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Old 03-22-10, 07:25 PM   #631
cpt.spalding
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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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Old 03-23-10, 05:28 AM   #632
martin1004
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Is there a fix made for the problem that the U-boats cannot maintain depth?
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Old 03-23-10, 12:10 PM   #633
doctrine
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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
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Old 03-23-10, 02:36 PM   #634
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Quote:
Originally Posted by martin1004 View Post
Is there a fix made for the problem that the U-boats cannot maintain depth?
This may not be a bug rather it may be by design. IRL submarines had trouble mataining depth when moving slower then 2 knots. But also IRL the subs didn't vary depth more then a few feet where as in game it may vary 20-30 feet.

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Old 03-23-10, 03:39 PM   #635
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Quote:
Originally Posted by cpt.spalding View Post
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.
WELCOME ABOARD! It's not the mental state, it's the lack thereof.

Are you by chance a Marx Brothers fan?
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Old 03-23-10, 04:25 PM   #636
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Default 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
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Old 03-23-10, 04:37 PM   #637
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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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Old 03-23-10, 06:15 PM   #638
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Default 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
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Old 03-23-10, 09:05 PM   #639
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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:
Originally Posted by jdkbph View Post
Another thing I noticed is that ships hit by torpedos (that don't sink immediately) don't seem to take "progressive" damage.

Has anyone else noticed this, or perhaps had a different experience?
Yup, the current SH5 damage system is purely Hit Points related. This is a link to a mod that reintroduces flooding and slowing of ships back.

http://www.subsim.com/radioroom/showthread.php?t=164953
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Old 03-23-10, 09:26 PM   #640
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Quote:
Originally Posted by TheBeast View Post
This may not be a bug rather it may be by design. IRL submarines had trouble mataining depth when moving slower then 2 knots.
-TheBeast
I found this out after reassuring my crew that all would be well while testing out our new sub after giving a 180m depth order. Well, I was running in silent mode and when we got there and listening to the sounds of the metal popping, I then noticed that we were still slowly dropping to 200m and sadly the 'extreme speed' wasn't quite fast enough to get us back up in the green before taking to much damage.

We then sank straight to the bottom.
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Old 03-23-10, 11:57 PM   #641
bryand
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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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Old 03-24-10, 07:38 AM   #642
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Originally Posted by silversurfer View Post
From reading the posts in this section I would have to say that SH5 has been released in a very poor state. You have to ask what quality control and what testing was used or did it just get to stage where Ubisoft said.."sod it- release it and we'll take the flak and we'll get the community/modders to finish it off for us, it'll be cheaper" I wonder if it bothers Ubisoft that they have a reputation for very sub- pardon the pun- standard games and are they embrassed at all. If my company released a product in this state I'd be going out of business very quickly.
I know the Devs work to a time scale but there is such a thing as pride in your work.
Silversurfer - I believe that after SH3, SH4 and now SH5.. there is proof beyond question that there is NO pride in their work. That is my most "obvious" statement in this decade. heh
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Old 03-24-10, 11:30 AM   #643
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Default Vichy Prior to July 1940?

Anyone docked in Marseilles or Toulon prior to July 1940?

They are showing as Axis ports in October 1939.
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Old 03-24-10, 02:55 PM   #644
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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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Old 03-25-10, 05:04 AM   #645
McHub532
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Quote:
Originally Posted by keith_uk View Post
In the last days before this game was released, i upgraded to a HD monitor and bought an XFX ATI HD5850 video card just to play SHV. I'm now ready to install the game after a full system reinstall and now i find out it has all these bugs.
What i'm saying is, lots of people not only waste their money on the buggy game, they may also spend a hell of a lot of money getting their system ready for this game, only to find out its full of bugs.
I upgraded for this game alone, I don't play any other games anymore.

I think Ubi should hire as many people as needed to get ALL of these problems fixed and fixed fast! If there are 100 bugs, then get 100 people and give them one bug to fix each if thsts whats needed to get it fixed quick so we can get playing this game and get some fun out of it.

I can't believe they didn't know about most of these bugs before the game was released. Who do they have testing the game?? Just the people who buy it by the looks of things. Whoever the testers are, they need to be fired, as they have not done their job right.

Does anyone know if another patch is in the works and if so, when it will be ready?

Keith.
Simply stated, "Ubisoft could care less if the game works or not. They make enough money with a fancy release date video to pay their rent and heat bills. Beyond that, screw you people that spend your money on their games. In a few years they will make another piece of crap software and make a nice video to sell it. And will sell enough to do it again."
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