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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
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Thank you Neal for the great news
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#47 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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This is great news, thanks Neal.
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#48 |
Planesman
![]() Join Date: Aug 2007
Location: Russia
Posts: 187
Downloads: 182
Uploads: 4
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They should fix the issues with non-working magnetic detonators asap.
And I don't see this in the list of 1.2 fixes... |
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#49 | |
Stinking drunk in Trinidad
![]() Join Date: Jan 2010
Posts: 349
Downloads: 0
Uploads: 0
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Unfortunately I must say SHV was worth the first look already before patch two, and surely is even more interesting after the next patch. Pretty much like ACII or Settlers 7 may be great games. But there remains one "bug" that doesn't seem to be patched out. So patience remains the virtue of the time.
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Scientific facts are not determined by the opinion of the majority, nor by a democratic vote. |
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#50 | |||
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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#51 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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That little snafu got me on day 1 of release. I chose my mission and while still at the briefing map plotted my course out through the canal etc. Got in the ship... and the course was gone. This just removes the ability to do that so you dont waste your time. |
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#52 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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#53 |
Commodore
![]() Join Date: Dec 2009
Location: My House
Posts: 608
Downloads: 161
Uploads: 0
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Thanks, I with their server would be up!!!
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#54 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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My wish list, mods or patches:
1) Remove the ability to see ships wakes through high swells 2) Remove the ships reflections seen on the water for 15 km 3) Fix the hydrophone, we want to add contacts and hear contacts much closer, range is off 4) Bring sub nets and mines back, even land ordnance would be nice 5) The radar works like crap, the range is off as well 6) Enemy ship AI improved, increase depth charge damage radius 7) Fix ships steering into land and running aground 8) Better aircraft AI, more aggressive. 9) To be able to actually sit on the bottom of the ocean, dead stop.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#55 |
Lieutenant
![]() Join Date: May 2009
Location: Romania
Posts: 259
Downloads: 94
Uploads: 0
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#56 |
Weps
![]() Join Date: Apr 2005
Posts: 359
Downloads: 46
Uploads: 0
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#57 |
The Old Man
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That's quite a fix list
![]() 1 - target damage resetting when loading a game 2 - ships respawning when loading a game 3 - escorts resetting when loading a game |
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#58 |
Shark above Space Chicken
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Works for me as I just tried it at 9:47 PST.
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"However vast the darkness, we must provide our own light." Stanley Kubrick "Tomorrow belongs to those who can hear it coming." David Bowie |
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#59 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Sorry should have noted that I never play the campaign, simply active gameplay fixes.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#60 |
Bosun
![]() Join Date: Jul 2008
Location: Norway
Posts: 61
Downloads: 6
Uploads: 0
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From : http://forums.ubi.com/eve/forums/a/t...7/m/8261009648
The second SH5 patch will be released on April 12th. Below you can find the list of fixes/changes: •Fix for CO2 not being saved correctly •Fix for crew morale. •Fix for weather being reset to clear weather after load. •Fixes for crewmen showing under water under certain conditions •Fixes for ships exploding in ports for unapparent reasons or hitting the shore •Now waypoint tools are not accessible in bunker anymore •Compass added •Return to course added •Several fixes to ship recognition manual •Depth under keel added •Morale reaching 0 bug fixed •Several crew abilities (like man the deck gun and man the flack gun don’t cost morale anymore) •Several crew animation and interaction fixes •Fixed performance problems inside submarine •Shadow optimizations •Fixed very slow eye light adaptation after a lost device (alt-tab) •Fixed selection contour being visible when a character was already selected •Fixed a bug where the moon was closer than it should •Fixed a bug where the sun disk would be visible underneath thick cloud cover •Environmental lighting and effects improvements •Improvements on particle performance on single core processors •Fixed torpedo doors •Fixed torpedo propeller (not turning) •Fixed electric torpedoes trail •Fixed spawn radius for some convoys (previously spawned on the shore) •Fixed several dials that were not working inside the submarine •Ports in the north Africa in the German territory are under enemy occupation •South Africa supplies: The existence of another ship that looks identically with the targeted one may generate confusion •No more crewmen on burning ships •Fixed a bug where the player can get stuck in the sub's outer hatch geometry •Crewmen on deck change clothes during bad weather •German language localization fixes And of course NO hydrophone fix, argh! |
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