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03-22-10, 07:25 PM | #631 |
Stowaway
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Now dont get me wrong, this game has a big future. The truth is UBI should never have released SH5 in an uncompleted state. Ok looking back when Sh111 was released it had issues, but I think they were dealt with fairly quickly. This does not, now, seem to be the case. And I'm quite perplexed by Ubi's stance. I feel that the modding communities role is to improve on a game not complete it. However given time and much work SH5 will be playable and yes we can all enjoy the great eye candy etc etc. But for now it will only live in my game folder. I am envious of all you udder guys an gals for perservering with the game in its current state but alas my years (58)and mental state () I just don't have the patience.
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03-23-10, 05:28 AM | #632 |
Sailor man
Join Date: Mar 2007
Posts: 50
Downloads: 8
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Is there a fix made for the problem that the U-boats cannot maintain depth?
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03-23-10, 12:10 PM | #633 |
Mate
Join Date: Mar 2010
Location: Near the port of Rotterdam
Posts: 59
Downloads: 77
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- Tap dancing through the sub. Sometimes when I get off a ladder I start to run like crazy (sounds like tap dancing ). Looks to me like two times the normal running speed. TC on 1 btw.
- Diving and sinking. I don't know whether my sub can't dive below periscope depth or it's a bug, because when i do so i will get damaged and sink eventually - Random sinking. Sometimes when I'm cruising on periscope depth, enough meters under keel, it just go like BOEM 'We're flooding!', 'Radio damaged sir, periscope damaged sir'. Sleeping with the fishes... - Wrong data on the Stadimeter. Although I'm not sure if that's a bug or just my fault (newb ). - Rig for silent running. Now and then mister Pirate just refuses it! Also not sure who's fault it is - The crew stays on the deck while on periscope depth |
03-23-10, 02:36 PM | #634 | |
The Old Man
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Quote:
-TheBeast |
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03-23-10, 03:39 PM | #635 | |
Eternal Patrol
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Quote:
Are you by chance a Marx Brothers fan?
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03-23-10, 04:25 PM | #636 |
Captain
Join Date: Mar 2007
Posts: 508
Downloads: 104
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Muted engine sounds
I've read some posts suggesting the engine sounds may be too loud in some cases, but I find that - stock, or no matter which sound mod I use - I can barely hear the engines at all. Even standing in the middle of the engine room running at half speed it's quite muted, while all other sounds are loud and clear.
My sound card is an Auzentech Prelude (a relatively high end card based on the x-fi chip) which should be quite capable of handling as many sound channels as the game can throw at it, but even adjusting that setting downward has no effect. The wav files themselves play just fine through Winamp, BTW. Any suggestions appreciated. JD |
03-23-10, 04:37 PM | #637 |
Captain
Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
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The engine sound is fine except that it only increases in volume when increasing speed instead of pitch. It sounds as if at the same RPM, but just louder when going to faster speed.
But thats something the devs will have fix cause it's how the hard coded stuff is using the sound file. Or heck I dont know, could be some cfg file somewhere that may contain instruction for how the sound file is used. Last night I was running at flank and the RPM sounds the same as slow speed, just much much louder and I usually have to turn the volume down cause it's annoyingly loud. And then turn it back up to hear them at all when going back to slower speed.
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03-23-10, 06:15 PM | #638 |
Captain
Join Date: Mar 2007
Posts: 508
Downloads: 104
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No "progressive" damage?
Another thing I noticed is that ships hit by torpedos (that don't sink immediately) don't seem to take "progressive" damage. I would expect increasing flood and fire damage damage over time - at least on merchants where damage control and compatmentation was not as advanced/robust as what you would find on warships - but that doesn't seem to be the case. They seem to take initial damage and that's it. If the initial damage was not enough to sink them, they just stay afloat forever.
Has anyone else noticed this, or perhaps had a different experience? JD |
03-23-10, 09:05 PM | #639 | |
Silent Hunter
Join Date: Aug 2006
Posts: 3,528
Downloads: 117
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Just had a really odd bug. I had a waypoint set that ended near Bergen. I switched to first person view from the bridge and set TC to 32x. I then went and watched a movie, assuming that should we spot anything I'd hear my lookouts call it out.
2 hours or so later I sit back down at my PC and I'm steaming along, night had fallen in game. I bring up the map to see where I am so far. Suddenly my engines turn off and my navigator calls out "we've reached the last waypoint!". Seems pretty odd that I'd timed it perfectly. Except the map shows that I've sailed 1300km+ north from there my waypoint was!!! The waypoint didn't get triggered while in 3D view and under Time Compression. Quote:
http://www.subsim.com/radioroom/showthread.php?t=164953 |
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03-23-10, 09:26 PM | #640 | |
Samurai Navy
Join Date: Mar 2010
Posts: 592
Downloads: 199
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Quote:
We then sank straight to the bottom. |
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03-23-10, 11:57 PM | #641 |
Swabbie
Join Date: Mar 2010
Posts: 13
Downloads: 18
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cant pass the damn mission. british coast merchant killing one. no matter what i do i can never progress. bar never goes up. and yes im killing them in the right place
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03-24-10, 07:38 AM | #642 | |
Seasoned Skipper
Join Date: Dec 2008
Location: Arizona
Posts: 665
Downloads: 104
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Quote:
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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03-24-10, 11:30 AM | #643 |
Sparky
Join Date: Apr 2006
Location: New Mexico, USA
Posts: 151
Downloads: 20
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Vichy Prior to July 1940?
Anyone docked in Marseilles or Toulon prior to July 1940?
They are showing as Axis ports in October 1939. |
03-24-10, 02:55 PM | #644 |
Grey Wolf
Join Date: Feb 2009
Posts: 994
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1. Ramming:
Some users reports problem with ramming: after ramming uboat is undamaged (known bug in SH3: ramming at observation station was not effective) . Please remember that ramming was very destructive for destroyers or corvettes. 2. Undersea rocks Is impossible to hit with the undersea rocks. Implementation of collision mechanism should generate new effect for uboat: hull damage ratio, leaks, noise which can be detected by enemy escort. Of course effect of this issues should be depended from uboat speed. 3. Bottom layer Is impossible to lie or to hit on the bottom of sea. Implementation of collision mechanism should generate new effect for uboat: detention of ship in sand, and problem with releasing with the trap (fast reverse engine, dropping ballast) caused high noise and loss stability.
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03-25-10, 05:04 AM | #645 | |
Seasoned Skipper
Join Date: Dec 2008
Location: Arizona
Posts: 665
Downloads: 104
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Quote:
__________________
Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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