View Full Version : What's the port traffic like (post 1.3)

05-10-2005, 01:35 PM
Curious if they're more populated or not.

05-10-2005, 01:39 PM
Haven't you read the releasenotes of the patch?

Feaures of 1.3

# Now external camera is linked to the U-boat using ",€ and "."
# New order for Chief Engineer - Periscope depth
# Torpedo tube ready message and voice is now active
# View to heading order implemented using key "-"
# Head to view order implemented using key "="
# Fixes a bug where the oxygen was not replenished using snorkel
# Fixes some bugs to dials in command and sonar room that display wrong information
# A new advance plotting mode is available (thanks to Akifumi "Jiim" Nojima)
# Fixed a bug to the waypoint plotting system
# The crush depth for all submarines has been corrected
# Submarine damage model has been improved
# Now Liverpool and Firth of Clyde are in the correct position
# T II torpedo range bas been corrected
# Type XXI torpedo loading speed had been corrected
# More radio messages from BdU had been added
# Escorts ASW attack methods have been improved
# Escorts spawning issue was solved. Now the convoys will be better protected.
# Navigation tutorial issue solved: there are no more sudden explosions on boats
# Gramophone issue was solved: it will be available now while the in-game music was switched OFF.
# Side of the detected ships is no longer revealed by radar or sonar
# UZO view by night was improved
# Nvidia workaround was improved. First time when the user (with Nvidia) uses UZO the spray bug will appear. If the user uses Ctrl+P that option will be stored in the main.cfg file and will not be necessary to switch off again that particle system (because the main.cfg will be updated). The Ctrl+P now is linked only with the particle system from the sub so the other particles in the game will not be affected. When you will exit to free camera or any other view the particle system from the sub will be automatically restarted and the player will not have any issues related to it. After this the player can enter/exit UZO station without any other worries about Ctrl+P.
We didn't make this ON by default because there are the users of ATI cards that have no need of this workaround. The N-Vidia users can also add in the main.cfg in video section, this line:
# Un-checking the event camera in video settings now disables it regardless of the setting in the realism menu. The "no event camera" option in that menu is grayed out to reflect this.

05-10-2005, 01:43 PM
Originally posted by Lovo_Kasistan:
Haven't you read the releasenotes of the patch? It's a harmless question. Often there are undocumented changes within patches.

05-10-2005, 01:45 PM

Just like they now have little crosshairs for the mapping tools, although that's not listed as a patch update.

05-10-2005, 01:47 PM
But no port traffic i asume?

05-10-2005, 01:49 PM
apart from the ports showing up on zoomed F5 screen (which looks pretty?) they aint put a ship worthy of a torpedo in them..........i justsailed into liverpool on jan 2nd 1941 to find not even my grandads pedallo!!


05-10-2005, 01:54 PM
Originally posted by U-49:
It's a harmless question. Often there are undocumented changes within patches.
But adding port traffic would be too importent to go undocumented. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

05-10-2005, 01:57 PM
Hahaha...I "suppose."

05-10-2005, 03:07 PM
Originally posted by Lovo_Kasistan:
adding port traffic would be too importent to go undocumented. True, though in the past I've seen some pretty intergral features left out of the changelists in patches for other games. To err is human.


05-10-2005, 08:16 PM
I would LOVE to see some Official port traffic added via a patch, that would not interfere with future patches or updates.

This is the biggest issue, IMHO, that really needs to be addressed by the Dev's, as it would add that extra element to the campaign, of deciding wether to risk sneaking into an enemy port, to get that Juicy target.

With all the great modders out there I'm sure the dev's could use one of them to implement this addition, and save them the time to add something that should have been in the game, originally.

05-11-2005, 02:47 PM
I dont understand why they did not have it in this patch ! Its not even that **** hard! if world mod 2.0 can do it why cant the devs? I mean do they even still read the forums? Everbody wanted this to be in a next patch and theu leave it out?

05-11-2005, 03:27 PM
Port traffic, and ships parked that would be
nice we had it SH1 after you took out the two
patroling DD's Then you surface for a turkey
Shoot and guess what "Dud torpedos Sir" http://forums.ubi.com/images/smilies/35.gif No kidding would there be a huge
FPS Hit? Never run the World mod but was there
a huge FPS Hit? on those parked ships?
Lane http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif