 29) The deck gun and AA gun can be repaired but only when crewed.


Changelog 3d-3e
Added “Query” section at end – NEED FEEDBACK!!
Issue 11) has been removed.. Issue 31) provides more detailed information.
Issue 63) removed.
Updated 6), 14), 29), 30), 31) 35) 46) and 69) with additional information
Added possible mod fix for 2)
Item 27) and 37) wording changed.
Moved a provisional item to confirmed issue 69)
Added 1 provisional item
Added issue 70)


Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b – 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 – 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.


1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/show...289#post508289 ]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn’t scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don’t often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an “on/off” problem with the searchlights, he found the switching off volumetric fog fixed the problem.]

See also 23)

7) Removed.

8) Chronometer still doesn’t work as described in the manual. “The Chronometer bug”

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) Removed.

12)
Removed.

13) Removed

14) Dive planes don’t even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon – not seen this, Subman1 – not seen this.]
[This is probably linked to issue 70) saving the game when submerged]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon – no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn’t turn on.
[Feature request – more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/show...289#post508289 ]

20) Hydrophones still do not work at periscope depth.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back – see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 and this http://www.subsim.com/radioroom/showthread.php?t=112853
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]

Early war AI doesn’t see the periscope very often, At night searchlights don’t lock on – feature or bug?
There is a partial workaround mod for “lazy destroyers” however the author suggests that there is a hard coded problem:
http://www.subsim.com/radioroom/showthread.php?t=113232

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25)
Combined with issue 37)

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate – does this break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues - External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren’t before etc..

29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion.

30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub – mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) “The Message log delay problem.”
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas “Sub on rails”. The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it’s in the wrong place.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis – Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
“Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results.”
http://www.subsim.com/radioroom/show...112193&page=15

37)
Feature request -Please provide the ability to open all tube doors with sound effect.
[There is a mod which does fix/workaround his issue]

38) Fix the radar and sonar.
[There may be a mod fix for this.. ]

39) Campaign retirement – feature or bug? Suggestion that it should be optional.

40) Aircraft. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model – Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn’t do a full rotation and it doesn’t rotate underwater?

44) You can’t click on crew members to go to their station – like you could in SH3.

45) Crew sometimes don’t seem to verbally acknowledge orders.

46) Clouds are far too speedy. Also clouds sometimes don’t slow down when dropping out of accelerated time.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn’t allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system “bugs”. Many users report crewmembers eyes vanish.
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics – the rev counters don’t work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore – no slots for crew.
[Not verified although I have seen this mentioned more than once]

61) A few people have mentioned that they sometimes can’t end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/show...112193&page=15
[It is possible that their home port has been moved without them noticing]

62) Radio messages can be received underwater.

63) Removed.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than “Medium Old Tanker” etc..

66) Log book does not track items correctly – all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display – confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994, http://www.subsim.com/radioroom/showthread.php?t=112684

69) Watch officer sometimes freezes up with arms outstretched – confirmed by another user. Picture here:
[ http://www.subsim.com/radioroom/show...#post512457%5D ]

70) Saving the game when underwater. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.

71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board.


72) Confirmed issue: It is possible to manually man the deck gun in rough seas but not crew the deck gun.


Provisional not included, need confirmation:

a) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.


b) Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable.

c) There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment.


d) Rudder not shown on damage screen, is it possible for it to be destroyed without notification?

e) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be!

f) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpdoes which do blow up are not reported as duds.

g) Crewmember’s head through roof! http://www.subsim.com/radioroom/show...&postcount=335

h) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator’s wheel I stuck!

i) The main or observation periscope does not rotate in external view, always points forward.

j) 1280x720 resolution is not available/doesn’t work.


Query:

Can anyone confirm that item 61) is actually a bug?

Issue 38) Fix the radar and sonar,... There are other issues which refer to this 2) 19) 67) and 68).. Can someone provide a detailed explanation on what needs fixing that isn’t covered (if anything)? Thanks for the feedback so far!

If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I’ll include them in the next (exciting instalment)


Thanks for the PMs of support peeps, you know who you are

I am STILL hoping that this bug list is approaching final for issues since patch 1.2.
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Old 04-26-07, 03:17 PM   #357
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I'm not sure if this is a bug or not...but my hydrophone is picking up sampans and such that dont have engines or props! Its listed as "merchant". I don't think we should be able to "hear" sailing vessels (perhaps combine with bug number 37)
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Old 04-26-07, 03:33 PM   #358
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Quote:
Originally Posted by jhelix70
I'm not sure if this is a bug or not...but my hydrophone is picking up sampans and such that dont have engines or props! Its listed as "merchant". I don't think we should be able to "hear" sailing vessels (perhaps combine with bug number 37)
I know that at some point most of them had engines.. But apparently they weren't used when on sail.. Anyone else care to comment?
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Old 04-26-07, 03:43 PM   #359
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Quote:
Originally Posted by DragonRR1
72) Confirmed issue: It is possible to manually man the deck gun in rough seas but not crew the deck gun.
Just so you know, this also applies to the AA guns.

Personally, I would word it like this:

"Player can fire the deck gun and the AA guns with no crew at the station."
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Old 04-26-07, 03:55 PM   #360
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Bug: no crew on the deck of the Coastal Composite Freighter and Small Split Freighter.
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