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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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For example:
the moon will change it's cycle after a save is loaded when the moon is up from maybe a full moon to a half moon. Damage effect's on ships from holes to fire's and so forth are not carried over in the save's Crew still has sleep efficiancy problems when a save is loaded. Dosn't remember your at silent running weather environment changes and or dosn't carry over in a save or causes a weather loop so it will not change for longer period's of time. dive planes do not work properly unless a save is made and loaded from a surface condition. Last edited by leovampire; 09-23-07 at 06:44 PM. |
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#47 |
Frogman
![]() Join Date: Mar 2007
Location: belgium
Posts: 297
Downloads: 125
Uploads: 0
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I had a few times that the hole crew was a sleep all the sudden (including the watchcrew).
Ditn't been on battlestations and forget to secure from it or anything else what could give an possible explenation. Swapping the watchcrew with another solves the problem and wasn't a real problem till now , because it always happend with no enemy nearby.....like i said ...till now ![]() couldn't be that the music on my radio makes them sleepy...GI JIVE ..BIG BANDS....etc..:rotfl:
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#48 |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
Downloads: 3
Uploads: 0
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I HAVE been using mods. My list posted originally is despite the work of modders.
I find it hard to believe people aren't complaining about the AI. To me, it is abysmal. I remember seeing some threads about the state of the game, and the suggestion that the developers were "forced" to release the game when they knew it wasn't finished (although they signed the contract, so they agreed to the date in the first place, so they should have known what was possible....but that's another topic). I bring this up because the post I'm thinking of in particular suggested that the devs knew what they wanted to do but weren't able to do it. As far as I'm concerned, they should just finish it as planned. If that takes another 1, 2 or 5 patches I don't much care. I simply don't play it as it is - I find SHIII far superior in every respect that matters to me. Nor would I buy another SH game at shelf price, given SH2 and SH4 were pretty woeful as released (fool me once, shame on you....fool me twice, shame on me...and I've been fooled twice, so no way will I do so again). |
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#49 |
Navy Seal
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Bump!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#50 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Regarding multiplayer, it strikes me there needs to be a way to toggle off "instant success." Meaning that when a ship officially sinks, there should be a way to turn off all notification until you are in port/rtb/whatever.
This would be good for single play as well. I prefer fog of war. |
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#51 | |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#52 | ||
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
Downloads: 3
Uploads: 0
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Leiser und tödlicher edler Ritter der Tiefe ![]() ![]() Corsair Vengeance M70; ASUS Crosshair V Formula-Z; FX 8350; Asus 7870; Samsung SyncMaster 2243SWX; coolmax CUG950B 950w psu; 8GB Kingston HyperX DDR3; Corsair M4 SSD 128GB, WD 1TB; x18 DVR212D; 7SP1 |
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#53 |
Grey Wolf
![]() Join Date: Feb 2005
Location: southlyon michigan
Posts: 897
Downloads: 781
Uploads: 35
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the only thing i see that needs fixing is a return to base option and more lifeguard duties missions throught the game i have never seen one yet other than the lifeguard mission on the main page hope this helps
lt commander lare |
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#54 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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LukeFF is adding a bunch of lifeguard missions.
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#55 |
Medic
![]() Join Date: May 2006
Location: Near Lake Leman and Geneva, FRANCE
Posts: 162
Downloads: 150
Uploads: 0
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In sub sim sounds are very important.
Please UBISOFT restore the voice messages like "depth charge in a water", "destroyer in attack run", "enemy is pinging us", "enemy ship engaging us",... ![]() The simulation would be better... Jean |
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#56 |
Engineer
![]() Join Date: Apr 2005
Location: Shang Gri La
Posts: 219
Downloads: 61
Uploads: 0
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A look at the realistic physics of a BB, CV, or DD for that matter on a collision course and being able to stop dead in the water and even back up to let another pass..... This is as unrealistic as it gets.. A Sub skipper might blow a ships rudder and props to intentionally cause the "collision at sea".. I'd like that fixed if possible. Stupid to watch a CV and a BB on collision course both suddenly slow and stop or back up like dancers on a floor...
Like to get a few easy commands included into the behaviors like Decks awash to run with just the conning tower and induction at surface to allow for low profile running. As it sits now the game will only allow you to run that on battery. Many a skipper ran that way allowing battery charging and a stealthy surface configuration throughout the war... Ubi should fix this..... Debris release allowing one to deploy debris at depth to create confusion on attacking vessels.. Oil release allowing one to deploy fuel oil to creat a slick and confuse attacking vessels.. |
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#57 | ||
Ace of the deep .
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#58 |
Loader
![]() Join Date: Oct 2005
Location: paintsville,Kentucky,USA
Posts: 90
Downloads: 11
Uploads: 0
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The main reason I switched back to SH3 is that when your engines are destroyed or when you are out of fuel that there is no option at all to either be rescued/captured or to return to base. (In SH3 at least you could opt for the "return to base" option in a situation like that.
I can live with all the other flaws but this is imho the most important one to fix, especially when playing DiD (you don't want to reload a savegame because engines are destroyed ![]() ![]()
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![]() *Driving blindly on faith* |
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#59 |
Sonar Guy
![]() Join Date: May 2007
Location: Netherlands
Posts: 389
Downloads: 47
Uploads: 6
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Not sure if it is actually a bug or not......... but when modifying the armament in the .eqp file for the "Clemson" I replaced the two 4" guns between the funnels (Node name M02 and M03) with 25mm A.A., but only the starboard gun shows up. Tried this on three separate SH4 installations with separately made ships.
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Quamvis Patiens Acris My SH3/SH4 mods: http://www.gamefront.com/files/user/GerritJ9 |
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#60 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Some things I'd like to see fixed (sorry if they've already been posted here):
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