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Old 03-26-07, 06:24 PM   #1
gmohr
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Default SH4 in dry dock for refit

Well folks, been having quite a bit of fun with SH4, but now the rough edges are really starting to chafe. I'm going to put her in dry dock until the following bugs get fixed.

1) Spontanious mass suicide of deck watch for all 3 shifts.
2) Position keeper can not provide calculated bearings to port.
3) SD & SJ fixes. SD not working at all, SJ is spotty at best.
4) "weird" convoy behavior... torp a ship and the whole convoy heaves to and waits to die.
5) Watchmen go on strike and stop calling visuals on aircraft.

This list is currently killing my enjoyment of what should be / will be the best sub sim of all time.

Godspeed, developers.

P.S. and if they could throw in the following I'd be dancing

1) High rez
2) More interaction with the sonar room. I loved the SH3 sonarman's functions "follow nearest warship".
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Old 03-26-07, 07:24 PM   #2
Schlageter-JG26
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The more I play, the more I am also noticing additional design flaws and errors.

1 - Save Games have 50/50 functionality. They get worse if you've been in the game for a long few hours. Likewise, settings on your sub and enemy ships all are RESET when you load.... which means you are entering a totally different situation from the one you saved.

2 - I do all-manual targeting for my torps. If I am sitting 90 degrees off a DD which is stationary at a range of 1800m.... why would I have to add 1 or 2 degrees to my shot calc for the torp to even HIT it, much less score a perfect center shot? This varies over time.... sometimes 0 is correct, sometimes 5 or more is correct.... for the same shot on the same target. I've tested this one on one repeatedly.

3 - Crew Deaths... come on now, they shipped a game that has your crew die after two weeks at sea? I fixed it on mine, but I shouldn't have had to.

4 - Ever seen a Shokaku RAM a Mogami at 30kn?

5 - Why would MY deck guns be engaging a DD, but the DD not be returning fire?

6 - Sometimes the repair crew works, sometimes it doesn't. Even on the LIGHTEST of damage.

7 - Crew skills and abilities don't all work. Some are supposed to give benefits to the sub or the torps, but they randomly do or do not.

8 - No medic. Crew supposedly has a heal function which appears to be based upon the damage taken, but I have never seen a SINGLE crew member heal.

9 - Mk27s.... do they do ANYTHING? Fire one on a SURE shot at a target and it gets almost there, then starts doing circles.

There's more to add to the rant, but these are the more annoying ones for me at the moment.

I'm not going to hang it up just yet though. I'd say the absolute FIRST thing that needs fixing is the Save function. All the time and effort invested and then to either not be able to open or use the file, and/or to have it open only to find out that the guy who didn't know you existed when you saved suddenly has a volley in the air... sucks. After that, the various CTDs, crew durability and weapon aiming quirks.

After ALL of that, then I hope they sit down and focus on the stuff that needs to be corrected for historical purposes and/or correct gameplay. With luck, the mod squads will be working this part out already.

This game is like my Corvette. I enjoy it when it runs, but when it doesn't I want to burn it.
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Old 03-26-07, 07:29 PM   #3
FAdmiral
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With your Corvette, it takes a mechanic to get it running smooth.
With SH4 (like SH3) the mechanics here at Subsim are called "MODDERS"

JIM
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Old 03-26-07, 07:32 PM   #4
DaMaGe007
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Make sure you post these bugs to the bug sticky, the dev team might not be reading the entire forum.
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Old 03-26-07, 07:37 PM   #5
walsh2509
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) Spontanious mass suicide of deck watch for all 3 shifts.

At what point does this come into play, I have started my 4th mission its about May42, so when should I keep an eye out for this happening?
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Old 03-26-07, 07:54 PM   #6
gmohr
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My best guess is that once a topside item gets damaged (gun/radar/etc), it "hurts" all watch crewmen until it kills them.
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