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Old 04-02-07, 09:22 AM   #676
aurgolo
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Default Bugs reported

According to my experience with SH4 I confirm the folliwing bugs:

lack of audio voice overs/confirmation from the crew (only for some commands like: all man to batlle station)

I do not find the plot course tool on the nav map, it is necessary go down and click on the HUD icon

Batteries life seems to be too short (only 2-3 hours with S-Type ahead slow)

No voice for "deepth under kneel...."

Confirm that conning tower blinks like a xmas tree and do not understand which tubes are open and which not (fundamental for a good shoot)

Not easy to lock a target for automatic solution calculation. If press L you only lock a target on the scope but do not transmit data to TDC for automatic calculation (I would like to know how.....SH3 was very easy, just click L and fire....)

ciao

Andrea
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Old 04-02-07, 10:07 AM   #677
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Quote:
Originally Posted by Cougar_DK
I did't see this mentioned at the first post so here is a little thing I found yester day... I't seems that I somehow gets magically re-armed with forward torps even though I have no in stock....?

I have a savegame if any wants to see it.... couldn't figure out how to find the correct save game folder....

I believe what is happening here is as soon as the previous torp is fired, another torp is removed from the reserves for loading, even though only 1 torpedo can be loaded at a time. For example, if I have 4 torpedos in the tubes, and 4 in the reserves, and I fire all 4 loaded torps at once, I will have zero torpedos in the reserves, but I will only see one torpedo loading.

Not a bug, but not how this should be handled either, as it is confusing.
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Old 04-02-07, 10:20 AM   #678
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The porpiose class seems not to have operative radar despite there being the station present and also a rotating radar antenna visible from the bridge.

This is just a glitch but the rotation is apparently animated in a loop but the loop points are set incorrectly: it does a little 'jump' at each rotation. Easier to see if you speed up to 16x or so.

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Old 04-02-07, 11:12 AM   #679
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-the following campaign layer is entirely blank: 42b_Jap_SubHunters
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Old 04-02-07, 11:32 AM   #680
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I save my game while on patrol. I'm running at 2/3. When I load up my saved game my boat is still on top but the engines are at full stop! Irritating and it happens every time. But, frankly, I dunno if this is a bug or a feature, maybe.
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Old 04-02-07, 12:03 PM   #681
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Another 'quirky' feature: on the 4-hour mark a shrill whistle and an announcement over the boat's public address system announce the change of watch.

When rigged for silent running a captain might reasonably expect this to be carried out some other way

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Old 04-02-07, 12:10 PM   #682
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"...I believe what is happening here is as soon as the previous torp is fired, another torp is removed from the reserves for loading, even though only 1 torpedo can be loaded at a time. For example, if I have 4 torpedos in the tubes, and 4 in the reserves, and I fire all 4 loaded torps at once, I will have zero torpedos in the reserves, but I will only see one torpedo loading..."

Do you have Fast Loading on the torpedos? Try realistic.
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Old 04-02-07, 12:57 PM   #683
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Default My top 5 issues

Dont know if these have been posted yet, just adding my 2 cents.

These are my top 5 issues:

1.) All radar seems to quit for the remainder of a patrol the instant you achieve your primary mission in a career game. This is a MAJOR pisser to me.

2.) Torpedo track lines and salvo angle lines, torpedo time, etc.. in the attack (tdc) map view. They all disappear at some point. Not sure why, but its annoying.

3.) Much talked about problems with the TDC

4.)There seems to be a bug in the damage system which ive come to think of as a domino effect. If a torpedo hits my sub's engine room, blows out the bulkhead and the compartment floods, and probably dragging me down. Ok.. thats fine. The problem is the chain reaction that seems to start with the rest of the sub in compartments totally unrelated to the damaged area the instant you try and submerge again. A totally unuseable compartment that will drag you down to the bottom is one thing, but having all the other undamaged compartments fold like a stack of domino's is another.

5.) much talked about graphical issues revolving around crisp imagery.
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Old 04-02-07, 01:50 PM   #684
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Default Damage Model Glitch?

I didn't see this mentioned up top but had some time to play today during lunch and ran into a small task force. Saw two nice juicy transport ships and was lined up perfectly for them. They had 4-5 escorts. So I let loose 4 torpedos and hit with all of them. The escorts are adequately pissed off and start pinging away and find me quickly. Meanwhile, I dove to 300' dropped a decoy and was cruising at 5 knots. One of the DD makes a run on me and manages to damage my deck gun and decoy deployer. I passed the thermal layer and continue to go down. I recheck damage control and see no signs of flooding or bulk head damage, just the decoy deployer and deck gun. But my sub will not raise nor stablize and continues to sink. At 450' I start to get nervous and hit blow all balast. The sub starts to rise, thank god, and then I choose to level off at 260' upon which the sub begins to sink again... so I continue to do this, blow balast and level off and sink for the next 25 minutes of real time. Meanwhile, the damage control crew seems to ignore the only thing they can repair, the decoy deployer and this just keeps on going this way. So my question is, is this correct? My sub, from outside view, has the stern lower than the bow, indicating to me that I've taken on water but my crew is clueless about it and there's nothing I can do. Any suggestions? Thanks.
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Old 04-02-07, 02:55 PM   #685
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Quote:
Originally Posted by 609_Avatar
I didn't see this mentioned up top but had some time to play today during lunch and ran into a small task force. Saw two nice juicy transport ships and was lined up perfectly for them. They had 4-5 escorts. So I let loose 4 torpedos and hit with all of them. The escorts are adequately pissed off and start pinging away and find me quickly. Meanwhile, I dove to 300' dropped a decoy and was cruising at 5 knots. One of the DD makes a run on me and manages to damage my deck gun and decoy deployer. I passed the thermal layer and continue to go down. I recheck damage control and see no signs of flooding or bulk head damage, just the decoy deployer and deck gun. But my sub will not raise nor stablize and continues to sink. At 450' I start to get nervous and hit blow all balast. The sub starts to rise, thank god, and then I choose to level off at 260' upon which the sub begins to sink again... so I continue to do this, blow balast and level off and sink for the next 25 minutes of real time. Meanwhile, the damage control crew seems to ignore the only thing they can repair, the decoy deployer and this just keeps on going this way. So my question is, is this correct? My sub, from outside view, has the stern lower than the bow, indicating to me that I've taken on water but my crew is clueless about it and there's nothing I can do. Any suggestions? Thanks.
What sub class? I had the same thing happen in an S-18 class (as is described earlier in this thread).
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Old 04-02-07, 02:59 PM   #686
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Quote:
Originally Posted by akdavis
What sub class? I had the same thing happen in an S-18 class (as is described earlier in this thread).
Tambor class. I haven't read all the posts in this thread yet but did read the synopsis looking for this. So you had the same thing happen to you too? Still curious if this is a feature or not... Are we the only two to experience this then? S!
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Old 04-02-07, 03:13 PM   #687
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Quote:
Originally Posted by 609_Avatar
Quote:
Originally Posted by akdavis
What sub class? I had the same thing happen in an S-18 class (as is described earlier in this thread).
Tambor class. I haven't read all the posts in this thread yet but did read the synopsis looking for this. So you had the same thing happen to you too? Still curious if this is a feature or not... Are we the only two to experience this then? S!
No, someone else reported the same with another S-class. I thought it was confined to the S-class, but apparently not. Definitely not a feature. When it happened to me (only deck gun and decoy damaged from air attack just after crash dive), I was able hang my sub near vertical in the water, cruise around at periscope depth with the sub at a 45 degree angle and my bow completely clear of the water, yet still surface and float entirely normally (which would suggest there was not an actual buoyancy problem due to damage simply not displayed).

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Old 04-02-07, 04:00 PM   #688
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I'm sure this has been mentioned

My sub can FLY.....well I hit my first MAJOR storm 15m waves and a howling wind...No rain....Thought i would go top side for a look around...You know i really do like this Sim but the more I see people finding little glitches one wonders "How the heck are they going to fix all this"!!!

Submarines have NO SEA KEEPING qualities of any sorts apart from a little up n' down....So when you get into a big storm, your sub travels in a straight line and when you hit a trough, you would think here's a biggie bow splash....NADA...My sub can FLY..It just stays parallel...No up down..No side to side...Its like I'm skating in ice....But in a Force Ten gale...And what makes it all the more frustrating is JUST how awesomely good the new wave action is!!!!...I mean it's beautiful, and yet I get no excitement from it...Unlike SH3 where you do pitch and roll...I'm feeling deflated. These beautiful pitching, awesome physical wave motions....And MY bloody sub does not obey the law of physics.





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Old 04-02-07, 04:10 PM   #689
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Default Parachute identified as a ship

I did a search and didn't find any ref to "parachutes" so I'm hoping I'm not repeating a bug here.

Every time I shot down an aircraft I would hear "Ship spotted....short range" etc with a bearing. In a panic I would immediately look around (and go to external view because the conning tower blocks your view also) but couldn't find any ships anywhere near me. I realised that the bearing and range given by my crew ALWAYS coincided with a parachute location!!!! I've verified this a couple of times now. As soon as the pilot bails out of a shot down aircraft my crew will sing out "ship spotted.....".

The rubber raft noise has been noted before but has the fact that it capsizes very easily been mentioned? This has happened twice (I got the same mission twice in a row in my career, Okinawa in 1942?? Oops!). Anyway, to their credit those Marines continued paddling their raft upside down, heads in the water, LOL.

And why does the stopwatch appear during timewarp, that serves no purpose!??!
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Old 04-02-07, 04:19 PM   #690
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Heres another intresting bug after laoding a game(campaign) what happens is ur usally stopped which we all know about hwo ever for some reason the AI refuses to follow the laid out course. The only way it work is if you go to ahead full rub the entire plotted course out then plot a new course then hit follow plotted course just thought i would let ya know that it wont follow a saved plotted course.
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