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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Medic
![]() Join Date: Dec 2004
Posts: 164
Downloads: 0
Uploads: 0
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anything been imrpoved?
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Quote:
when they fix it and make it playable, then ill play it again |
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#2 |
Sea Lord
![]() Join Date: Sep 1998
Posts: 1,846
Downloads: 163
Uploads: 5
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Nope.
Well... All Sensors have been tuned for a more realistic performance All ship gunners now improve the precision of their shooting in time Small, irrelevant, units don't show up on the map or clutter the sensors The radar and hydrophone won't detect units that don't have a signature of that kind (sampans, rowboats, etc) New orders received by the player are presented through a radio message pop-up. Radar and Sonar interfaces and functionality have been improved. Now buttons move when clicked and the scroll wheel can be used to train the sensor in the desired direction. Additionally, one can directly click on the bearing indicator, respectively PPI screen, to obtain the same effect. Friendly pilots shot down will pop up red smoke to signal their position to the player Improved orders panel Colorado class battleships have been added to the game The player can now request a speed estimate on a target as long as he has recently sent at least two range+bearing data sets. Keep in mind that the estimate needs to be sent to the TDC to be taken into account for the shot. The recognition manual now remembers the last page it was opened at, and will default to the Japanese roster Solved a bug that lead to target range estimation errors when playing in Imperial measurement system Corrected the wrong orientation of sounds in the submarine interior The radar now detects targets to the north, south and generally any other direction, according to the historical performance, of course. Solved a few bugs related to the AI Group commander Various ships have had firing arcs limitations corrected Various ships have had engine HP values corrected, thanks to some great research by Nematode! Some problems with the sound engine have been solved Various user interface enhancements / bugfixes Parachutes animations run correctly now. Torpedoes fired by the player now show up on the map even after crossing the International Date change Line All menus display correctly on widescreen resolutions Periscope zoom has been set to the historical value. Submarine's batteries no longer recharge when no fuel is available. All ship dimensions are now correct and will no longer lead to targeting errors. Keep in mind that torpedoes may still run too deep, as it is correct historically. Clemson class destroyers are no longer crewed by Japanese sailors AI units will now take notice of nearby ships being destroyed even when there is not a trace of the attacker Modified the game rendering to accept FSAA and fixed high resolution rendering. Added "Volumetric Fog" as a stand alone option, no longer member of the "Environmental Effects". Added a new sound volume option, "Radio Volume", that controls the Radio and Gramophone volume. Tuned the submarines efficiency mechanics Fixed the damage model for the Kinposan Maru/Medium Modern Split Superstructure Freighter Tuned the malfunction rates for torpedoes. Mk 10 Torpedoes will be more reliable now, as per historical data. Go Sugar boats! Improved the Periscope/TBT torpedo status panel by making only the currently loading tube blink, instead of all that are in the queue Tuned the submarines damage model Added a new tuning option for the radio news/music volume ratio Fixed a sound volume issue where some sound volumes were ignored in the game. Removed crashes in replay and multiplayer. Fixed a bug where refit in friendly harbors would not refit the cannon ammunition. The "Maintain Current Depth" command (letter 'A') crash was fixed. Position Keeper for negative bearings fix. Fixed a bug where explosions were played in the scene after a load or a replay even if the explosion took place a long time ago. Fixed the 'invisible monolith' that, if looking at it, will greatly reduce FPS. Fixed a bug where the difficulty settings of the game were ignored in multiplayer. The game now starts with the selected settings from the session page. Fixed a bug where, sometimes, if pressing the Stadimeter button the game would crash. Fixed a bug where, When hovering over highlatable objects in 3d career room, the texture would dissapear. Fixed a bug where, when pressing SHIFT+F2 in any 2d page the game would crash. Fixed the bug in adversarial where the Escort Commander could see your submarine on the navigation map even if the sub was underwater. Fixed a bug where the name on the captain's watch appears to be "Stevens". Nah, just kidding ![]() Fixed the SD Air Search radar so that it no longer detects ships. Fixed the Torpedo drag model. Now high speed torpedoes will hit fine. Enough Mods to keep you busy until Hell freezes over People actually know how to play the game So I guess the answer is not much... JCC |
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#3 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
Downloads: 3
Uploads: 0
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gotta like copy/paste
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Leiser und tödlicher edler Ritter der Tiefe ![]() ![]() Corsair Vengeance M70; ASUS Crosshair V Formula-Z; FX 8350; Asus 7870; Samsung SyncMaster 2243SWX; coolmax CUG950B 950w psu; 8GB Kingston HyperX DDR3; Corsair M4 SSD 128GB, WD 1TB; x18 DVR212D; 7SP1 |
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#4 |
Canadian Wolf
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Saw this post earlier, didn't bother posting because I did not know where to start, thanks JCC
![]() Some great mods including this one: ![]() It's an enjoyable experience ![]() RDP |
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#5 |
Navy Seal
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Naw, other than John Channing's little list the thing sucks. I don't spend more than 8 or 9 hours a day playing it and sometimes I stop to eat. I hear there's a new Mario Bros you'd be interested in. No bugs!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#6 | |
Medic
![]() Join Date: Dec 2004
Posts: 164
Downloads: 0
Uploads: 0
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thanky guys
but the biggest question i have is is it playable? and without repeated episodes of ![]() ![]() ![]() ![]() ?:rotfl:
__________________
Quote:
when they fix it and make it playable, then ill play it again |
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#7 |
Sea Lord
![]() Join Date: Sep 1998
Posts: 1,846
Downloads: 163
Uploads: 5
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Mostly the repeat partols and early retirement were a result of people either not playing the game correctly or thinking it played the same as SH3.
When you go out on a patrol you have an objective and you must complete that objective. Once you have you can't just go off freelancing like you could in SH3. You need to radio in and you will receive a new objective. Once you complete that radio in again and continue until you are out of ordinance or low on fuel. Then you RTB. Renown gets you upgrades and stuff, but succesful completion of your objectives keeps you employed. Just like real life. JCC And regarding your quote of yourself in your "sig"... yes I can picture it, actually. Especially if your mission was to supply intelligence prior to a landing and the landing failed because you ignored your orders and went of on a hunting expedition. |
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#8 |
Lucky Jack
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In short, the game has grown by leaps and bounds.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#9 |
Seasoned Skipper
Join Date: Jan 2002
Location: Freeman Missouri
Posts: 1,784
Downloads: 1405
Uploads: 0
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it sure is playable why don't you give it a shot again:p
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I'll tell you what bravery really is. Bravery is just determination to do a job that you know has to be done. Audie Murphy |
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