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Old 03-21-07, 09:50 AM   #61
Killjoy
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one I haven't seen mentioned that I noticed last night

NO NOTIFICATION OF 1/2 FUEL when you use timecompression
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Old 03-21-07, 09:58 AM   #62
nvdrifter
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Quote:
Originally Posted by Killjoy
one I haven't seen mentioned that I noticed last night

NO NOTIFICATION OF 1/2 FUEL when you use timecompression
There are almost no crew notifications at all in SH4. Ever play SH3? Lots of notifications in that game. Some important SH3 notifications that are missing in SH4:

-fuel at 50%; fuel at 25%
-fuel leaking
-we have flooding
-we're passing critical depth

Being on an SH4 sub is like sailing on a ghost ship.
 
Old 03-21-07, 10:02 AM   #63
Capt. D
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Totaly Unbelievable! And Disappointing!

Quote:
Originally Posted by Ragtag
1. Air compression level indicator does not work. It stays at 100/100 and does not decrease. Was forced to surface in the middle of a convoi and got sunk. VERY annoying.

2. Hitting evasive manouvre button does not work properly. Ship starts going at flank speed but does not start to turn. Not a big deal but still a bug.

3. After setting torpedo to contact only it jumps back to contact/magnetic after a short while. Kinda irritating when you wait for target to get into firing position.

4. Battery dies to fast when using compression? (not sure on this one).

5. Can't dock at Manila after patrol. No option popping up or anchor in upper right corner. VERY annoying since i had over 30k tons sunk.

6. Target speed measuring in manual TDC does not work at all. This is a REAL showstopper.

7. Sound loops when using "realistic sound travel" option. Not a big deal but still buggy.

8. After patrol looking at Captains log it says "No patrols yet".

This is my list for now
Excuse me please but I could no longer be still...

I am waiting for SHIV to be recieved at my local EB Games store so I can pick up my reserved copy????????? However, with all the comments in this thread and others I am wondering if it is not only not worth my money but also my time at this juncture?????

I realize that UBI is not Strategic Simulation Inc. - the original maker of Silent Hunter - though they may have purchased that company or the rights to SH. However what ever the situation one would think that UBI would have at least reviewed the original sim to see what and how submarine warfare in the Pacific within an AMERICAN submarine was modeled. A very simple case in point we USED and still use FEET and YARDS not METERS daaaaa. This is TOTALY inexcusable and shows the inefficiant research and understanding that the Devs had/have/done.

Complaints/issues concerning the use of sonar and radar stations and the ease of which to use them etc. Thanks to Neal and some others the bug at those stations has somewhat been solved - however again a simple review of SHI could clearly show a better hands on display then a 3D picture that is to double as the screen we use to determine targets etc.

Issues have risen regarding use of certain "stations" and no mention in the manual. Gosh can't UBI find the original manual of Silent Hunter? (I have one if they wish to borrow it - along with an Offical secrets and solutions book that came out). The original manual held much information regarding the sim - what is the issue in todays age about publishing a manual that is direct and helpful?

Having been in the world of retail for over 35 years it still puzzles me that companies produce and market merchandise that is not ready for the consurmer who works hard for their money and when they spend it wants a return on their investment that is justifiable for the expense. Either that or they return it and with gaming we know one can not return them once opened.

It seems to me - my opinion only - that UBI saw $$$$'s and - as has been mentioned in prior threads - using SHIII as a "base" decided to produce a new verision for the Pacific Theater and cut costs to ensure a bigger bottom line doing it this way. All the nice graphics in the world does not excuse the poor end results. Yes they had question and answer forums - yes they had video updates. All looked pretty and neat and the whole sub sim family has been waiting and waiting for it's arrival - talk about a marketing strategy! What a hook!!

Having said all that - yes I will make the purchase and yes I too will be dissappointed and frustrated - but I am also a die hard fan as we all are. My only hope is that the Devs sit back at UBI see what they have done get some "religion" and get the "fixs" out ASAP or UBI will go by the way side as many other companies who have fallen in the trap where $$$$$ are all what they see and not the product that will continue to get them the $$$$ if it is a good product.

Happy Hunting??????
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Old 03-21-07, 10:07 AM   #64
martin1004
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damn LOTS of bugs some really annoying.I can't imagine the game when watch crew can't even detect a ship thats 2000m away or fuel useage is like tanks would have holes in it
Only thing to do is to wait for the patch
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Old 03-21-07, 10:28 AM   #65
castorp345
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and why oh why are all ports on the map labelled in blue?
i mean it's good to know one's history and all (and assume that the designers do/did as well), but it sure would've been handy to be able to see at a glance which ports are friendly (blue) and which ports are not (red for enemy, grey for neutral)...
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Old 03-21-07, 10:36 AM   #66
catar M
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Quote:
Originally Posted by nvdrifter
Quote:
Originally Posted by Killjoy
one I haven't seen mentioned that I noticed last night

NO NOTIFICATION OF 1/2 FUEL when you use timecompression
There are almost no crew notifications at all in SH4. Ever play SH3? Lots of notifications in that game. Some important SH3 notifications that are missing in SH4:

-fuel at 50%; fuel at 25%
-fuel leaking
-we have flooding
-we're passing critical depth

Being on an SH4 sub is like sailing on a ghost ship.
You get a lots of notification from crew members in SH4..like"8,7,3,5" for no F.... reason what are they counting bananas+ all the things mentioned in above posts If this game was like SH3+GW and had graphics of SH4 i would be happy.
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Old 03-21-07, 10:41 AM   #67
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Quote:
Originally Posted by Ragtag
3. After setting torpedo to contact only it jumps back to contact/magnetic after a short while. Kinda irritating when you wait for target to get into firing position.
Had that one and caused no end of problems. Changing screen, sometimes torp tubes or anything it goes back to magnetic. I've launched several that have been reset by this.

Another one, with unlimited fuel, i've just run out of fuel somewhere off Honshu.
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Old 03-21-07, 11:36 AM   #68
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Besides all the bugs mentioned here I found another two:

- Ship Keel depth in Recognition manual is given in Meters, Torpedo depth settings are in feet......

- The Crew doesn't speak very loud although i got the speech slider in sound options up to max.
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Old 03-21-07, 11:52 AM   #69
gnirtS
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Quote:
Originally Posted by Fire
Besides all the bugs mentioned here I found another two:

- Ship Keel depth in Recognition manual is given in Meters, Torpedo depth settings are in feet......
THAT might explain my very high number of misses/no detonates.
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Old 03-21-07, 01:44 PM   #70
Fat Bhoy Tim
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Quote:
Originally Posted by gnirtS
Quote:
Originally Posted by Fire
Besides all the bugs mentioned here I found another two:

- Ship Keel depth in Recognition manual is given in Meters, Torpedo depth settings are in feet......
THAT might explain my very high number of misses/no detonates.
Wouldn't think so, as they'd run shallow.
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Old 03-21-07, 01:50 PM   #71
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Means my proximity torps are hitting the hull and bouncng off rather than going off underneath though.
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Old 03-21-07, 02:28 PM   #72
Fat Bhoy Tim
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Quote:
Originally Posted by gnirtS
Means my proximity torps are hitting the hull and bouncng off rather than going off underneath though.
I admit I'm not up to speed on how the magnetic system precisely worked, but I'd say bouncing off is about as proximate as you'll get
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Old 03-21-07, 03:28 PM   #73
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well that puts an end to my full realism attempt.
in addition to being clueless anyways i found i get a CTD when sending the range and bearing to the erm..tdc ?
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Old 03-21-07, 03:35 PM   #74
ryuzu
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Quote:
Originally Posted by Fire

- Ship Keel depth in Recognition manual is given in Meters, Torpedo depth settings are in feet......
I did a test on this earlier - I think the torp depth is also in metres.....

I took the Training mission (3rd mission, single target) - RecManual said draft of 4.4m. At a setting of 5 my torps were just below the keel and detonating magnetically - setting the torps to 7 or 8 put them below the keel...

r.
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Old 03-21-07, 03:56 PM   #75
HannesGM
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Quote:
Originally Posted by gnirtS
Quote:
Originally Posted by Fire
Besides all the bugs mentioned here I found another two:

- Ship Keel depth in Recognition manual is given in Meters, Torpedo depth settings are in feet......
THAT might explain my very high number of misses/no detonates.
The keel depth is alright in my game?! The Kongo class is stated as having 9.5m keel depth, setting the torpedo to run at 10.5 - 11m deep makes it detonate below the keel, so I guess both are in meters??

Anyway, I'm also having that annoying bug in the third mission with the Asiatic Fleet, once you relocate to Java at the end of mission two - you start in a base that is Japanese - both coastal batteries and ships firing at me when starting the third patrol.

Also, the inability to complete patrol and merchant engagement missions is annoying... I hate leaving my objectives incomplete :/
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