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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#391 | |
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
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Some of your problem may be in your RAM? Win XP does not like 4 Gigs of random access memory and will cause conflicks. Take out one gig and then see what happens. You want 4 gigs Ram ( or more ) change over to Vista.
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#392 |
Pacific Thunder
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33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.
Moon phases (I have eyes) but more importantly Moonrise and Moonset times would be nice for dropping off Agents... less chance of being spotted and could time the dropoff time/date for No moonlight conditions. Also could time night surface attacks etc for total darkness. 39) Campaign retirement – feature or bug? Suggestion that it should be optional. Agreed, please make retirement optional. Thanks, |
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#393 | |
Medic
![]() Join Date: Jun 2003
Location: Boise, ID
Posts: 159
Downloads: 42
Uploads: 0
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I'm not sure where you got your information, but it's not accurate. XP has no problems with 4 gigs of RAM. It's only when you exceed 4 gigs (for which you need a 64-bit machine and a 64-bit OS) that there would be an issue. I've run numerous machines, both servers and workstations, for years with 4 gigs of memory and never seen an issue.
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System specs:Ryzen 9 7900x, Gigabyte 4080 |
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#394 | ||
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
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I received this information over two years ago via phone straight from the horses mouth..............as in M$. Go figure. ![]() Other than that all I personally know is at present my Asus A7N8X Deluxe REv 2.0 motherboard will only support 3 Gigs and thats what shes got. My bad then. ![]() ![]()
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#395 | ||
Nub
![]() Join Date: May 2005
Posts: 4
Downloads: 0
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Windows XP Home Edition does have an issue with too much RAM, which I was aware of. Under Start>My Computer> Properties, Windows will only recognize that my system has 3.25 Gb of RAM. However, it has never caused any problems. Windows XP Home does not recommend using more than 3 Gb. Again, I've never had an issue with the 4 Gb in the past. All that being said, I removed 2 Gb of RAM (they work in pairs) and I am still having an issue re-loading saved games. Which I am somewhat happy about, as I need more than 2 Gb of RAM to enable my video card SLI configuration. If scaling back to 2 Gb had worked, I'd have had a little dilemma on my hands. Thanks for the suggestion though. I appreciate it. |
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#396 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,848
Downloads: 171
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@ Sub Libertate Quietem, Spectre-63 & Elder-Pirate, I have just had a discussion on this issue when you have 4gig & 3 gig only shows, on some computers in the bios there is a setting for "memory hole", enable this if you have the option & should now have 4 gig! (so I have been told).
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Sub captains go down with their ship! |
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#397 |
Watch
![]() Join Date: Aug 2003
Location: Cooloongup, Western Australia, Australia
Posts: 23
Downloads: 16
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The issues I've had since installing Patch 1.2:
1. I've had about 3 critical CTBGBSOD (Crash To The Bill Gates Blue Screen Of Death) where the machine commences to do a memory dump before rebooting. ![]() ![]() ![]() ![]() 2. Using the S-18 in Career Mode, moving to Surabaya after the fall of Manila. When Java falls can not return to Surabaya as it obviously becomes Japanese. If I try to go to Fremantle or Brisbane as alternates I only get the option to Refit or Postpone. I don't have the option to End Patrol. 3. Some vessels seem to brush off Torpedo hits as if nothing has happened (rare) while medium composites take upto 3 hits to sink, seems over the top. I don't have Torpedo tracking but that doesn't really bother me, everything else sems to work fine. Even with the above issues I'm really enjoying SH4.
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"It wasn't like this on 206" HMAS Wollongong - Heed the Call ![]() Fremantle Class Patrol Boats - the end of an era. |
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#398 | ||
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
Posts: 568
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http://forums.ubi.com/eve/forums/a/t...5/m/2721069455 By the way: Quote:
Can you update this thread to the new one: http://www.subsim.com/radioroom/show...755#post517755 Thanks!
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#399 | |
Medic
![]() Join Date: Jun 2003
Location: Boise, ID
Posts: 159
Downloads: 42
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System specs:Ryzen 9 7900x, Gigabyte 4080 |
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#400 |
Officer
![]() Join Date: Mar 2007
Location: UK
Posts: 246
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This is a minor updated version a 4a, hence 4a+, the changes are mainly to issue 20)
Silent Hunter 4 - Bug list v4a+ Changelog 4a+ Updated 20) More information Updated 56) More information Updated 72) More information Updated 47) More information Updated 45) More information Updated 23) More information Added issue 73) Added issue 74) Added issue 77) Escalated 2 no. Provisional issues to issues 75) and 76) Added 6 no. Provisional issues Added Player help/information section. 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/showthread.php?p=508289#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/showthread.php?p=508289#post508289 ] 20) Hydrophones still do not work at periscope depth. Jungman wrote: Change a value -9 to -4 inside Sensors_sub_US.sim the MaxSensorHeight of the hydrophones. Now you can hear it yourself and your crew. This allows it to work in more shallow water. See various threads. Easy fix. Some changed it less, some changed all three ocurrances. See Documis FTT Mod for an exact answer to what works best all around for all submarines. They have different sizes. Never proven if devs wanted this as a feature, or IRL you could use Hyrophones at shallow depth. After all, the Escorts hunting you use them on the surface. We agreee you should be able to use them 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 Another reference to the same problem here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455 Another here: http://forums.ubi.com/eve/forums/a/t...5/m/2721069455 [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 Updated version of Kakemann’s mod here: http://www.subsim.com/radioroom/showthread.php?p=517755#post517755 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/showthread.php?t=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. Sound man does not call out when a depth charge is dropped in the water. Sound man does not report when a destroyer is pinging the sub. 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. Note: Sampans, life boats and even downed pilots are picked up as contacts by the hydrophone. None of these have engines, needs fixing. In addition it appears that surface radar picks up Sampans which shouldn’t be radar reflective? 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. Many users report the striped map problem, screenshot here: http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1 [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/showthread.php?t=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/showthread.php?p=512457#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: Deck and AA guns problems: With crew assigned to the deck or AA guns they will fire at any target regardless of the weather conditions (Note that it isn’t always possible to get the crew to man the deck gun in rough seas). The player can fire the deck and AA guns manually without an assigned crew. Regardless of weather conditions AND regardless of whether the desk or AA guns have crew assigned the player is able to manually fire. According to the file for each boat the maximum wind speed allowed is 7m/s. 73) Some ship weapons are unable to fire: The Subchaser is unable to fire its main gun at all. If you mod the Subchaser to have a second gun in a raised position where the AA gun is it will fire this gun. The Akizuki DD has a similar issue, of the four guns it has only the two guns on the raised platforms actually fire. 74) It is well known that CTRL+N resets the weather – feature or bug? 75) 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. 76) 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. 77) The follow nearest contact button doesn’t light up when selected although the sonar man does follow the contact. Provisional not included, need confirmation: a) There should be Ensigns by default with the boat’s starting crew. The only Ensign on board is in the 1st watch sensors compartment. b) Rudder not shown on damage screen, is it possible for it to be destroyed without notification? c) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be! d) It is common to see torpedoes blowing up early – is this a feature? Comments so far are that this is realistic but the torpedoes which do blow up are not reported as duds. e) Crewmember’s head through roof! http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335 f) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator’s wheel I stuck! g) The main or observation periscope does not rotate in external view, always points forward. h) 1280x720 resolution is not available/doesn’t work. i) There is no visible crew on the deck of the Coastal Composite Freighter and the Small Split Freighter j) The bridge compass on the Gar class and possibly other subs if off by 90 degrees. k) The radar defaults to focus mode when the player moves to one of the displays. l) Some boats have no second man at the right hand dive planes station but rather somewhere else in the station. The slot gets filled only when battlestations is selected. Gar class boat left dive plane indicator points to dive when surfacing, right hand indicator mirrors so it points to nothing. Gar class boat – crewman MAY rotate the wheels the wrong way. m) If you leave the AA gun stations as the boat goes underwater the crew can be seen manning the AA gun underwater from the external view. n) Surface radar sweeps only at up to around 8x time compression (may be system dependent) at higher speeds the radar turns off. 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) Player help/Information: Many users report that they have CTDs with patch 1.2. Many, but not all, of these users have found that the following steps have helped to removed the CTDs (myself included) 1. Uninstall SH4 using the uninstaller. 2. Check to see whether the SH4 game folder still exists, if it does delete it. 3. Completely delete the SH4 user folder here C:\Documents and Settings\yourname\My Documents\SH4. 4. Reinstall SH4. Do not run it. 5. Apply only patch 1.2, if the CTD still persists go back to step 1 and try 1.1 patch followed by 1.2. Running the game with a NOCD crack is KNOWN to cause issues! Even if the game appears to work flawlessly you will almost certainly get issues like, striped nav maps, 2d crewmembers, headless bodies, inability to launch torpedoes at random times, problems with crash diving and keyboard shortcuts.Note to Devs - there is still a probable issue with protection kicking in for clean players. There is an explanation of crew efficiency by a developer here: http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4 Thanks for the PMs of support peeps, you know who you are ![]() I need confirmation of the remaining provisional issues so that they can be either removed or escalated |
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#401 |
Torpedoman
![]() Join Date: Apr 2005
Location: Michigan, USA
Posts: 119
Downloads: 33
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Regarding #20:
The hydrophones on my Gar class boat work just fine at periscope depth. I verified it just now before posting. I'm not sure what their effective range is supposed to be, but they do seem a little short in that regard. That or I just haven't had an opportunity to pick up a contact nearer their maximum range yet. |
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#402 |
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
Uploads: 0
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Getting ridiculous now.
First of all here are all the Mods that I have and at the time of this possible bug. ( I say bug because I do not believe it is my computers fault nor the Mods that are loaded. ( Yeah where have you heard that before
![]() Crusing along the coast of a Japanese island ( NNE of main island ) I was having an excedrin headache with Zeros. I had a very good AA operator rated at 96 with guns and he was knocking them down like flies,never had a shell hit the sub or bomb when a bomber came along. In fact the AA gunner was racking up so may destroyed planes that I think the guy was enjoying himself. ![]() ![]() It is 10:49 ( ck right lower corner ) and the stern is below water in seas of 7 meters per sec. There is no watch nor is the AA operator at the AA gun. There has not been a dive of any sort for at least 24 hours but the depth gauge shows 27 feet instead of 15 feet. I checked the management station ( F10 ) also at 10:49, it shows the AA gunner off duty,I never authorized this but if Sim thinks Sub is diving then AA gunner is off the gun and I never gave the dive order. The weather is fairly calm so that could not have messed things up. ![]() I noticed that the on duty crew was in poor shape except the watch and AA gunner whom were off duty. Possibly because of the crew on duty being in poor shape I may have saved a game 1/2 hour before or after the shift changes and that will screw them up for sleep. Even if I did that does'nt explain why the boats bulkheads are filling with water ( if they are but not showing it ). On the above pic ( or below pic ) there is no indication of flooding or anything wrong with the boat. Here ( still at 10:49 ) is a pic of "Damage Management" ( Y key ): ![]() Pic shows not a thing wrong with the entire Sub but yet my a$$ is draging by 12 feet and even thats not enough for the watch and the AA gunner to go back to quarters. Back to F11 and we get this: ( only now its 10:52 and 26 feet dragging a$$ ![]() ![]() I thought maybe call "surface the boat" would do the trick but no dice, instead like an idiot I called for pariscope depth and of course the Sub now was like a solid rock and I said hello to Davey Jones. ![]() I say its a BUGGY mess and I'm about to call out my cat. ![]() ![]() ![]() Just kidding with the cat Devs for he's really a pussy cat ( groan ). ![]() OK somewhere along the line it may be my fault? Whats your opinion Captains? Should I be court marshalled and shot for flooding my boat, keelhauled or just hope the SH4 Devs fix it right.? ( If it is a bonafied bug that is? )
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#403 | |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
Posts: 568
Downloads: 29
Uploads: 0
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Try again. Here is the whole link as text (without http): forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455 Thanks a lot for adding the changes fast!
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#404 | ||
Watch
![]() Join Date: Aug 2003
Location: Cooloongup, Western Australia, Australia
Posts: 23
Downloads: 16
Uploads: 0
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"It wasn't like this on 206" HMAS Wollongong - Heed the Call ![]() Fremantle Class Patrol Boats - the end of an era. |
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#405 |
Planesman
![]() Join Date: Apr 2007
Posts: 192
Downloads: 17
Uploads: 0
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Here's my encountered bug list (patched to 1.2). I'm sure it's repetitive with what other people have already posted, but at the very least it should confirm people's experiences:
* Frequently encounter "clunking" noise when decelerating from time compression. Only heard at time=1. Persists until game is saved and reloaded. * Bow planes always remain in up (or sometimes 3/4 up) position after a loading a game that was saved while submerged. Resaving while surfaced and reloading will make bow planes work properly again. * 1st Watch often incurs fatigue (often to 90%+) after loading a saved game. No reasonably explanation. Never affects other watches. * SD radar either doesn't work properly or it isn't clear how it's supposed to work. * Manual range finder does not provide accurate solutions for most Japanese ships. From what I read, this may be due to incorrect data (fixable with mods) as well as missing conversion from meters to yards when using Imperial measurements (not fixable without patch). * Chronometer cannot be used to measure speed. * No radio message to inform sub when home base is changed. * Upon loading a saved game, the radio repeats all news reports and other "events" from the start date of the patrol, including repeat log entries. This is quite annoying and ruins the intended immersion effect. * Convoy escorts seem very passive and ineffectual. Many surface ships, such as battleships, do not seem to fire on surfaced subs. Ships in port do not "awaken" when attacked, as they did in SH3 -- in fact, nobody seems to react at all (you would expect the entire port to go berserk and light up like a X-mas tree if a carrier or battleship suddenly blew up). These are the main issues I have encountered that I consider "serious" and should be addressed ASAP. I realize that some can be modded, and I have done so, but I figure they are worth mentioning so 1.3 includes fixes. |
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