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SS.DJSatane
03-29-2005, 12:32 PM
Hello, first of all the purpose of this thread is to have people only post bugs here and discuss them. I made a list of bugs I have tested and collected so far located here:

http://www.cuih.net/sh3/sh3buglist.txt

I will be adding/collecting bugs to this list through reading forums, checking this thread, and through my own testing(I have few friends with whom I play online every day).

I am trying to keep this list clean from bugs related to specific hardware/system however and concentrate on bugs that affect all systems.

Please post your bugs and findings, and discuss them in this thread. I hope to get this thread made into "sticky". This way we can have all the bugs discussions and list in 1 place on this forum. This will be helpful to community and developers as well. Thanks.

alarmer
03-29-2005, 12:54 PM
Think these go into "little annoying" cathegory:

1) Officer doesnt return to bridge when you go back to surface. Gotta drag him back there everytime.

2) Wish that pressing example surface cruise button would automaticly replace fatiqued sailors with rested sailors.

3)I really wish default TDC torp values should be fast, 4m and impact, not slow, 5m and magnetic.

Thats all that I can think of. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Kpt_Zig
03-29-2005, 01:14 PM
After going to the periscope from within the conning-tower, right-clicking doesn't take you back into it. You have to go right out and climb back up again.

BobTuck
03-29-2005, 02:54 PM
See also the already stickied 'bug thread' here:

http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=857101043&m=3441042492

regards,

soviet_warlord
03-29-2005, 03:05 PM
-When the host quits in a multiplayer game, the game should transfer to another host, instead of closing. If the host dies early it is unfair to everyone.

-You should be able to change the realism settings on saved games. I have this save of me sitting perfectly only 1000 m from a stationary battleship, which would be perfect for learning how to do manual targetting, except that it is stuck on automatic.

soviet_warlord
03-29-2005, 05:58 PM
-when you manually open all the torpedo doors, only the one seems to open (visually)- I am still testing this though.

SS.DJSatane
03-29-2005, 06:07 PM
Thanks BoBTuck, I am still dissecting through that thread. I will be adding more bugs to the list over the next day and testing few more. Thanks for the posts, keep them coming!

SS.DJSatane
03-30-2005, 08:22 AM
Have anyone noticed how AI ships sometimes are able to perform "Instant Reverse" maneuver. It seems sometimes they maybe going forward and then in 1 moment they are going in reverse. Have anyone noticed this?

der|zerst0rer|
03-30-2005, 09:35 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SS.DJSatane:
Have anyone noticed how AI ships sometimes are able to perform "Instant Reverse" maneuver. It seems sometimes they maybe going forward and then in 1 moment they are going in reverse. Have anyone noticed this? <HR></BLOCKQUOTE>

Absolutely. I had an armed trawler circling right above me for a very long time, using "instant reverse" quite often.

SS.DJSatane
03-30-2005, 12:40 PM
Thanks for the replies, keep them coming.
I have updated the bug list with number of bugs.

http://www.cuih.net/sh3/sh3buglist.txt

I am still digging through the forums as many great bug threads are long gone to far far pages.

soviet_warlord
03-30-2005, 03:24 PM
you didn't add my bugs! http://forums.ubi.com/images/smilies/cry.gif

-When the host quits in a multiplayer game, the game should transfer to another host, instead of closing. If the host dies early it is unfair to everyone.

-You should be able to change the realism settings on saved games. I have this save of me sitting perfectly only 1000 m from a stationary battleship, which would be perfect for learning how to do manual targetting, except that it is stuck on automatic.

-when you manually open all the torpedo doors, in sequence, only the first one seems to open. Take a look outside your sub when you do this- it only opens the first selected. And when you fire, it has to open then fire, so it is not a graphical glitch.

SS.DJSatane
03-30-2005, 07:13 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by soviet_warlord:
you didn't add my bugs! http://forums.ubi.com/images/smilies/cry.gif

-When the host quits in a multiplayer game, the game should transfer to another host, instead of closing. If the host dies early it is unfair to everyone.

-You should be able to change the realism settings on saved games. I have this save of me sitting perfectly only 1000 m from a stationary battleship, which would be perfect for learning how to do manual targetting, except that it is stuck on automatic.

-when you manually open all the torpedo doors, in sequence, only the first one seems to open. Take a look outside your sub when you do this- it only opens the first selected. And when you fire, it has to open then fire, so it is not a graphical glitch. <HR></BLOCKQUOTE>

Will do, the thing about host leaving and clients getting screwed, as well as about torpedo tube doors, thats very interesting i am going to check it out tonight.

panthercules
03-30-2005, 08:01 PM
For the last couple of nights I've started having trouble getting my diesel engines started while sitting on the surface - I will sometimes shut down engines for one reason or another while surfaced (checking sonar when too lazy to dive to do it, drifting around to practice manual TDC data entry methods on solo neutral freighters, etc), and then when I try to start up I stay stuck at 0 knots regardless of the telegraph settings (either specific knots or engine speed wheels) - I've checked and it's not that I don't have enough men in the diesel compartment, or they're too tired, or anything obviously crew-related like that - eventually I can get them started by switching a few times between ahead flank and full reverse, or diving and resurfacing, or other things I've tried in desperation, but it's happened 2 or 3 times now and is getting old already - fortunately I've not been under attack or getting rammed or anything where it really mattered that I couldn't move for a while

Blades1965
03-30-2005, 08:06 PM
Here is the biggest BUG...the game is not finished!!!

RustyTorpedo
03-30-2005, 08:44 PM
100% realisim...

Sonar station

1.) Sonar will give you exact range to target on the type IIA (there is no ping function on the II's) - this should not be allowed.

2.) Some people report the inability to rotate the hydrophone wheel on IID. I haven't tested this.

3.) Sonar will give you a "no target selected" message when asking for bearing/range... You must manually roll hydrophone wheel to the contact bearing, and select the checkmark on the notepad before you can receive any sonar-contact updates (IIA).

4.) Sonar unable to hear contact even if the contact is in full visual range and EVEN AFTER your grandmother watching you play verifies the contact from her rocking chair few yards away... Seriously, make the sonar operators a little bit more competent please.

5.) 'Follow closest contact' and/or 'regular sweep' functions on the sonar stations are not working OR are improperly documented as to their apparent function.

6.) Sonar range update will break periscope lock, and wipe TDC notepad data during night operations at long distance ranges and acute angles to target.

Graphical Errors:

1.) No pixelshader effects for the IIA - ie: water reflections ( my card is the ATI 9800 PRO) - VIIB works fine.

2.) Crew able to man bridge underwater (periscope depth ~ 11 m) after loading a saved game.

3.) Glowing flashing polygon during sunset/sunrise at horizon (ATI 9800 PRO).

Gameplay

1.) Every boat that ever left harbor brought a protractor. Our U boats are missing one! Need a function to draw angels on the navigation map.

RustyTorpedo
03-30-2005, 08:50 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by panthercules:
For the last couple of nights I've started having trouble getting my diesel engines started while sitting on the surface - I will sometimes shut down engines for one reason or another while surfaced (checking sonar when too lazy to dive to do it, drifting around to practice manual TDC data entry methods on solo neutral freighters, etc), and then when I try to start up I stay stuck at 0 knots regardless of the telegraph settings (either specific knots or engine speed wheels) - I've checked and it's not that I don't have enough men in the diesel compartment, or they're too tired, or anything obviously crew-related like that - eventually I can get them started by switching a few times between ahead flank and full reverse, or diving and resurfacing, or other things I've tried in desperation, but it's happened 2 or 3 times now and is getting old already - fortunately I've not been under attack or getting rammed or anything where it really mattered that I couldn't move for a while <HR></BLOCKQUOTE>

Disel engines back than sometimes took a while to start. It wasn't as simple as turning a key. This happens to me also and I believe it's most likely a undocumented feature.

gabriel_cd
03-30-2005, 09:53 PM
Hi all,

Here is a little story from last night's patrol.

As a disclaimer, I have been reading the forums, but perhaps not enough to be aware whether these issues were mentioned before.

This is early on in the war, 1939. My second patrol on a type VII out of Kiel. Finished primary patrol objectives and stationed myself off the coast of Ireland in the convoy lanes. Sure enough a nice, juicy convoy came along, conveniently at dusk, full of troop transports begging for a ticket to Davey Jones' locker. To cut the story short, a few ships and one destroyer (yay!) later, all torpedoes but a couple expended, minor damage, I was silent running away a few meters off the ocean floor. I hit the bottom, which is quite plausible. What happened next was very interesting...

I was wedged firmly in the ocean floor, so much so that I caused compressor damage to the sub while trying to free myself. So I turned the engines off, repaired the compressor damage and was considering my options. I clicked "depth under keel" and to my consternation, the report came back "7m". I was wedged in the ocean floor, was not moving, my depth did not change and yet, all of a sudden, I was not only free, but the bottom of the ocean had moved 7m down for me. How nice!

To top it all off, from some point during the convoy attack, whenever I tried to assign an officer to the aft torpedo room, I received the message, "Compartment destroyed", which, of course, it was not. I was able to assign and move around other men to that compartment, but not an officer.

Finally, on a slightly different note, I wish you had a lot more control over your sub than you have in SHIII. I was really looking forward to all the combined features of CAoD, SHI and SHII plus a lot more detail and control. The detail is there, but the control seems to have gotten less if anything. Plus, is it just me, or is there a lot less feedback from the crew than there used to be. I would like to be informed of everything that happens on my boat, including the smallest things. Most of the time, it seems I'm on a need to know basis and I don't need to know... http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif Torpedo loaded! Is that too much to ask?

And the deck/flak guns... For the love of Donitz, let us man the guns!!! If the ocean swell plays havoc with our aim then so be it! If the waves wash off gunners from their stations then so be it! One of my favourite convoy attack tactics used to be taking out the escorts, then firing the remaining torpedoes at my leisure and finally finishing the rest of the convoy with my deck gun. Dangerous, I know, but if it works, the tonnage!!!! Now all I can do is wave goodbye from my conning tower because my gunners are afraid of getting a little wet!

I'm sorry for waxing lyrical towards then end there! I love this game, I have been waiting for it for years! I think the problem with it, is that it is so close to being perfect that everyone is trying to push it just that last little bit over the line! If the dev team is watching, congratulations, you are couple of patches away from history!!!

Happy hunting!

billclarke1
03-30-2005, 10:27 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SS.DJSatane:
Thanks for the replies, keep them coming.
I have updated the bug list with number of bugs.

http://www.cuih.net/sh3/sh3buglist.txt

I am still digging through the forums as many great bug threads are long gone to far far pages. <HR></BLOCKQUOTE>

Thanks for taking the time to do this, how hopefull are you of all these issues being addressed and in what time frame do you think this might be achieved ?

billclarke1
03-30-2005, 10:32 PM
One I spotted in a screen shot elsewhere in this forum, a battleship sinking,turns over and the turrets stay in place ! not possible in BB's, they would fall out and go to the bottom.

SS.DJSatane
03-31-2005, 07:19 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>-when you manually open all the torpedo doors, in sequence, only the first one seems to open. Take a look outside your sub when you do this- it only opens the first selected. And when you fire, it has to open then fire, so it is not a graphical glitch. <HR></BLOCKQUOTE>

- I have tested this (at least with VIIB) and when I selected a salvo and pressed Q to open tube doors, all of them would appear open graphically and in actual firing as well. I also tried to select each tube 1,2,3,4 and hit Q to open each manually and when I used external view, all the tube doors looked open and were in fact open when firing. What sub did you test this with, and were you looking at your own submarine or maybe other player in multiplayer?

SS.DJSatane
03-31-2005, 07:52 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by RustyTorpedo:
Sonar will give you a "no target selected" message when asking for bearing/range... You must manually roll hydrophone wheel to the contact bearing, and select the checkmark on the notepad before you can receive any sonar-contact updates (IIA). <HR></BLOCKQUOTE>

- Does the target stay saved if you leave and return to the station right away?

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by RustyTorpedo:
2.) Crew able to man bridge underwater (periscope depth ~ 11 m) after loading a saved game. <HR></BLOCKQUOTE>

- Does this occur every time you load a saved campaign/single player mission? Does the game
need to be saved at periscope depth for this to
happen? Further, can you actually use the crew on bridge or they just appear there graphically?

Pr0metheus 1962
03-31-2005, 08:05 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SS.DJSatane:
Please post your bugs and findings... <HR></BLOCKQUOTE>

You seem to have missed the bug that prevents the sun glare from appearing when anti-aliasing is selected.

Also, the bug that allows U-Boat conning towers to tear open destroyer hulls while the sub takes only minor damage.

SS.DJSatane
03-31-2005, 08:43 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Beeryus:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SS.DJSatane:
Please post your bugs and findings... <HR></BLOCKQUOTE>

You seem to have missed the bug that prevents the sun glare from appearing when anti-aliasing is selected.

Also, the bug that allows U-Boat conning towers to tear open destroyer hulls while the sub takes only minor damage. <HR></BLOCKQUOTE>

I believe I have added the bug about u-boat conning towers damage on destroyers:

22. !!
CONNING TOWER & SHIPS RAMMING IT DAMAGE
Now I know this will be speculated but currently its very easy to damage and sink ships such
as destroyer by having him ram you while at periscope depth and hit the conning tower.
Often times destroyer will sink or receive great damage, but the submarine damage will be
moderate. Further, you can repeat this process and sink multiple destroyers. Please remember
we are only discussing a shallow ship such as destroyer ramming only the conning tower of the
sub, and not a sub at surface. Often times with such devastating results a player might find
better to have destroyer ram him at persicope depth than allow destroyer to pass and drop
depth charges. This is totally unrealistic and should be corrected with more appropiate
damage to the sub.

However, regarding the bug with sun glare. Are you refering to using Anti Aliasing through video card drivers and this causing lack of sun glare or the bloom effect causing this? Does the glare work properly when fsaa/bloom is off? I will add it once I know details more.

Aurumlupus
03-31-2005, 12:14 PM
I`m not sure if this is a bug, or means something else. When in the loadout screen for Torpedos in Career mode, if you click the torpedo icon, you see the types of torpedos available and their respective amount. If you click it again, it changes the torpedo amounts. I can press it 3 times and get 3 different amounts, with some torpedos available and some not available. Any ideas?

SS.DJSatane
03-31-2005, 08:56 PM
Another interesting bug I found has to do with multiplayer options for "Allow to select sub" & "Allow to choose crew". Both options don't work, as in they are always enable, even if you start a server and select them both to no, all the players can still choose submarines and crew.

KilrathiAce
04-01-2005, 09:07 AM
An interesting observation I have made, while playing online my submarine "died" from enemy fire and I switched to observer mode. However, the crew were still standing on the conning tower observing even though the sub was sinking! I even heard them say "Ship spotted sir!"....

XSIMan2005
04-01-2005, 09:22 AM
I hate the AA guns they sound like air guns and where is the flack cloud after I fire the 37mm flack cannon? No realism there 98% realism for the deck cannon and 5% realism for the AA guns why?

Black-Phoenix
04-01-2005, 09:48 AM
You can lock onto targets for a few seconds in the periscope and presumably the ubi view that are out of visual range. Found it in foggy conditions but it may happen all the time at any range.

BigDaddySauce
04-01-2005, 09:51 AM
One more the the list... "War has ended" save game bug.

SS.DJSatane
04-01-2005, 09:54 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by BigDaddySauce:
One more the the list... "War has ended" save game bug. <HR></BLOCKQUOTE>

Can you just quickly give me the case when this have happened to you, just so that I have more to describe it.

finchOU
04-01-2005, 01:50 PM
-inability to mark contacts your self before you're sensors pick it up....both hydrophone and in the bridge....

-inablitly to play only while navigating through the sub (as a captain)....meaning clicking on certain things like the periscope requires a quick key to go back to the command room.

-inablitly to request time interval updates from the bridge and Hdyrophone....update contacts from the sensors every X sec/min/hours(okay maybe not a bug so much as a want...but still an very important omission in time critical situations...like trying to avoid a DD under 150 meters of water...you need updates on the DD every 20-30 seconds to counter his movement on the surface)

-qualified crew being as effective as noobs(non-qualed) with full Efficency bar!

-Escort AI does not zig zag to position making down the throat shot child's play. (until I have heard otherwise anyway!)

-can not adjust Gramaphone volume in game (I dont think)

-can not manually switch things on the Command room view...speed depth...stuff like that.

-180 degree glitch...(think a mod is in the works) but it should be patch anyway.

-******ed sensor AI (bridge/hydrophone)

-dials being too small...not being able to select an exact new heading/depth first time....TDC dials too small....


Some might think these are just extras or wants...but most all previous sims have had most of the above stuff fixed...with some obvious exceptions...so I see them as bugs.

S VIIC_41
04-01-2005, 01:54 PM
1. The Type IIA and type VIIB/VIIC/VIIC/41 ships have the exact same crush depth of 178m.

A type VIIB shouldn't crush at the same depth as a Type IIA, it should survive until at least 225m but more realistic would probably be around 235m with maybe the small chance that it would survive until up to perhaps 260m.

It's important that you can dive to evade depth charges and just plain more fun if it's realistic.

Also, the crushing goes way too fast. By the time the Chief Engineer mentions that you're going too deep, it's almost certainly too late.

2. It's been reported that when you save during a patrol and reload it later, the upgrades applied to your u-boat dissapear for the remaining duration of the patrol.

3. Crew members have been known to get "cloned" o_o. People have also reported GAINING crew members while on patrol.

4. This is pretty small but I thought I'd mention it anyway: the volume of the grammophone, to me sounds too low. It'd be good if it was increased or a grammophone volume switch was implemented.

GaryCampbell
04-01-2005, 07:08 PM
When the sub comes to the end of a plotted course engines will stop and the sub will remain stationary.

Problem is, if you're at 1024 time compression, it doesn't reset to 1x. You could walk away and make a coffee and you're stationary in the ocean for days unwittingly.

hauitsme
04-01-2005, 08:09 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>GaryCampbell:
When the sub comes to the end of a plotted course engines will stop and the sub will remain stationary.

Problem is, if you're at 1024 time compression, it doesn't reset to 1x. You could walk away and make a coffee and you're stationary in the ocean for days unwittingly. <HR></BLOCKQUOTE>

It did what it's supposed to do, stop when you get there.(at least it did't continue on course!)

Why should the compression reset? You put it there.(1024x)
Ever hear of the 'pause' button?

You 'abandoned' your post. For days.
At least there were no enemy around to take advantage of this situation.(snaps fingers and say's 'darn it')

Maybe we can add a 'Lost your Command due to <span class="ev_code_yellow">Dereliction Of Duty</span>' screen when someone does something like this.
Firing squad comes to mind too!http://img.photobucket.com/albums/v325/hauitsme/crazy2.gif

Fish40
04-01-2005, 08:20 PM
Here's another little quirk I noticed. You could be sailing in heavy seas, and your watchmen will have their foul weather gear on. However, if you save the game at that point, and resume later, you are still in heavy seas, but the watchmen are no longer wearing their foul weather gear. If you dive briefly, then surface, the watch will once again be wearing the foul weather gear.

steiner562
04-01-2005, 08:59 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by hauitsme:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>GaryCampbell:
When the sub comes to the end of a plotted course engines will stop and the sub will remain stationary.

Problem is, if you're at 1024 time compression, it doesn't reset to 1x. You could walk away and make a coffee and you're stationary in the ocean for days unwittingly. <HR></BLOCKQUOTE>

It did what it's supposed to do, stop when you get there.(at least it did't continue on course!)

Why should the compression reset? You put it there.(1024x)
Ever hear of the 'pause' button?

You 'abandoned' your post. For days.
At least there were no enemy around to take advantage of this situation.(snaps fingers and say's 'darn it')

Maybe we can add a 'Lost your Command due to <span class="ev_code_yellow">Dereliction Of Duty</span>' screen when someone does something like this.
Firing squad comes to mind too!http://img.photobucket.com/albums/v325/hauitsme/crazy2.gif <HR></BLOCKQUOTE>
Its not a bug as such,butI agree with Gary,would be nice if timeflow stoped at each waypoint,of course there are more important things to be fixed ASAP!

RustyTorpedo
04-01-2005, 10:13 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SS.DJSatane:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by RustyTorpedo:
Sonar will give you a "no target selected" message when asking for bearing/range... You must manually roll hydrophone wheel to the contact bearing, and select the checkmark on the notepad before you can receive any sonar-contact updates (IIA). <HR></BLOCKQUOTE>

- Does the target stay saved if you leave and return to the station right away?

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by RustyTorpedo:
2.) Crew able to man bridge underwater (periscope depth ~ 11 m) after loading a saved game. <HR></BLOCKQUOTE>

- Does this occur every time you load a saved campaign/single player mission? Does the game
need to be saved at periscope depth for this to
happen? Further, can you actually use the crew on bridge or they just appear there graphically? <HR></BLOCKQUOTE>

1) Yes. The target remains to be the 'selected target' only if target type on the notepad is listed ie: "merchant", "unknown" ....
Even if you clearly hear the target in the hydrophone, sometimes the type remains listed as "-", meaning the sonar-officer doesn't even hear the sound contact.

2) I've tested this on the IIA and yes, you can actually man the bridge and look around while at periscope depth.

SS.DJSatane
04-02-2005, 08:50 AM
I got a question for you guys, anyone ever come across a situation where for example aft torpedo show no damage, but if you try to move officer there it would say "Compartment is Destroyed"

BigDaddySauce
04-02-2005, 09:18 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SS.DJSatane:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by BigDaddySauce:
One more the the list... "War has ended" save game bug. <HR></BLOCKQUOTE>

Can you just quickly give me the case when this have happened to you, just so that I have more to describe it. <HR></BLOCKQUOTE>

All saves for the latest patrol are replaced with just one which says the war has ended, rather than the save name or "in base" etc.

I have a feeling it happens if you dock at base, check you renown/medals/promotions etc then load up the patrol again. From that point on any more saves for the patrol can get screwed up.

Recently I've been careful to only end the patrol when I'm absolutely sure I want to (e.g. start next patrol, no rolling back). I've not had any problems using the method. I'll let you know how I get on in the week.

Starrynites
04-02-2005, 09:18 AM
not sure if this been mentioned but
sometimes when cruisin on surface come across fires and smoke columns on the surface but no debris and no signs of a battle
I mean there is no source or reason for these wil-o-wisp

Indianer.
04-02-2005, 11:19 AM
BUG...

in multiplayer the crew do not warn you about depth charges or destroyers on attack run.

this happens in single player...just not multiplayer.

SS.DJSatane
04-02-2005, 12:09 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Indianer.:
BUG...

in multiplayer the crew do not warn you about depth charges or destroyers on attack run.

this happens in single player...just not multiplayer. <HR></BLOCKQUOTE>

I believe this is tied with the bug I already have listed, where clients in multiplayer game never hear pinging by destroyers, only host player does. And it seems this bug spills over to crew warnings as well...

Indianer.
04-02-2005, 12:58 PM
aaaahh i see.

lets hope it gets fixed, its pretty important to know whats being dropped on you i think http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

dagger_c3
04-02-2005, 03:05 PM
When you are in the Deck gun training and you sink one ship, under the water, his flag, doesn't stop moving, like underwater wind...

I don't know if in other missions this happens...

Cataclisma25
04-02-2005, 04:25 PM
12th flotilla, port of Bordeaux. If you buy type IX-D2, this don't start but explode http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

BobTuck
04-02-2005, 05:00 PM
There's a lot of work and peoples observations gone into this (thanks DJSatane!), so I'll make it into a sticky for you.

rgds,

hatman1967
04-02-2005, 06:01 PM
If you are in the middle of a convoy stalking it at periscope depth in really poor weather (visibility 300 m or so), save the game, exit and later come back in ... for some reason you can see ships on the navigation map outside of the weather imposed visibility limit for about 10 seconds. Maybe this is because even though you are at periscope depth you still have people manning an underwater conning tower? After the 10 seconds or so, the contacts fade from the navigation map

Dano

Pr0metheus 1962
04-02-2005, 06:35 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by dagger_c3:
When you are in the Deck gun training and you sink one ship, under the water, his flag, doesn't stop moving, like underwater wind... <HR></BLOCKQUOTE>

Under the water, 'wind' is called 'current', and this is a feature, not a bug.

billclarke1
04-02-2005, 06:48 PM
Played the Bismark mission last night. Put 3 fish in to Rodney, stopped her dead in the water with a heavy starboard list. As I came around on her starboard side my conning tower came out of the water, Rodney fired her 16" guns at me. Impossible given the list and damage to her, and capital ships would not use their main armament against a sub.

TheRealAttalus
04-02-2005, 11:11 PM
billclarke1, if you were to unload 3 fish into my commission..I'm going to throw the ward-room silverware at you!!

Did the shells hit you? or were they stars?

GaryCampbell
04-03-2005, 08:09 AM
I don't know how or why or the circumstances but I departed from Brest on m 10th career patrol, did the patrol thing in the correct grid and then plotted a course back to brest - but ... Brest wasn't on my nav map (F5)!!! My F8 told me to return to Brest but I didn't know where it was - the blue dot disappeared.

I was low on fuel so instead of searching the shoreline, I docked at Lorient, got more fuel, left Lorient and then my F5 displayed Brest once more so I docked there.

koma77
04-03-2005, 10:01 AM
1)
You shouldn't be able to be ordered to patrol a map square that is entirely on land...

2)
Sound from cannons fired far away should not be heard instantly. Implement the speed of sound!

Kamko
04-03-2005, 10:20 AM
Another bug that I have noticed [which has already been discussed I think] is that capital ships can use their main guns even when they have listing of more than 5 degrees. The other bug is that the capital ships can still fire their main armaments even when you're right next to them, which is impossible because they should have a limit on how low they can lower their guns.

u2336
04-03-2005, 01:11 PM
thanks for the list !
Please add the torp reloading time for the XXI.
It was supposed to have a mechanical reloading system that could reload in less than 10 minutes (to be confirmed ??) the 6 tubes.

A.K.Davis
04-03-2005, 02:12 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Beeryus:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by dagger_c3:
When you are in the Deck gun training and you sink one ship, under the water, his flag, doesn't stop moving, like underwater wind... <HR></BLOCKQUOTE>

Under the water, 'wind' is called 'current', and this is a feature, not a bug. <HR></BLOCKQUOTE>

There are no currents in the game. Park your boat underwater and it won't move an inch, no matter how much the flags are still fluttering on the sunken ships (and they flutter like there's a 20 knot current). I would call this one neither feature nor bug, but a minor animation shortcoming. Now actually having water currents in the game would be an incredible feature.

AStotzer
04-03-2005, 02:26 PM
1) This is a big bug to me and many others. We need a View that externally 'follows/tracks' our own uboat . Like there is for the ships! It's very annoying to constantly have to manually track your uboat all the time....

2) Also, several have mentioned a 'View to Target' or something like that I believe. They said it was in other version of SH...

3) Allow customizing of Key Commands like most other games do.

Pr0metheus 1962
04-03-2005, 02:32 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by A.K.Davis:
There are no currents in the game. Park your boat underwater and it won't move an inch, no matter how much the flags are still fluttering on the sunken ships (and they flutter like there's a 20 knot current). <HR></BLOCKQUOTE>

Yeah, but isn't it better to have the appearance of currents rather than no currents and no appearance of currents?

Dominicrigg
04-03-2005, 03:03 PM
The rain messes up with time compression, vanishing from the game for a set time depending on how long you have been in time compression.

Single ship sightings marked on map need taking off if at all possible, or the option to remove them needs adding.

Active sonar on the VII which i can use to ping a ship and get range readings. Wrong i suspect, but i just dont use the thing. lol did they have this? I know they had active sonar to find depth but could they also face it to ships? I thought it was a late war modification.

The compressed air doesnt work. It only drops when you blow tanks, otherwise never.


Flak guns are unmanable in "rough weather" i know the deck gun settings are correct. But whenever its fair enough weather for a plane to be flying, it should be fair enough weather to stand on the tower without a cable and fire the AA. At the moment its linked to the deck gun but its a small callibre easily manouvered gun.


I shot the props off a ship, the ship still made propellor noises (When i went with the camera) and propellor wake. Not that important, i can live with it.


(really minor bug) when you have been damaged and save the game, the damage on the ship (the blackening) disappears. this is really gutting when you want to show your friends photos of your battered sub coming into port after being bombed but it turns out to be shiny new lol.


Reloading topside torps in rough weather. This is a very very hard thing to do, and would require nearly calm seas and stationary ship. But yet i can load them when the sea is flooding over the sub and i am steaming flat out lol. Again no problem because i can just limit myself but if you are going for realism then it needs changing. At the least set it to the same settings as the deck cannon.

There was friendly fire between the escorts in the training mission, though i have never seen this in the game so maybe it was just a one off. After lengthy playing i have never seen this out of the training. It seems to be only the training due to them being neutral, not important.

Enemy AI is top notch, but they do not react to torpedos exploding early. This should send out a U-Boat warning and start a search. Also do not seem to react to near misses. Though on this second i may be mistaken. It seemed to me that on a near miss (the ship has seen it as it dodges) the escorts dont react to the threat. I need to test this more though, anyone elses comments would be great.

Things i would love


Running deck awash to make you harder to spot.


The ability to ask BDU for new orders, as sometimes the area you are sent to is empty. I know i can just sail off but they used to ask BDU to reroute them.


Wolfpacks!! (of course )


The listing of famous events. If the devs need help with this i can collate the list as i have too many history books. It would not need to be the whole war, just important events to the Uboat captain. This would make the game a thousand times more immersive as you would feel more of a team. Has to be done in my opinion! These should pop up on the screen for a few seconds or maybe come through to your radio operator. Or maybe he could shout them to you


Air and sound effects for when you blow ballast tanks. This should make a rushing sound and throw out lots of air, giving you away to anyone nearby.


No map markings kills should still be marked, or the ability to paint a "kill" mark on your map.


A record function as in Sturmovik or Rome total war (only one which records parts of the mission and doesnt just make it up like total war lol) It could be just a montage of the action cam bits or player chosen parts. PLEASE PLEASE I would love to have seen the events running up to my sinking


End career!!! Ohhh no, i just finished my career, (by being sunk) and find that i cant look at how much tonnage i got total, or my final crew before they died. Or anything other then medals and the last patrol i did. I would love to see a top score table as there is in game, with me vs the other captains. A top score table of all my careers with the realism i had them set at. To be able to look at the sub in its last settings ect, gutted. Its a terrible ending, i know its about the journey but there needs to be something longlasting there. Well i think so anyway...

Monkeywho
04-03-2005, 05:18 PM
I've listed previous bugs in the following threads:

Please see "Patch 1.2, Known Problems, and Ask the Devs a Question" for a listing.

I'd post a link, but since the search function does not work I am unable to find my exact postings.

Thanks,

dprucha
04-03-2005, 05:32 PM
1. Accidentally left periscope up and surfaced. Even after lowering it, still appeared as up. Dove to attempt to raise/lower it - and when I raised it, a 'second' raised periscope was visible underwater.
2. Have a mission where the torps won't re-load on a Type II, even on auto reload, Indicating 'waiting in queue' after six hours.

eXalos
04-03-2005, 06:45 PM
2 Bugs:

1) Crash to Desktop

In career starting 1939
Patrol 3
On route to coast of Spain
I just passed the straits of Dover. I am in area BF33. I am unable to get out of this area without a crash to desktop if I go west. It occurs in the western half of this area, and it is 100% consitent so far (tried 4 times with reboot). If I go east this is not a problem.

NVIDIA GeForce 5900 Ultra
AMD Athlon64 3200
1 GIG Ram
SB Live 5.1


2) Destroyer AI fought each other to the death (pretty funny but a bug)
I was playing the final training mission where I am to attack a convoy. I had sunk all but 1 merchant, and had only my 2 aft fish left. I sailed far ahead of the remaining convoy (merch, 1 dest, 1 armed trawler). This took quite some time, but I wanted to sink all the merks. Anyway I was submerged at 0 knots just at 13 m. I was about 5 km ahead of the remaining convoy. I lowered my periscope to about 2 meters below the surface as the forward destroyer approached. At about 1km it spotted me somehow€¦ For some reason I had gone up about 2 meters (depth read 11 m) and my periscope was now out of the water???. Are underwater thermals modeled in the water? What got me to rise otherwise I don't know. Anyway, as the forward destroyer closed on me the armed trawler in the distance (about 2 km) fired on me, but hit the destroyer instead (heck only my periscope was out of the water). After this the two destroyers began to fight each other off. In the end the trawler sank the destroyer (after about 10 min of fighting though mainly b/c both were listing at one point). I finished of the trawler and remaining merchant. Great training mission, but talk about FF (friendly fire) gone out of control, or are tempers modled http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif? I have pics of this if anyone wants me to post.

LibertyToad
04-03-2005, 06:57 PM
Here's a bug. My conning tower was completely destroyed after an encounter with a Brit DD. I was able to escape. When it was safe, I surfaced and suddenly I had 4 dead men. The guys somehow got up onto the conning tower, which was destroyed, and it killed them.

This was pretty annoying as I lost an officer and 3 other crew members--they were my first deaths in the game.

As a developer, I can't believe they missed this bug.

gnolam
04-03-2005, 07:18 PM
<UL TYPE=SQUARE><LI>Torpedo loadouts aren't remembered between patrols.
<LI>Getting "decoy launcher damaged" or "decoy launcher destroyed" messages without actually having one on your U-boat.
<LI>The Atlast Echolot doesn't actually seem to give you away to the enemy like it should.
<LI>Kamikaze planes - I encountered an Illustrious Carrier in Scapa Flow, and the ground and water became littered with crashed planes. I can't give more details as I didn't see the actual crashes, only the results...

<LI>Feature request: a "maximum time compression" hotkey (say, CTRL-+). It's sorely needed when cruising to a patrol grid. Shouldn't be that hard to add either.[/list]


Oh, and the already noted "engine upgrades disappearing" bug should definitely be listed as '!!!', critical, as it screws up the whole player reward system with renown & upgrades...

sturm05
04-03-2005, 07:18 PM
Scanned this forum but might have missed if this was already posted.
Bugs and/or wishlist:
1. It's pretty annoying when your crew says "ship spotted sir!" but doesn't tell you where so that you're on the bridge trying to see this ship. I seem to remember older sub games being smarter than this.
2. No way to judge bearings on the map or to conveniently use lat/long. This, for a naval sim is inexcuseable.
3. I seem to remember in one of the older sims the capability of "leaking" oil/debris to try and fool the warships. A bit "hollywood" I know but a "nice to have".
4. No matter which early model you have the 1st officer will comply with your order to "deploy decoys" even though you don't have them (some first officer he is!). Only then will the game tell you that decoys are not available.
5. The Deck Gun can't be manned in storms, that's understandable but when you're on a sea that's almost glass with a gently roll and you still get "Deck gun can't be manned due to storm" then something's wrong.

My two cents.

sturm05
04-03-2005, 07:24 PM
Oh yeah, one other thing. The bloody time compression should reset to '1' within 5 to 10km of the base. Due to the poor map detail of the actual bases even at max zoom you have no idea how close you are to the actual base so using timeskip is risky at best. Perhaps a "pop up" within 10km giving you a choice to "dock" automatically (and end your mission) or let you pilot the sub right into the dock area.

sturm05
04-03-2005, 07:31 PM
Oops, and yet another thing, LOL.
The Mission Editor manual is bloody awful and doesn't describe even half the things available in the Editor. Is there a better explanation of how to use the various functions in it?

Kamko
04-03-2005, 08:23 PM
I've also noticed that a bunch of DDs seem to be having problems with running aground - about 3 of them run into land and got sunk while I was makng my into position to attack Royal Oak near Scapa Flow.

Kamko
04-03-2005, 08:26 PM
Also it would be nice if they included something like a crew rotation schedule which one could set - micromanagment is really annoying. Oh yeah, how can HMS Royal Oak fire its main guns with heavy listing - fix it!

talonclaws
04-03-2005, 08:52 PM
Escort AI - In a mission today, Patrol 22 for me, I ran across a huge Task Force headed through Gibralter. I engaged a Nelson and Revenge BB from 2000m with 4 torpedos. After letting my fish go, I successfully make a crash dive to 70m without being detected. When I reached 70m, I went to silent run, ahead slow and went to 120m. Impact came 10 seconds afterwards. Immediately, the 8 DDs lock onto me with their sonar and start coming after me. I dive to 150m, ahead slow. I begin making S-turns to outrun the charges. I go on doing this for almost 1 hour, going up to 80m and back to 120m. All 8 DDs were hot on my trail and enventually followed me for 8km before they sunk me. Now, this is what is illogical. One, they all should have run out of depth charges after 2 hours of constant drops. I counted well over 1400 launched between the 8 DDs, some dropping more than others. I think its a bit stupid that those of us who do use a high degree of realism, have to face ships that use no realism. Instant reverse, unlimited depth charges ?? Pulleeez. To top it off, there were numerous times that I would start to dive when the charges were being thrown overboard. By the time they reached my old depth, they didn't go off, but yet when they reached my new depth, BOOOOOM! Sometimes depth changes were as much as 60m, leading me to believe they aren't pre-set but set to blow at whatever depth you are at currently. Secondly, they ran off leaving their Nelson ship listing, yet running at 7kts. For all they know, there was a pack of subs waiting 5km away to blast the **** outta straglers. For all they know, I could be a diversion. The AI doesn't think in logical terms because they should have given up long before 2 hours elapsed. Plus, I'm still not sure how they were able to instantly find me at 120m, all stop with a boat that has the anti-sonar coating.

Celeon999
04-04-2005, 05:32 AM
Ok here are mine :


Ive named it "rubber or booiing bug"
------------------------------------

I have noticed torpedos bouncing of ship hulls like they were made of rubber. (No Torpedo dud!) Also heard of entire ships jumping into the air for several times as they tried to sink.

Here is a short story from another post of mine :

Just torpedoad a c3 cargo ship from behind.

The Torpedo hits the rear of the ship near the rudder and BOOIIIINNNG ! it jumps back a about 20 meters but isnt destroyed and hasnt changed its course.

Slowly it gets speed again and BOOINNNNNGG ! It hits the spot again and everything repeated as before.

Exactly the same procedure repeated 4 times then finally this jumpy sucker hit again and exploded at last.

THATS a bug .


I had also an "Patrol Area Bug" :
---------------------------------

My orders were to patrol grid DJ 81 for 24 hours. The problem is that DJ 81 is actually on land. Exactly it is a part of Africa. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Fact is that i couldnt complete my mission orders.

Gelignite
04-04-2005, 09:39 AM
- I sunk only one ship by torpedo and it is my 15th patrol. Almost all my torpedoes they either bounced back or they misfired. I think i am the worst kapitan in the Kreigsmarine.

- DDs can spot you in stormy sea -from 6000 meters away- at night.

- If there is no officer on the bridge, seamen don't tell you visual contacts. You learn there is an enemy destroyer after they start firing at you.

- I can't increase the speed of the game after i ship out from Lorient. So it is boring just watching the textures around my boot for 20 mins until i reach the open sea.

- only one wasserbomb can sink you easily, and your boot goes down in like 2 mins. Even blowing main ballast doesnt help you to save your crew. It is important for me to save the crew even i cant save my boot.

Thanks for the new patch in advance http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

PrivateDexter
04-04-2005, 12:09 PM
Hi all, SH3 is a great game but, some bugs/ideas...

* Start on map screen, stop engines, go to hydrophone screen, go back to map, engine noise is playing. You have to set the engine to a speed and stop it again to stop the noise.

* Can hear ships breaking up very loud even when on surface, seems sound volume for distance is a bit screwy on things.

* With auto TDC when switching between different speeds for your torpedoes, and then switching between loaded torpedoes, the TDC does not update with the correct information, unless you click on the speed dial again. This can cause you to miss a shot as the gyro angle is incorrect for the torpedo speed.

* Bearing indicators on map tools would be handy. How about a user text entry as a map tool? How about saving all map markings between patrols in a career, as I use them to mark down shipping routes for later?

* The rule for deleting saves after the save you load is annoying. I accidentally lost 7 patrols by trying to clean up some previous saves.

* Crew seem to tire to quickly. They seem to get their red 'tick's in under a hour of game time, and they don't get tired at all when compression is above 32x. How long was a shift on a sub? They should last at least that long, or some form of auto management.

* Some audible indication of compression being changed by the game. How about a large compression indicator appearing appearing on screen for a moment when compresison is changed, see next item.

* The orange/size of the text for some indicators in the lower right are very difficult to see for my dad, he is 70 after all.

SS.DJSatane
04-04-2005, 12:17 PM
Hello, I am glad this thread is now sticky, hopefully its helpfull to the developers! I have updated the sh3buglist.txt (http://www.cuih.net/sh3/sh3buglist.txt) file with stuff I got in emails and read in this thread.

Now I got few questions:

I know this been posted around but I can't seem to find it and would like to have it described correctly so its easy to reproduce: Crew on watch in the conning tower while submerged, now for this to happen you gotta save a game after going submerged and then load it correct? I believe there are other ways to get crew to appear on watch while under water as I have seen players do this while in multiplayer, can anyone maybe post about it? Thanks!

- Next,

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by talonclaws:
Escort AI - In a mission today, Patrol 22 for me, I ran across a huge Task Force headed through Gibralter. I engaged a Nelson and Revenge BB from 2000m with 4 torpedos. After letting my fish go, I successfully make a crash dive to 70m without being detected. When I reached 70m, I went to silent run, ahead slow and went to 120m. Impact came 10 seconds afterwards. Immediately, the 8 DDs lock onto me with their sonar and start coming after me. I dive to 150m, ahead slow. I begin making S-turns to outrun the charges. I go on doing this for almost 1 hour, going up to 80m and back to 120m. All 8 DDs were hot on my trail and enventually followed me for 8km before they sunk me. Now, this is what is illogical. One, they all should have run out of depth charges after 2 hours of constant drops. I counted well over 1400 launched between the 8 DDs, some dropping more than others. I think its a bit stupid that those of us who do use a high degree of realism, have to face ships that use no realism. Instant reverse, unlimited depth charges ?? Pulleeez. To top it off, there were numerous times that I would start to dive when the charges were being thrown overboard. By the time they reached my old depth, they didn't go off, but yet when they reached my new depth, BOOOOOM! Sometimes depth changes were as much as 60m, leading me to believe they aren't pre-set but set to blow at whatever depth you are at currently. Secondly, they ran off leaving their Nelson ship listing, yet running at 7kts. For all they know, there was a pack of subs waiting 5km away to blast the **** outta straglers. For all they know, I could be a diversion. The AI doesn't think in logical terms because they should have given up long before 2 hours elapsed. Plus, I'm still not sure how they were able to instantly find me at 120m, all stop with a boat that has the anti-sonar coating. <HR></BLOCKQUOTE>

- Believe me, I fully understand your frustration, I have seen same situation happen often especially during multiplayer sessions, often a player can be running silent but few DD's will track him down without any problems. I wanna see if anyone else have same experiences where it feels like the DD's and other escort ships are just too godlike at finding you?

Bloomstomb
04-04-2005, 05:47 PM
Im not sure if this is a bug or whatnot.But I thought I would post this here.
When you are below 140 meters and going faster than 6 knots, even the most modern destroyers cant dammage your hull with DC.They always drop them too late and they explode behind you, harmlessly.This is even if your very loud going flank and theyre pinging you and dropping them exactly where you........were.

BobV_07
04-04-2005, 07:13 PM
OK, here are a few bugs I have ran into.

I get these lines across the wake of my sub and ships. It happens randomly and random sizes.

http://img24.exs.cx/img24/3182/line4jt.jpg

I have had SH3 crash several times.

I have noticed that on some ships that the screw shaft is squaire and dose not rotate at all.

I was given one mission that I could not possibly finish because the grid location that I was given was totaly on land. I would have to weld some wheels on my sub and put it into 4X4 to finish the mission. LOL http://forums.ubi.com/images/smilies/35.gif

I noticed that one of my crewman had his rain gear on in calm weather.
http://img24.exs.cx/img24/9405/rainjacket1qt.jpg

meowcat999
04-05-2005, 05:12 AM
Game crashes to desktop with : "Faulting application sh3.exe, version 1.1.0.1, faulting module ntdll.dll version 5.1.2600.2180, fault address 0x00010a0a" in event log

- occasionally during gameplay with no/basic sound acceleration.
- frequently during gameplay with standard/full acceleration
- 50% of the time when "returning to base" regardless of sound settings
- ALWAYS (every time) when the application closes (ie: click exit game) regardless of sound settings

I've experemented with the sound hardwarde acceleration at Basic, and also Disabled.

No IRQ sharing on sound or vid card.

i've updated my VIA chipset drivers, audigy drivers, ATI drivers. My motherboard has the latest bios. I have diabled a number of unnecessary windows services, as well as various symantec/norton services. Have error checked disk and defragged.

Radeon 9700 pro (tested at agp 4x and 8x, fast-write on/off, various other settings)
Audigy 2 zs
MSI KT4 mobo with 1.5gb ram
xp pro sp2
directx 9c

Peterlutz
04-05-2005, 05:17 AM
I find this is a good job to collect and sort all bugs.
I will give you feedback as soon as possible!
Thanks

JuanCudz
04-05-2005, 06:31 AM
Couple of things
1) I seem to be missing 'request new orders' icons from the radio operator, despite completing primary patrol objectives. I've been doing short patrols during 'happy times' early war months so I don't know if I need to be at sea for weeks before 'new orders' becomes available.
2) I'm also missing the 'request escort' icon when near my base, I mean whether 5km's from home, or 5 meters from my uboat pen. Is this another late war thing.

Oh and one made me laugh, the devs knowledge of British geography is unusual. I wondered why 'Merthyr' was chosen as the principle port of South Wales? I thought they might have confused Merthyr Tydfil and Cardiff, except Merthyr Tydfil is 25 miles inland (I'm also a Merthyr native). I then looked harder and saw it was too far west to be Cardiff, or the important Barry Docks, but not far enough for Swansea. I checked online at maps and it looks more like Bridgend but Bridgend has no significant dock facillities (It's up a narrow river, hence 'Bridge'end. Yet I did see a small village nearby called 'Merthyr Mawr' http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

GaryCampbell
04-05-2005, 06:52 AM
I've read this before but maybe not in this thread :-

I was at periscope depth and destroyer rammed my conning tower. My conning tower turned yellow (damage) but the destroyer sank completely! http://forums.ubi.com/images/smilies/354.gif

Urgently fix please!!

Pr0metheus 1962
04-05-2005, 08:48 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by JuanCudz:
Oh and one made me laugh, the devs knowledge of British geography is unusual. <HR></BLOCKQUOTE>

The devs knowledge of geography in general is unusual. The port of St. Nazaire is completely in the wrong place - they put it on the coast miles away from the tidal estuary where it's supposed to be. You'd think they could get a major U-Boat base situated correctly, but apparently not.

SS.DJSatane
04-05-2005, 10:23 AM
Now that patch 1.2 is out, make sure you patch and base your bug finds on latest version. Also if you notice a bug you have known in 1.1 is now fixed for sure, please post here as well, thanks!

I have updated the buglist file (http://www.cuih.net/sh3/sh3buglist.txt) with few more bugs I found on subsim forums, and looking forward to playing 1.2 tonight!

AStotzer
04-05-2005, 01:30 PM
I am amazed that they STILL have not added a locked/fixed external view of your own sub. Every other sim I have played has an external view of your own vehicle that follows it, so you don't have to manually and constantly follow it with the arrow keys.

Every flight sim I have owned has some kind of chase view. I even have a train simulator that follows the train. Car simulators follow the car externally in many of them. Even previous versions of Silent Hunter had some kind of view like this I have heard. But not Silent Hunter III!

It's the most basic view in almost any simulator. View your own vehicle, be it airplane, car, train, sub or whatever. And they forgot...
http://forums.ubi.com/images/smilies/1072.gif http://forums.ubi.com/images/smilies/784.gif http://forums.ubi.com/images/smilies/cry.gif

Other than that, I think this game is awesome! http://forums.ubi.com/images/smilies/11.gif

eXalos
04-05-2005, 01:32 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by AStotzer:
I am amazed that they STILL have not added a locked/fixed external view of your own sub. Every other sim I have played has an external view of your own vehicle that follows it, so you don't have to manually and constantly follow it with the arrow keys.

Every flight sim I have owned has some kind of chase view. I even have a train simulator that follows the train. Car simulators follow the car externally in many of them. Even previous versions of Silent Hunter had some kind of view like this I have heard. But not Silent Hunter III!

It's the most basic view in almost any simulator. View your own vehicle, be it airplane, car, train, sub or whatever. And they forgot... <HR></BLOCKQUOTE>

Hey I'm just happy they added a protractor tool, but I agree

eXalos
04-05-2005, 01:37 PM
CDT update.

My crash as told on page 4 this thread UPDATE:

I unistalled VC 7.2 (MS VisualC .net) and now actually get a good report message on this crash as opposed to a debug option (I'm a developer)... The crash is in utils.dll. Looks like a invalid pointer access. I wish I had more info, but I already installed 1.2, and now I can't load my in mission save. I've saved the mission, and if this persists the next time I get to BF33 I'll send both sav files to Ubi.

BTW I had already returned to base per UbiRazz's recomendation (major hit to Renown but had to do it) so this did not effect my career (before anyone tells me about this).

SS.DJSatane
04-05-2005, 04:26 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by eXalos:
CDT update.

My crash as told on page 4 this thread UPDATE:

I unistalled VC 7.2 (MS VisualC .net) and now actually get a good report message on this crash as opposed to a debug option (I'm a developer)... The crash is in utils.dll. Looks like a invalid pointer access. I wish I had more info, but I already installed 1.2, and now I can't load my in mission save. I've saved the mission, and if this persists the next time I get to BF33 I'll send both sav files to Ubi.

BTW I had already returned to base per UbiRazz's recomendation (major hit to Renown but had to do it) so this did not effect my career (before anyone tells me about this). <HR></BLOCKQUOTE>

If you try to start new career or playing normal single/multi missions you run fine? Did the crashes stop after 1.2?

Rehlyimah
04-05-2005, 05:23 PM
My IX-D2's sonar is destroyed instantly every time I start a patrol. V1.2, tried several bases. It worked fine in 1.1.

Edit: If I open an older save, upgrade to IX-D2 and install sonar, it doesn't appear as a system under sub management. If I do this, reload the before mission save created by it and start, sonar is destroyed.

Further edit: New campaigns do not fix this. Using first-generation sonars and IX-D2 in all cases.

Bionor
04-05-2005, 05:50 PM
After installing 1.2, there is a massive FPS drop when the waterblur-effect is on the Attackperiscope(especially when raising and lowering the scope).

A.K.Davis
04-05-2005, 07:28 PM
Findings for my SLI system (GF 6800 Ultras w/ 71.84 drivers) for v 1.2:

1. AA and AF enabled causes excessive blurring of lines in UZO view (unrelated to particle system bug and not present in any other optics or standard views). Have not isolated to determine whether it is AA or AF that is causing this. Both were set to 4x.

2. Missing sun glare and flickering in sun orb in normal view (i.e. not through optics) was caused by having SLI-enabled. Disabling SLI solved this.

Other bugs still present:

1. crew members still being left behind when moving from one compartent to another. This occurs both with automatic transitions and when you right click to move all from one compartment to another. I have noticed that it is usually (if not always) 1 or 2 warrant officers that are left behind.

2. UZO view still lacks a dimmed notepad for night use. Others textures in UZO also remain the same between night and day, I believe.

3. All optics lack dimmed recognition manual pages for night use.

4. Flank speed is displayed as full ahead on Type VII sonar room engine telegraph.

billclarke1
04-05-2005, 07:44 PM
Torpedoed A destroyer, as she went down stern first the crew were still standing at the depth charges, which didn't detonate. Torpedoed the Rodney, severe list to starboard, gun crews still at the 4 inch guns on the starboard side even though they would have been useless in that situation.

billclarke1
04-05-2005, 07:48 PM
Destroyer sinks upside down,as the mast strikes the sea bed the destoyer rolls on to it's side, shouldn't it crush the mast ? it then bounces a couple of times on the sea floor.

plong9999
04-05-2005, 08:25 PM
In Naval Academy,torpedoes training: ship disappearing. I was lookink trough periscope.
Ship range was 2000 meters...suddenly the ship disappeared.
Maybe another "triangle" like the one in Bermuda? http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Bad script ???

BoneDaddy1844
04-05-2005, 09:09 PM
Here's another one to add to the list:

Doppler sounds are broken for all aircraft.

You can hear the problem clearly when you free- look and zoom your camera either to or from the aircraft. You'll hear the appropriate drone (higher pitch for approaching, lower pitch as it flies away from you) but the frequency of the sound increases and decreases as well. It makes the airplane engines sound like they are spinning at a million RPM as you get right up to it, like a mosquito on speed!

Only the pitch and volume should change, not the frequency.

Another quick demo of this can be heard on the museum page. Just select any aircraft and then zoom closer to it. You'll hear what I mean.

So far, I've noticed this only on the aircraft. no ship sounds appear to be affected.

http://forums.ubi.com/images/smilies/25.gif

gnolam
04-06-2005, 08:32 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by BoneDaddy1844:
Here's another one to add to the list:

Doppler sounds are broken for all aircraft.

You can hear the problem clearly when you free- look and zoom your camera either to or from the aircraft. You'll hear the appropriate drone (higher pitch for approaching, lower pitch as it flies away from you) but the frequency of the sound increases and decreases as well. It makes the airplane engines sound like they are spinning at a million RPM as you get right up to it, like a mosquito on speed!

Only the pitch and volume should change, not the frequency.

Another quick demo of this can be heard on the museum page. Just select any aircraft and then zoom closer to it. You'll hear what I mean.

So far, I've noticed this only on the aircraft. no ship sounds appear to be affected.

http://forums.ubi.com/images/smilies/25.gif <HR></BLOCKQUOTE>

Err... pitch is a function of (perceived) frequency (which in turn is affected by Doppler shift). Or am I missing something? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

The museum's doppler shift is sort of broken though - it doesn't take the following camera into effect, so it bases the doppler shift on the plane's absolute velocity and not the relative velocity between the plane and the camera...

gnolam
04-06-2005, 10:13 AM
Ok, confirmed that the following things are still present in 1.2:
(note: doesn't mean that the other bugs are fixed, just that these are definitely still there)

<UL TYPE=SQUARE><LI>"Cannot man the guns while in storm!", in gentle 6 m/s winds and clear skies.
<LI>The Atlas Echolot still seems to be entirely inaudible to the enemy.
<LI>Skydome artifacts:
http://web.telia.com/~u31624526/SH3-skydomeartifacts-tb.png (http://web.telia.com/~u31624526/SH3-skydomeartifacts.png)
(not the best screenshot, I know, but the blockiness and banding are still visible... I'll see if I can grab a better one in clear weather)[/list]

SS.DJSatane
04-06-2005, 11:08 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by AStotzer:
I am amazed that they STILL have not added a locked/fixed external view of your own sub. Every other sim I have played has an external view of your own vehicle that follows it, so you don't have to manually and constantly follow it with the arrow keys.

Every flight sim I have owned has some kind of chase view. I even have a train simulator that follows the train. Car simulators follow the car externally in many of them. Even previous versions of Silent Hunter had some kind of view like this I have heard. But not Silent Hunter III!

It's the most basic view in almost any simulator. View your own vehicle, be it airplane, car, train, sub or whatever. And they forgot...
http://forums.ubi.com/images/smilies/1072.gif http://forums.ubi.com/images/smilies/784.gif http://forums.ubi.com/images/smilies/cry.gif

Other than that, I think this game is awesome! http://forums.ubi.com/images/smilies/11.gif <HR></BLOCKQUOTE>

Have you tried using ',' and '.' buttons? Those lock onto all visible ships including yours I believe and follow them, allowing limited rotation/zoom control.

AStotzer
04-06-2005, 11:55 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SS.DJSatane:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by AStotzer:
I am amazed that they STILL have not added a locked/fixed external view of your own sub. Every other sim I have played has an external view of your own vehicle that follows it, so you don't have to manually and constantly follow it with the arrow keys.

Every flight sim I have owned has some kind of chase view. I even have a train simulator that follows the train. Car simulators follow the car externally in many of them. Even previous versions of Silent Hunter had some kind of view like this I have heard. But not Silent Hunter III!

It's the most basic view in almost any simulator. View your own vehicle, be it airplane, car, train, sub or whatever. And they forgot...
http://forums.ubi.com/images/smilies/1072.gif http://forums.ubi.com/images/smilies/784.gif http://forums.ubi.com/images/smilies/cry.gif

Other than that, I think this game is awesome! http://forums.ubi.com/images/smilies/11.gif <HR></BLOCKQUOTE>

Have you tried using ',' and '.' buttons? Those lock onto all visible ships including yours I believe and follow them, allowing limited rotation/zoom control. <HR></BLOCKQUOTE>Yes, I've used the 'Next/Last Unit' view keys, and have never seen them show your own UBoat. Have you? Has anyone? I have cycled through every unit in a battle, and it has never gone to a view of my UBoat. Have you actually seen this work, or are you just guessing??

SS.DJSatane
04-06-2005, 12:07 PM
you maybe right I think those only show enemies and any friendly players(multiplayer) but not your own boat.

AStotzer
04-06-2005, 12:41 PM
I haven't tried Multi-Player yet.

I wish they would add a fixed view of your own dang uboat. How hard can it be when they already have the fixed units view. Just add the uboat to the unit view cycle!

gnolam
04-06-2005, 01:19 PM
<UL TYPE=SQUARE><LI>The "game thinks you're surfaced after loading a save (http://web.telia.com/~u31624526/sh3-holdyourbreath.jpg)" bug is still there. Doesn't seem to occur every time like before though.[/list]

(but I have to admit, that bug sure comes in handy for repairing the outside of your boat while submerged... http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif)

BoneDaddy1844
04-06-2005, 05:24 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by gnolam:
Err... pitch _is_ a function of (perceived) frequency (which in turn is affected by Doppler shift). Or am I missing something? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

The museum's doppler shift is sort of broken though - it doesn't take the following camera into effect, so it bases the doppler shift on the plane's absolute velocity and not the relative velocity between the plane and the camera... <HR></BLOCKQUOTE>

You're right.

The doppler effect is also broken the same way in gameplay as it is in the museum example.

nstutt
04-07-2005, 06:54 AM
Heres my list!:

Firstly the bugs:

Missing commands from radio - 'request escort' and 'request new orders'.

Game crashes in crew management screen when using the management buttons occasionally - mainly seems to be the 'surface cruise' button.

Sometimes cannot move officers into compartments - a message comes up saying that they are damaged but they are not!

Now the essential fixes:

Chase view fixed to sub so we can play the game in 3rd person mode. I would love to have this to just watch my sub at times.

Option to remove colouring from the ship markers on the maps so that you have to identify the targets country before engaging.

Torpedo duds dont seem to be working very well to me. Ive had a 100 percent strike rate with my steam torps when hitting broadside. Torpedos were very unreliable especially at the start of the war.

A death movie should be played etc when you die rather than a simple screen come up straight away. Preferably showing what happens to you sub over the next few seconds from a 3rd person view. We should also be able to stay in the game for at least a while with lots of crew dead and a very badly damaged boat. But this just doesnt seem possible - the death screen comes up immediately whenever you get a relatively decent hit from a destroyer or the like. Its just all over far too quickly.

Realistic diving depths and some randomness to them to cover standard of sub workmanship. However its done though you should be able to dive past recommended max depths occassionally. Also more transition is required before sub is crushed ie flooding effects, rivets popping etc to give you at least a chance to try to rectify the situation. and even if your boat does start to crush we should see crew dying, flooding effects etc before your sub finally kicks the bucket. An implosion or something in 3d view would be nice at the end.

Finally my wish list, some of which would be really really nice to get!:

More variation in sea bed levels incl trenches etc

Sealife incl sharks whales etc These should create false returns on the hydrophone to make determining ship targets more difficult.

Lifeboats launched from stricken vessels so that you have to wait for a while before you sink the ship finally.

Evacuation ability from your own sub in a lifeboat if unsaveable with random chance of being able to be rescued, die or be a captured POW depending on location.

Wolfpacks and communications from other subs. Communications are already implemented so wolfpack comms should be easy. Once you, say, reach 30nm from a convoy you could do a test to see if there are any other subs in the area. Im sure this could be implemented but it would take quite a bit of time to do it right.

BDu convoy ship sightings need to be less accurate and unreliable. You should also get a chance of air or naval interceptions from use of radio every time depending on location.

Refuelling at sea.

A little more notice of impending air attack which seems to be over before I can get to the gun in most instances. A longer viewing distance for planes would be nice at the moment planes are impossible to see until theyre right on top of you.

More variation in missions such as rescue, transfer, hunting specific targets, cargo, scouting for follow up airstrikes etc

Local traffic and docked ships/subs in ports. Anti-aircraft balloons etc around ports.

Slower ship sinking times. Possibly oil leaks and torpedo holes etc showing.

Sea currents and drift modelled so that navigation is more tricky ie gradually going off course unless the navigator is asked to check the location via a sextant whilst on the surface. Accuracy of route should be dependant on navigator skill.

Auto crew changeover at 32x and below when tired. Shouldnt need to manage this.

More murky water so that using the observation periscope to watch for ships above you when you are submerged is more difficult! I cant imagine this was very possible in real life - Ive never heard of it anyway.

Managing crew should be made a little more easy by being able to order crew according to rank and skills etc to make awarding medals etc easier.

It would be nice if you could stop the boat from moving when you are in the captains bunk and possibly stop the engine noise and enable high time compressions. This would enalble you to sit in the captains bunk listening to records on the gramaphone whilst you sail to your patrol area etc whilst at high time compression. At the moment the captains bunk is useless!

Thanks for the quick patch meanwhile!

Nats

eXalos
04-07-2005, 10:16 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SS.DJSatane:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by eXalos:
CDT update.

My crash as told on page 4 this thread UPDATE:

I unistalled VC 7.2 (MS VisualC .net) and now actually get a good report message on this crash as opposed to a debug option (I'm a developer)... The crash is in utils.dll. Looks like a invalid pointer access. I wish I had more info, but I already installed 1.2, and now I can't load my in mission save. I've saved the mission, and if this persists the next time I get to BF33 I'll send both sav files to Ubi.

BTW I had already returned to base per UbiRazz's recomendation (major hit to Renown but had to do it) so this did not effect my career (before anyone tells me about this). <HR></BLOCKQUOTE>

If you try to start new career or playing normal single/multi missions you run fine? Did the crashes stop after 1.2? <HR></BLOCKQUOTE>

If I start up with 1.2 I can't load my in mission save which is why I had to go back to base first. Anyway my career is intact (though it took a hit for returning to base without completing the mission http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif ). I was sent on another patrol of CG11 and this time I was able to get thru BF33, no CDT. However, my bet is that somehow the game got into a bad state (probably the .sav file). I say this because nothing in the patch description talk about fixing a CDT bug. Hopefully this will not come up later, quite annoying.

eXalos
04-07-2005, 10:30 AM
I have noticed a few posts about people stating that their watch crew is not finding closing targets (mainly destroyers) when they are surfaced. If you have a deck mounted HYDRO you can only detect ship at a distance when submerged, so make sure that your watch crew is highly trained and well rested when you are surfaced. I found that if I keep the status bar at nearly 100 percent I detect ships no less than 5000 meters away. If however the deck crew becomes fatigued (which at 32x it can easily) it€s performance will drop. I have both a officer and 2 petty officer watchman that I keep well rested to achieve 100% status while surfaced. I also occasionally dive to about 13 meters to listen for far off contacts.

Now if your HYDRO is not deck mounted then you will not have this problem AS LONG as your sonar/radio men are well rested and qualified.

sturm05
04-07-2005, 12:48 PM
Patched to 1.2 but Hydrophone guys still seems to have a mind of his own.
The protractor addition to the map tools is good but still no lat/long references. If I'm online and I want to tell a buddy where a target is, having some solid frame of reference would really help. The missing lat/long to me is inexcuseable on the map (I know there's a rudimentary grid along the edge of the map but try and use it effectively when zoomed in, it's no good).

pkl-75
04-07-2005, 01:34 PM
About Crew management

Has anybody yet reported this bug of crew management: the crew becomes fatigued only during making the management, but while being at other stations, they have better stamina... actually for days. They should fatigue all the time, maybe differently at noght.

More face icons, please! More variation!

More depth to the crew!!!! Now they are mere dolls. The Sims at Sea idea would not be so bad...

A General comment. I bought this game to jump into something better than SH2. However, the game seems to be very buggy. This makes me think that maybe a more realistic simulation attempt would not be "possible" or at least not reasonable. Hopefully the dev team will do much work and make the challenge of erasing all those bugs. Because the bar has been put so high, no unrealistic flaws are actually wanted.

The situation was not the same with SH1 and Aces, as they were solid masterpieces of their time, with no attempt on modeling everything.

I truly wish SH3 will get some more flesh around her bones...

Wonkys
04-07-2005, 08:25 PM
Tonight I found that while on patrol with my U3, if i go to the Hydrophone station more then once the 'sounds' from not only other ships, but my own as well have gone... But carrying on with my patrol and returning to my Hydrophone station later they reappear by magic.. A little while later on returning to the Hydophone they have gone again....So it seems to suit itself... That by the way is only since I updated to 1.2.. Before there was no problem... Otherwise I love it, bar for the other 'bugs' that you have already spoken about..

PsychoFritz
04-08-2005, 12:10 AM
Here is something interesting that I came across today. I tried to transfer to a different flotilla and base...when I selected transer that little brown piece of paper that gives you messages in the game came up and said "base changed to (null)" with OK below it. I pressed ok but the message wouldn't go away. I had to restart my computer to get out of there. I reloaded the game and my save was ok and everything...but I didn't ry to transfer again.

BearClaw
04-08-2005, 03:16 AM
1) I think there is a problem with the voice reports: sometimes there is vocal report, and sometimes there is not ? (there is always text messages anyway) but it is disturbing that you don't always get voice reports.

2) More sound problems: when changing between views (example:navigation -> external) and the engine is stopped, sometimes the engine sound comes back on ? even if the boat is stopped ?

3) There is a problem with "base have changed" message between 1939 to 1940, my base changed from kiel to whatever the place in france is called, and HQ sent this message to me for serveral patrols non-stop around the clock !.
(I think i got it the first time)

U-1975
04-08-2005, 09:05 AM
Hello. I noticed that Snorkel does not ventilate uboat. This is the case at least in IXc in campaing mode. Very annoying bug. I'm playing campaing now in 1943 and staying surfaced is very dangerous. When i finally got the snorkel upgrade it is useless because it soes not work like it should. It allows only run whit diesel engines submerged but in real-life it also ventilated the sub so that surfasing boat was not required.

Mjollnir111675
04-08-2005, 12:10 PM
Ya think this is a bug worth reporting?


http://photos4.flickr.com/8816837_4e8e0589ed_o.jpg

Found this in M.P. a few nights ago.

Kris_Pusaka
04-08-2005, 02:14 PM
- Birds in formation beat their wings synchronized.

Unnatural behaviour, and it disturbs a lot while admiring the countryside.

- Birds doing a Touch-and-Go on the surface of the Sea, kind of rebound, not a smooth trajectory.

Teurastaja_Gleb
04-08-2005, 04:22 PM
I've been pretty tolerant with most bugs i've encountered, but i just got enough. I'm not playing the campaign anymore before the medals, boat upgrades etc. stay on the crew and boat.

I could stand if the torpedoes got changed to older ones after loading save, but losing training and medals is just too much. Great game devs, but jeez i'm pissed to Ubi for putting the game out in near beta state. Ever heard of validation and verification?

Bubblehead1948
04-08-2005, 07:10 PM
http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif I believe I've found a traceable pattern which leads to a CDT. This is a predictable re-occuring event on my system. I don't know why it happens, but hopefully, this discription may lead the dev team to a solution.

The boat is underwater during a daytime run.

I give the command to surface.

The process begins.

At about 10m of depth or less, the icons for crew placement for the three surface running
configurations become visible on the f7 page.

I typically click the one for normal surface cruising.

As often as not, I will intantly get a black screen followed by the "send/don't send" windows xp error message.

As soon as I respond to that, I get promptly bounced to the desk top.

I get the sense that if I wait till the boat is fully surfaced that this event may be avoided. But it happens often enough that there is a clear pattern here.

The event seems to be triggered by the early selection of one or more of those particular icons during surfacing. I suspect that the
operating system or code engine is particularly hard at work at that moment, and if the decision making processes are overwhelmed during this critical interval, the game engine has the tendancy to crash.

This is about the only thing that happens now during game play after the application of patch 1.2 that can be discribed as bad. And it seems I have some ability to control it if I am careful about not overwhelming the program with
rapid commands during this time.

Thats as much as I can reason out to be helpful, but hopefully it is enough to give the game coders something to work with.

summary of my system:
win xp home
asus a7n8x-e deluxe
ati x800 256
i gig kingston ddr ram
16x dvd-cd combo
SB audigy 2 sound

Fmeadowbank
04-09-2005, 03:32 AM
problems with black mountain shapes flashing in the sky while in the tutorial mode of SH3.
I using a radeon 7200 graphic card,and also loaded the latest patches with no improvement.
Very disappointing as it effects the enjoyment of this submarine Simulation software.

DUA1939
04-09-2005, 08:58 AM
First of all we all have to give the people involved in making this game some credit. This genre of games needed this shot in the arm. I hope we see a rekindling of interest among the non war buff crowd.

But I did want to mention two items that I noticed so far:

1- Hydrophone detection shouldn€t happen when there is a landmass between the U-boat and the detected ship.
2- Most large capital ships would have their gun turrets fall out when upside down under water. The main gun structures are held in by gravity.

Cess-SGTRoc
04-09-2005, 09:40 AM
I do not know if this one is a bug or has been put up here,but when you are stopped , the engine off.
And you tell the crew to go to any forward speed they just set there. You will not move nor will they start the Main power plant, while on the surface. This dose not seem to affect the elec, motors while under water.
And the crew is rested and not marked.
To get by this I have to tell the crew to go into reverse then go to a forward speed and they will.
This does not happen in port when you first start just after you have been out to sea for awhile.

Another thing I have noticed is when you set the crew setting for surface cruse, they will not put rested men in the slots they will take the men that have the red ! mark by them and use them. Also they do not seem to be able to keep the crew rested while on high speed transet , that is while you have the X times going to speed up the crossing.
I am having a real hard time keeping the Officers rested and I end up having to stop the sub and move the crew around by hand.

Another thing that I really miss from the first game is the ability to use the engines seprate from each other. Like using the port or starbard engins to manuver the boat, and or use one engine to charge the batteries while using the other one for cruse, Or being able to charge the batteries with the engines while setting still. We can't do this now. We have to be moving while charging.

Guys this is a awesome sim, I am not complaining. Just a few things I have found that I want to see if you think it is worth fixing or messing with.
Thanks for the sim, it is the best.

DUA1939
04-09-2005, 12:25 PM
Just ran the Happy Times mission. Sank 36135 tons, mission was listed as incomplete. 36135 is greater than 25000. FYI, the last two ships sunk were finished off with deck gun. Only torpedo kills count? Anyone else have this going on?

CaptainBeefhead
04-09-2005, 01:27 PM
Scapa Flow needs to be done.
Half of the town is flying in the air and the northern Scapa islands is cut off.

Starrynites
04-09-2005, 07:01 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by GaryCampbell:
I've read this before but maybe not in this thread :-

I was at periscope depth and destroyer rammed my conning tower. My conning tower turned yellow (damage) but the destroyer sank completely! http://forums.ubi.com/images/smilies/354.gif

Urgently fix please!! <HR></BLOCKQUOTE>


awwww thats my fav bug
On one patrol sunk 3 corvettes and one destroyer by surfacing under them as they make there depth charge runs over my sub
seems to rip the keel of the ships out while giving me a yellow tower which is very quickly repaired by crew
Another is scrape your u-boat along the side of cargo ships and you repair faster than damage given to you while enemy cargo ships get a nice scratch in there paint job and lotta damage

I know this is unrealistic but was just testing ideas on ramming ships and what damage can be taken by various types before i sink or them (usually them)

smilee88
04-09-2005, 09:11 PM
October 1944 in the XXI.

Bought the "new" snorkel mounted radar.
Spawn in game, with an immediate "Radar Destroyed" and sure enough on crew management it says Destroyed in nice red letters.

Raised the snorkel and nothing happened... http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

Kris_Pusaka
04-10-2005, 02:59 AM
Minor Bug:
I saw a worker in Brest's dock, near the submarine in dry-dock.
He was using a huge hammer.
I have nothing against sledgehammers, but that one looked more like Mj¶llnir, Thor's hammer, than any kind of sledgehammers I've seen before.
If that thing was made of iron, and not of Balsa or Polystyrene, than it shall weight at least half a ton.
Estimate (50x40x40cm)x8g/cm cubic = 640 kg) http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

As funny as the gold bar syndrome in hollywood movies.

RBBOT
04-10-2005, 04:54 AM
Sometimes the game gives you missions to patrol sectors in the middle of dry land as shown here:

http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=857101043&m=1731093603

JohnDiFool1
04-10-2005, 08:33 AM
You can see the reflection of the moon in the
water, even under completely cloudy skies (most
easily seen when zoomed in the scopes or UZO).

Captain_David
04-10-2005, 10:23 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Beeryus:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by dagger_c3:
When you are in the Deck gun training and you sink one ship, under the water, his flag, doesn't stop moving, like underwater wind... <HR></BLOCKQUOTE>

Under the water, 'wind' is called 'current', and this is a feature, not a bug. <HR></BLOCKQUOTE>

Haha, you are so wrong.. check the flag on any ship on the bottom. The flag animation doesnt change when the flag goes into the water, it behaves exactly as it does in the wind.

A.K.Davis
04-10-2005, 11:55 AM
uhoh, turns out campaigns are fundamentally bugged:

http://www.subsim.com/phpBB/viewtopic.php?t=32810

piliszcze
04-10-2005, 11:56 AM
I wrote it as a new topic, but thi is more suitable place.

Bug description:
I played SHIII recently and I have found a bug.
It was april 1943 (the first patrol in campaign).
At the beginnig everything was OK. Some kilometers from the base (Brest) I was attacked several times by aeroplanes and it was OK.
But after 2 days of "sailing" I spot some ships. I went to periscope depth, closed to the convoy and I couldn't believe my eyes. It was a big convoy: merchants, tankers, but no escorts.
I attacked, sunk some ships, reload, attacked second time, west surface far from the convoy, reload reserve (external) torpedos (it lasted over an hour-on the surface) and attacked third time.
All attacks lasted about 4 hours, and action took place near Ireland. During this time no aircraft appeared, no destroyer or other warship.
I repeat, that it was april 1943, so it was very strange. My realism settings were 100% of course.

Delfin1941
04-10-2005, 11:58 AM
I dont know if this is a bug, but near the flak, there is an additional crew place - in gray - .
It does not do anything, you can not put crew into it. I think it should be removed, it has nothing to do there.
http://img95.exs.cx/img95/1499/crewbug5ik.jpg

<span class="ev_code_RED">Also, the problem with the Flak 3.7cm gun on the Type IXC that I mentioned earlier, needs to be fixed!</span>

The1stTropod
04-11-2005, 12:37 AM
hi all.
Firstly, great game. Absolutely amazing.
anyhow, don't know if this is an actual bug or not......

I've found that I can't change the speed of torpedos iii & iv in the AttackMap (F6?), but I can change speed of the other torpedos. Selecting/deselecting manaul targeting system doesn't help.

I have had some FatalErrors occur when doing the following;
1. Using the mouse scroll to zoom out in the navigation map.
2. By pressing the surface cruise mode button in the Crew/DMG Management area (this has occurred regularly, & usually after shinking an enemy ship, but not always).

System specs;
NF7-S2 m/b (most recent bios)
WinXp - with SP2
DirectX 9.0C (4.09.0000.0904)
AMD 1.7Ghz
1GB Ram
Geforce4 Ti 4800, 128MB Ram (I need to update my driver. Currently using 55.42 I think?).
SH3 Patch 1.2 Installed (this was installed straight after installing the game).

I make sure SH3 is the only non-system process running whilst I play it. So there's no antivirus or anything else like that that might interfer.


on side note;
-A keyboard shortcut for the 'Depth Under Keel' order would be great, save having to ping manually all the time (what can I say, I'm a 'ping-a-holic' http://forums.ubi.com/images/smilies/53.gif. Perhaps the CAPS lock key (on/off), along with a periodical timer for pinging? e.g every 0 to 60 seconds (zero being off), or something similar? Would be very useful!
-I hope the 'unable to man deckguns in storm' gets addressed. Being fired upon by the enemy in calm blue seas (wind speed@7) & not being able to respond in kind (all things being equal) seems so much like a serious flaw with the game.


anyways, hope this helps http://forums.ubi.com/images/smilies/25.gif

Pr0metheus 1962
04-11-2005, 07:04 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by The1stTropod:
-I hope the 'unable to man deckguns in storm' gets addressed. Being fired upon by the enemy in calm blue seas (wind speed@7) & not being able to respond in kind (all things being equal) seems so much like a serious flaw with the game. <HR></BLOCKQUOTE>

Dammit! When will people understand that a submarine is not equivalent to any other ship type in terms of being a stable gun platform? Submarines need extremely calm seas if they are to hit anything. You cannot expect to be able to respond in kind to ships that are built to be stable when floating on top of the water.

Please, developers, if you 'fix' this, make the deck gun bob up and down with the boat (currently it's modelled like an M1A1 tank gun, staying level with the horizon at all times). If you 'fix' it without doing this, the super deck gun will ruin this game.

GT182
04-11-2005, 07:17 AM
I've found these bugs. They might have been listed someplace, but I haven't really had the time to search for them.

1. Lighthouse light shines thru buildings and everything else. It's very weird to see them shine thru 20 feet of concrete and every thing else.

2. At port when first shipping out, the watch crew uses binoculars. Seems they should be just watching things go by. LOL Maybe isn't not a bug, but it doesn't look real.

3.Why isn't there a blackout at night in the towns and subpens? It's wartime. http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

4.How about snow during the winter months, plus ice buildup on ships? Haven't seen it yet during 2 patrols in November thru March. Plus it should be snowing at sea, not raining during those months.

5. And finally, seagulls don't fly at night, just like any other bird except for owls and such. If I'm gonna get cr*pped on, it had better be during daylight hours. LOL http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

RocketDog
04-11-2005, 09:06 AM
Patch 1.2

Frame rates in port are much worse than 1.0 or 1.1. With 1.0 or 1.1 FPS in port is > 70 FPS. With 1.2 the FPS in port is now ~ 20-25 FPS and very choppy.

Out at sea the frame rates are about the same.

A number of other users are reporting the same decrease.

Regards,

RocketDog.

P4 3.0 GHz HT
800 MHz FSB mobo
X800Pro, Cat 5.4 drivers
1 GB DDR 400 RAM

jagtigermk2
04-11-2005, 10:00 AM
Running 1.2

When at high time compression 1024, if you order a crash dive the alarm bell sounds, but the alarm bell does not go out. The only way to stop the bell is to save/exit and restart.

A.K.Davis
04-11-2005, 10:59 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by GT182:
I've found these bugs. They might have been listed someplace, but I haven't really had the time to search for them.

1. Lighthouse light shines thru buildings and everything else. It's very weird to see them shine thru 20 feet of concrete and every thing else.

2. At port when first shipping out, the watch crew uses binoculars. Seems they should be just watching things go by. LOL Maybe isn't not a bug, but it doesn't look real.

3.Why isn't there a blackout at night in the towns and subpens? It's wartime. http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

4.How about snow during the winter months, plus ice buildup on ships? Haven't seen it yet during 2 patrols in November thru March. Plus it should be snowing at sea, not raining during those months.

5. And finally, seagulls don't fly at night, just like any other bird except for owls and such. If I'm gonna get cr*pped on, it had better be during daylight hours. LOL http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif <HR></BLOCKQUOTE>

At least #1 is a bug. The rest...well look here for #5:

http://maine.rr.com/05/portmag/fishing/images/right04.jpg

http://maine.rr.com/05/portmag/fishing/images/right04.jpg

:P

Pr0metheus 1962
04-11-2005, 11:40 AM
Map tools need to work in the attack map as well as the navigation map. When I play at high realism with the nav map updates turned off, it makes the attack map useless because there's no way to plot your target on the map.

GT182
04-11-2005, 12:58 PM
A.K.Davis, I imagine fishing boats are another exception to the genreal rule. Seagulls are always around for a free meal... drop by McDonalds, but not at night...they ain't there either. LOL

Besides, subs aren't fishing boats. Not the ones I've seen.

I've lived on the St. Lawrence River and Lake Champlain, been on the Atlantic Ocean at night in Groton, CT.... seagulls don't fly at night from what I've seen. But then again there, weren't any comercial fishing boats out at night either.

A.K.Davis
04-11-2005, 02:50 PM
oops, meant to post a link to a thread, not a redundant link to the same photo. We had this little discussion over at SimHQ already:

http://www.simhq.com/simhq3/sims/boards/bbs/ultimatebb.php?ubb=get_topic;f=129;t=000731

The1stTropod
04-11-2005, 06:09 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Beeryus:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by The1stTropod:
-I hope the 'unable to man deckguns in storm' gets addressed. Being fired upon by the enemy in calm blue seas (wind speed@7) & not being able to respond in kind (all things being equal) seems so much like a serious flaw with the game. <HR></BLOCKQUOTE>

Dammit! When will people understand that a submarine is not equivalent to any other ship type in terms of being a stable gun platform? Submarines need extremely calm seas if they are to hit anything. You cannot expect to be able to respond in kind to ships that are built to be stable when floating on top of the water.

Please, developers, if you 'fix' this, make the deck gun bob up and down with the boat (currently it's modelled like an M1A1 tank gun, staying level with the horizon at all times). If you 'fix' it without doing this, the super deck gun will ruin this game. <HR></BLOCKQUOTE>

Yes, I've read where it's mentioned how stable (or rather not so stable) these are, & it's quite obvious, but that's besides the point. If your in charge of the sub, then by rights you should be able to order your crew to man the guns, regardless! And yes, along with it should come the realisms of it (in/accuracy of firing, bobbing seas etc). Being 'restricted' by the game in such a manner is just stupid. I'd hardly think that back then, if the time really called for it, that crew would've refused to man the guns because of bad weather.

jr_canuck
04-11-2005, 08:16 PM
I haven't found this reported elsewhere in this thread, so here goes...
When saving games I've found that I always need at least two. The game (1.2) won't allow me to select the same save game to replace, I always need to enter at least a second filename. After that I can switch between the two.

Cavalier889
04-11-2005, 08:38 PM
Post 1.2, the missing sun glare for nVidia card users is still there. One post early on talked about this bug, but the poster never fully explained the bug, so here goes. NVidia card users that enable hardware AA lose the glare effect from the sun. Enabling the software AA in the game engine (A.K.A. bloom effect) brings it back, but the software AA is far below the quality of the hardware AA. This bug only seems to effect the sun. Glare effects from lighthouses work, glare on the lights in the sub work, and the sun glare works from the periscope view whenever the water distortion is in effect. It seems that the bug could be fixed easily enough; just implement it the same way as the lighthouse flash, right? In addition to the glare being gone, the sun's disk flickers, which even makes mods to the sun.tga file moot.

MG08x15
04-11-2005, 08:51 PM
Kiel band and greeting party are on the wrong dock. When you depart or return you cannot see or hear them and do not know they're there. They are on a dock at the very back of the harbor, just west of the Kiel sub pens. They should be moved to the dock alongside the pens. I scanned quickly and did not see this reported, please excuse if it is a duplicate report.

MG08x15
04-11-2005, 08:57 PM
There is a lot of Norwegian coastwise traffic between Oslo and Bergen after June 1940. I came down the Norwegian coast returning from patrol in Aug 40 and used every round of gun ammo I had shooting up single Norwegian, Allied side 1, ships in Norwegian waters.

Pr0metheus 1962
04-12-2005, 02:51 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by The1stTropod:
I'd hardly think that back then, if the time really called for it, that crew would've refused to man the guns because of bad weather. <HR></BLOCKQUOTE>

That's not my point. It's the captain who would have disallowed it, because real captains need a full crew to man the boat - they can't go throwing the crew's lives away for tonnage. We don't have that restriction - to us, it doesn't matter how many crewmen die as long as we get tonnage. Our boat is not compromised by the loss of crew as much as a real boat would be, and even if the devs made it so that it was compromised by a crew loss, we don't really care if our boat is lost - we just get a new one. Real captains couldn't do that, and that's why we need to have this realistic restriction imposed upon us.

leliouchenk1970
04-12-2005, 04:32 AM
In online game, only the hoster can hear the "ping" of DD. No the other players.

Sparhawk162
04-12-2005, 08:48 AM
You mention in your buglist that seagulls dont fly around at night. Well I also live on the coast and go all night fishing. I see many birds and seagulls flying around in the dark especially around ports.

Teslatic
04-12-2005, 12:41 PM
Today I attempted to transfer from the 1st flotilla to the 7th and I got a message that said "Base changed to:" with a blank underneath, and then when I clicked ok it changed to "Base Changed to: (null)". If I click ok, the loop repeats. There was no way to exit this aside from killing the program in windows task manager.

Running a clean v1.2 install with no cracks/mods/anything.

Nikodemus-LH
04-13-2005, 11:15 AM
This local time feature is nice but it has SMALL problem.
After 21:00 it star showing wrong time.
http://img.photobucket.com/albums/v78/dmage/Localtime2200.jpg

Ronin.nj
04-13-2005, 11:25 PM
hi there im having problems with in mission saves. im on 1.2 Australian edition dvd. i have followed directions with resaving in base ect; and restart ect; but saving in mission does not work,well i can save it but then get error loading save, will not load,also after i try to load the in-mission save, it caused other problems. for the same mission in base before save ,such as the enemy ships to be not there during the patrol. i have had to go back to the previous in base after mission save. to recftify the problem.

OneTinSoldier77
04-13-2005, 11:54 PM
Hello,

I have a BUG to report. Keep in mind that I am pretty new to this game.

I was doing the Flotilla training mission. I managed to sink a fairly large ship very early. I think it was the C2 Cargo ship, not certain though. I thought that alone would be enough to have accomplished a mission objective. But no. It showed as nothing accomplished yet.

So then, the Destroyer Hunter starts hunting me relentlessly, of course. I manuever around for a good while, change depths, ect. to avoid him. I took some damage once or twice that seemed to get repaired, as I lived. The first time I actually started sinking but then I got a message that the "air" something-or-other(can't recall the exact name) was intact and I started rising again.

Anyway, as I said, I played a game of cat and mouse with the Destroyer Hunter for quite some time. I was thinking that I'm not going to be able to do much of anything with him on my tail all the time, it sure would be nice to take him out. AND I DID! With a shot from my aft torpedo tube. Yes!!

So then I decide to surface. Then I placed an Officer from the Bow Quarters into the Watch Officers position. Then I saw some available slots on the Bridge. I can't remember what it said now, but it wasn't for the Flak gun or the Deck gun. It was something like Deck Manning. So I try to place a regular crewmember from the Bow Quarters into the first slot and the game crashed!! Arrrgh... after all the work I did to get that Destroyer Hunter!

Microsoft (R) DrWtsn32
Copyright (C) 1985-2001 Microsoft Corp. All rights reserved.

---------------------------------------

Application exception occurred:
App: C:\Program Files\Ubisoft\SilentHunterIII\sh3.exe (pid=3688)
When: 4/13/2005 @ 23:11:04.265
Exception number: c0000005 (access violation)

---------------------------------------

Nothing on my system is overclocked in any way, shape, or form. I can use my system to play other games such as Battlefield 1942(Forgotten Hope mod) or Flight Simulator 2004(with tons of tweaks and add-ons to it) all day with no problems whatsoever.


System Specs:
Intel 3.4C(C = Northwood) on Asus P4C800-E Deluxe, Zalman 7000a-Cu HS/Fan, 1 GB Muskin High Performance(2-2-2) PC3200 RAM, NEC MultiSync FE2111SB 21" Monitor, ATI(Sapphire) Radeon X800 XT PE Videocard with v5.4 Catalyst Drivers, DirectX 9.0c, Creative Audigy2 Soundcard, 250 GB w/8 MB Cache Western Digital HDD, WinXP Pro SP2

jmikkelsen
04-14-2005, 12:45 AM
bug after patch 1.2

every single time i try to go 1on1 (its fun, some u win some u dont :-P) with a warship, destroyer, corvette etc. with my deckgun and i loose the fight the game crashes to desktop.

P4 3.0 C, Asus P4C800-E Deluxe using onboard soundcard, 1 GB Corsair PC3200 ram, Sapphire ATI Radeon 9600XT, 2x 80GB Maxtor HDD RAID 0, 1x 120GB Western Digital HDD, Plextor DVDburner PX712a. Latest drivers on every piece of hardware.

bo0ork
04-14-2005, 03:48 AM
Quickly clicking on the auto-assign crew buttons repeatedly in different order (surface cruise, surface attack etc) crashes the game to desktop.

skymax2005
04-14-2005, 05:06 AM
Sometimes clicking on "Surface Cruise Mode" in CREW MANAGEMENT makes SH3 crash losing all time spent on mission. Have played SH3 twice, sim has crashed twice, thinking of going back to SH2 as I do'nt like wasting my time on buggy sims.

obxtony
04-15-2005, 07:21 AM
Hi when I host a game it seems to take forever to initialise, because of this some players drop thinking they have lost the connection.

justaclick
04-15-2005, 10:09 AM
HI. In Feb 42, map grid BF13, I was attacked by SEVEN Sunderland flying boats at the same time! This has to be a spawn error. Those planes flew solo patrols.

justaclick
04-15-2005, 10:14 AM
I have had a ship in sight in scope, tracked and targetted by weapons officer, yet the sonar man has no contacts.

If I go to hyro I can hear it. This guy has the radio man qualification and zero fatigue.
Duh?

eXalos
04-15-2005, 11:57 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by justaclick:
I have had a ship in sight in scope, tracked and targetted by weapons officer, yet the sonar man has no contacts.

If I go to hyro I can hear it. This guy has the radio man qualification and zero fatigue.
Duh? <HR></BLOCKQUOTE>

Your Hydro isn't deck mounted is it? If it is and you can hear it that's the bug. If it is not deck mounted then it's a buggy hyrdoman.

Dominicrigg
04-15-2005, 01:22 PM
Just wanted to say Compressed air compressed air compressed air! lol

Sort out the sound effects for it (you should hear the rush ect. Also make it work properly please! Thanks in advance sh3 team, http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

FlatTax
04-15-2005, 05:04 PM
I love the game, but have a list of oversights: http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

1. The VIIC/41 and 42 aren't in the museum, nor is one of the IX variants. Interiors ought to be accessable. We should be able to freely choose the outfitting of the boats in the museum.

2. All Type VII boats have the same crush depth, cheating the VIIC/42 out of 100m.

3. Aircraft are awkward in all repects

4. The tech tree should allow access to detailed technical information, and be easily accessable throughout the game.

Information should be specific, with relevant statistics for how it interacts with the sim environment.

5. Menues are generally awkward, as is giving crew awards.

6. In a gaming era where people chop each other up with chainsaws, the lack of life boats shows a real lack of moral courage.

Jazsa
04-15-2005, 06:49 PM
When aquiring first XXI boat at Bergan and starting patrol "Antenna Destroyed and radar destroyed" messages are stated and respective items come up as destroyed in damage screen.
Have clean 1.2 DVD version.

Also aircraft attacks are pathetic. Attacked by over 30 B-24 in 15 minutes 400km north of scapa flow. And B-24s don't dive bomb.

Redich
04-16-2005, 03:21 AM
I have read all stuff from game readme file and it seems game developers total forgot to develop what they had planned to make on release See page 27 game manual under: Radio messages station. Manual explain you can request orders but you can't !! See page 34 in manual under: Radio Operator. Manual explain -under Orders - that you can requests new orders for the current patrol, but you can't !! Nothing in readme file about this issue http://forums.ubi.com/images/smilies/1072.gif

Please do something about this Devs, I need to interact width bdu http://forums.ubi.com/images/smilies/cry.gif

e.g. have just done my ordred 24 hours patrol and can turn back to base but I still have 9 tops and plenty of fuel back so I would like to get some new orders - but when I sending a send patrol report (plenty of times) I only getting this; Great work keep it up !! http://forums.ubi.com/groupee_common/emoticons/icon_rolleyes.gif

Regards!

Oh forgot - I just got my fingers on this greate sim and made a full install width the new patch 1.2 before I began to play!! Maybe game manual state right if it was before install of patch 1.2 ?!?

Pycckuu_4YBAK
04-16-2005, 01:04 PM
i have a very strange occurance in SH. once in a while, i get a mission to move from one base to the other, but the problem is, it doesnt let me dock at the new base because ITS NOT EVEN ON THE MAP.

does anyone, perhaps, have a solution for this?

Treesqueak
04-16-2005, 10:34 PM
Don't know if this has been reported yet, but here goes.

Off the coast of Spain and near Gibraltor I attacked 2 STATIONARY merchant, 1 at each place. One in daylight the other at night. Both surface attacks with 1 torpedo and/or shell fire. Both sank but I didn't get any credit for them.

Not even the "enemy destroyed" message came up.

Frustrating to say the least.

Mike http://forums.ubi.com/images/smilies/35.gif

one.zero
04-17-2005, 12:08 AM
Interface-
Commands...voice call back commands from the crew are not consistent. sometimes you have them and sometimes you don't. they should call out the order and also call out again when it's completed. i.e. cpt. turn right 040, helmsman "turning right 040", helmsman "steady new course 040".

Rig for Red...where is it?

Crash dive..should not be 70-meters, it should be X% of the given depth in a region at maximum speed and downangle.

Battlestations...we need this and it should be tied to the crew managment..see below.

Sonar man-can't hear anything..i'm doing all the work. I shouldnt have to do anything when he's on post.

Recog manual-too bright during low light condition. Why will the manual not target sections of a ship such as the demo vid's?

Sub-
Decks awash...I can't run with my conning tower awash using diesels...i could in shII!

Electric / diesel options....I should be able to control my electric or deisel as I choose and I should have independant control of my engines..one, both or variation. I could in shII! i.e. leaving port etc..

Dive Alarm..no dive alarm, just a hatch and footsteps down the ladder...I had a dive alarm in shII.

Crew managment...seriously messed up. we should be able to set watches and see them rotate unless we are on battlestations. please fix this. its far to micromanaging in it's uncompleted state.

MAPS-- A BIG ONE
quality..the map is terrible resolution. its all blocky and jagged.

accuracy...the map in this version of sh is terrible. scapa flow was better represneted in SHII than here. you blocky blocked off the land where prien entered from the east.

detail..Where are all the port names. real charts have everything down to nicknames for coves. Where are the depth markings, shoals, jetys, nav aids, low tide mud flats, wrecks, etc.?

navagation...I want to hear the crew call out waypoints and times automaticly as we pass them...like SHII

calender...where are the moon phases, sun charts, tide charts and calender? we had it in shII.

captains log...I want to write in my log...just like SHII

Crush depths..totally inaccurate in whats written in your books and whats depeicted in the game. this needs revision.

Hull failure scenario...too fast with no warning. very unrelalistic.

Engines...never overheat or break at high use..needs revision here..we had it in SHII.

Death scene...sucks and is terrible.

Resting on bottom...i should be able to rest upon the mud bottom without damage if I am traveling at 0 knots..like shII.

ENEMY
Ships..sink too fast
Destroyers unrealisticly manuverable



would be nice to see....

walk through of the sub...even if its just a quicktime 360 view.

more lead time for time compression meeting an enemy. you are letting the enemy run over us and not stopping our time compression fast enough.

resupply of any kind..even if it's crappy like shII. I cant belive you left this out...even an invisible resupply was nessesary here.

diveplane
04-17-2005, 08:00 AM
some off the sounds dont play ingame, bug there
..................needs tested and addressed

The1stTropod
04-17-2005, 08:11 PM
hi all,
I don't really have the time to see if these issues have been posted or not, some of them probably have, but seeing as how Patch 1.2 didn't fix them, well it can't hurt to mention them can it?


1. Reload bug; anything that you can normally do on surface, you can do underwater when you reload a save. A pic of this;
(I have a pic showing captain on the bridge@128M deep, but it's to dark).

http://img82.echo.cx/img82/5799/sh3reloadmaneddeckgunsbug31kb.jpg

Might I add, that the reload bug also seems to have like a 'flashback' aspect to it, to the last event that the sub was involved with. For example; just say you sink a warship (& recieved damage in the process), two (game) days later you save the game (& exit). Following day you reload your game, & the game acts as if it has just sunk that warship (as can tell by the sounds &/or messages given on reload).


2. Convoys bug; I have seen Allied & Axis ships convoying together (in a convoy), amongst warships even! Game shouldn't be doing this surely? (sorry don't have a pic).


3. No credit for warship sunk;
Having been sneaky/clever enough (you choose which) to sink a warship without using any amo, it was through my doing that it sunk (I was so close to the warship underwater, right beneath it, I deployed a decoy & the warship released depth charges & ended up sinking itself lol). Yet, no credit was given for it sinking. Something I'd personally consider a bug.


4. Starting point; on one mission (in Career Mode), my sub was literally positioned at my starting point, out in the middle of nowhere;
http://img82.echo.cx/img82/4423/oddstartingpoint1ki.jpg

My sub actually started there at the coordinates when the mission loaded, not at base. Is this normal?


5. Fatal error; dispite having updated all my software, device drivers etc, game still has a fatal error every now & then when clicking the 'surface cruise mode' button.


6. Compressed Air; two instruments displaying the amount of compressed air don't match up (there's a difference of 20 between the two). I don't know if this exists with all subs, but this is in the VIIB boat.

anyways, that's it for now. As I said, some of these have probably already been mentioned. Hope this helps though.

OneTinSoldier77
04-18-2005, 02:27 AM
Hello,

I think I have mentioned this first item before, but I'll mention it again with more added to it. I list a few wish items too. I think the first item might be related/similar to the 'Surface Cruise Mode' bug.

Bugs:

++++++++++++++++++++++++++++++++++++

I just got a Type VII-B. I used it on a patrol. The next patrol I go on I decide to try and do the following. There is a area near the bridge called 'Deck Casing' that has three slots. I tried to put a crew member in one of the slots and it crashed the game.

My next outing:

I load the game from the latest saved career. I did not try to put a guy in the AA gun slot, but, I had an airplane fly over and got the pop-up window that has three choices to it. I clicked on 'Engage Target'(this means with the AA Gun I would think) and my game crashed. I had saved the game at a point ealier than this CTD.

The next time:

I load the saved game I mention above. I come across an enemy ship during Time Compression and I get the pop-up window. I click on 'Engage Target'(or 'Engage Ship'... whatever it says). Game CTD's.

At this point I figure I had better just delete the career files under my profile and start a new career. Which is what I have done and I am about to start the fourth patrol in my new career. The only thing I can think of that might have messed up my previous career is the CTD during the game when I tried to put a crew member into one of the 'Deck Casing' slots. There has not been any event that has occured that would have caused filesystem corruption on my system.

I think the 'Crew Management' screen has a few areas/functions that have BUGS which need to be fixed please.

++++++++++++++++++++++++++++++++++++

Petty Officers do not move from Diesel Engines to the Electric Engines compartment after diving and vice versa, unless the Petty Officer happens to be a Machinist. I guess the Sailors know their way around the ship better than the Petty Officers, hehe.

Watch Officer does not move back to the bridge after surfacing.

---------------------------------

Wishlist:

Uzo Notepad pad too bright during low light conditions(especially at night). Needs red lighting at night.

Course Dial does not allow for exact course management. I would like the be able to put in a course of 50 degrees. Right now, I get 48 or 49 instead, even though I clicked 50 on the dial!

When I am submerged I would like to have the option to have an AI crew member watching out using the 'Observation Periscope'!! Just like they stand watch on the bridge when I'm surfaced. And I would like this with the noise meter implemented if I have it checked in the 'Realism Options'

A better death scene, as many other have mentioned in other threads/posts.

A Free Camera view that can follow(be attached to) your own sub!


*** EDIT ***

Ok, I just got a Type VII-B in my new career. I go out on patrol and I'm using Time Compression and come across and enemy ship. I get the pop-up window and choose 'Engage Target'. The game CTD's. Arrrghh.


*** UPDATE ***

Ok, for what's it's worth I have more information. The following is reproducible. It causes a CTD every time.

I load up my career using the latest save(In base before mission). I start the mission. I go to the 'Crew Management' screen. On the Bridge there is a slot available for the 'Flak Gunner' position, and it's currently empty. Also on the Bridge there are three slots available for the 'Deck Casing' position, which are also empty. Any attempt to put a crew memeber into any of these empty slots results in a CTD. Gotta love the bugged 'Crew Management' screen. Hehe.

Unfortunately I don't know what to do now. I cannot use the Type VII-B. I really want to use the Type VII-B to continue my career!


Cheers,

One Tin Soldier

Peterlutz
04-18-2005, 09:09 AM
Bugs:
=====

!!!UZO; At night is illuminated so much that I can't see anything (why not a RED-
LIGHT like inside the boat?).

!!!DECK GUN; engaging with "Space" but no disengaging "Space" again!

!!!DECK GUN; disabled INTERFACE with "NUMPAD_DEL"-key and using the DECK GUN than
using the "TAB"-key the "DISPLAY" disappears! Enabled Interface the
"DISPLAY on Deck Gun appears again.

!!!DECK GUN; The vertical position (distance manually use) is not stored. If I use
the Binoculars (B) for a short look around and go back I found always
the "DISTANCE" reduced to 300 m.

!!!DECK GUN; The horizontal turn (manual moving port and starboard) can not be made
slower or faster like the "BINOCULAR" or "UZO" with the
Ctrl/Shift_LEFT/RIGHT" -key! This works only vertical (manually moving
up and down).
!!!Crew MANAGEMENT; If we are running with the snorkel the electric_engines_crew
can rest. By the moment I had to man the electric_engines if I
will use the snorkel. But I think that I have to man the Diesel
engines?

!!!NAVIGATION MAP; The DISTANCES are in KM and NOT in NAUTICAL MILES; but the SPEED
on the gauges in KNOTS! Why not the distance less than 5 nm in
meter and more in NM?

!!!NAVIGATION MAP; We need a Scale of Nautical Miles on the bottom left (meter at
the moment).

!!NAVIGATION MAP; I had sailed to CAPE HOORN and TRISTAN DA CUNHA ISLAND and what
wonder there are the best reality I had seen at the moment.
Please be so kind and let us see the LATITUDE and LONGITUDE on
this MAP like in the old Silent Hunter II!!!

!RADIO ROOM; Using "F9" I am looking to the captains room. I think it's the
Captains Room.

Suggestions:
============
*** NAVIGATION; "œ" and "+" for 5?-wise port- and starboard Rudder Commands.

*** NAVIGATION; "NUM_PAD 5" for setting the "VIEW_TO_HEADING".

*** NAVIGATION; A key for steering the "HEADING_TO_VIEW".

*** UZO; Why we cannot see a heading scale.

*** ATTACK PERISCOPE; Why we cannot see a heading scale?

*** OBSEVATION PERISCOPE; Why we cannot see a heading scale?

*** BINOCULARS; Why we cannot see a heading scale?

*** UNITS; Why not illuminated neutral Ships?

*** MISSION EDITOR; It is able to sail from Long. 179.999999 west to -179.999999 East!
But designed units do not appear in the Mission on the NAVIGATION MAP.

*** MISSION EDITOR; I can insert Waypoint Coordinates from + 179.999999 West to
- 179.999999 East, but they goes always back to East over the
whole Globe!

** ATTACK PERISCOPE; Why the vertical angle is not fixed?

** DECK GUN; We miss the bearing scale like on the "BINOCULAR".

** OBSERVATION PERISCOPE; Why we cannot see a vertical scale?

VIRTUAL BOAT:
On many places I have the possibility with a clic spot LMB to go to a screen.
But I miss the RMB to go back.

CREW MANAGEMENT:
Generally is to say:
The Crew Management in SILENT_HUNTER_III is a wonderful feature to trainee the responsibility of a captain for his crew. But we need more freedom in decision to do that very well. It was a usual that the crew often sleeps where he was working, that was an historical fact. They had not room enough in a small u-boat. The crew in a submarine should always be able to rest or sleep on her position if there is nothing to do. So we have more possibility for resting.

*** If we are waiting submerged what for reason that could be; the crew can rest on
their positions. Maybe the Captain and the sonar man they are the only ones who are
working.

*** If we are running on diesel engines and the batteries are not loaded the electric
engine crew can rest in their engine room.

** If we are submerged the RADIO_MAN has nothing to do.

** If we are submerged and not running with the DIESEL_ENGINE_CREW has time to rest in
their engine room.

** If there is no ATTACK the WEAPON_OFFICER has nothing to do; he can rest.

** If the tubes are all reloaded the bow- and stern- TORPEDO_CREW has nothing to do and
can rest in her torpedo rooms.

** If the tubes are all empty the bow- and stern- TORPEDO_CREW has nothing more to do
and can rest in he torpedo rooms.

** It's right that I need a CIEF and three crew men in the command room if I want to do
some manoeuvres. But if I am waiting more than short time I think they can rest too
on her places.

** By the moment SHIII is so programmed that we need 3 man for each electric engine.
That are 6 man working in the electric engine room. Maybe 2 for each engine (6) would
be enough?

* CONNING TOWER; Why I can't go there direct with a key or a Click Spot symbol?

koma77
04-18-2005, 02:17 PM
German speech is all messed up!
Just take a look at the text of the telegraph and listen to what the crew says.
Some serious mixup there!

Titeuf1962
04-19-2005, 07:10 AM
Hi, great work here;

still in learning curve with SH3 but I can't see nowhere the Captain's ultimate possible orders ;-) that is "abandon ship" with the subs orders : "destroy enigma machine" and "sink the sub" (the first one existed in SH2)

thks
Titeuf1962 http://forums.ubi.com/images/smilies/25.gif

SS.DJSatane
04-19-2005, 11:39 AM
Keep the bugs coming!

I have updated and continue updating and adding bugs to the list I have been collecting now for while:

http://www.cuih.net/sh3/sh3buglist.txt

I seriously hope UBIRazz or someone mentions this list to developers as I am doing this to try to help them a bit.

- Now, I have a question regarding post here earlier:

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Posted by: skymax2005

Sometimes clicking on "Surface Cruise Mode" in CREW MANAGEMENT makes SH3 crash losing all time spent on mission. Have played SH3 twice, sim has crashed twice, thinking of going back to SH2 as I do'nt like wasting my time on buggy sims. <HR></BLOCKQUOTE>

Can you please specify what submarine were you using and anyone else that have this crash bug can possibly confirm thanks!

Fidd-sh3
04-19-2005, 04:18 PM
Please add:

On type VII boats (and likely all boats) the attack and observation periscopes are longitudinally transposed, and the observation periscope is incorrectly positioned.

In game, from surface view, the attack periscope is aft of the observation periscope, but from internal view it is (incorrectly) forward of it.

Moreover, internal views during "Das boot" movie confirm both that the observation periscope is incorrectly placed, and that it should be forward of the attack periscope.


<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by SS.DJSatane:
Hello, first of all the purpose of this thread is to have people only post bugs here and discuss them. I made a list of bugs I have tested and collected so far located here:

http://www.cuih.net/sh3/sh3buglist.txt

_I will be adding/collecting bugs to this list through reading forums, checking this thread, and through my own testing(I have few friends with whom I play online every day)._

I am trying to keep this list clean from bugs related to specific hardware/system however and concentrate on bugs that affect all systems.

Please post your bugs and findings, and discuss them in this thread. I hope to get this thread made into "sticky". This way we can have all the bugs discussions and list in 1 place on this forum. This will be helpful to community and developers as well. Thanks. <HR></BLOCKQUOTE>

MaesBros
04-20-2005, 09:34 AM
Hi there,

I have noticed that crew fatigue seems to depreciate faster (ingame time) whilst playing the game at x1 speed as when running at say x1024 speed.

This means it is more efficient to speed the game up because your crew will remain in good condition for greater distances. Shouldn't the fact that you speed the game up mean your crew needs to be replaced sooner (real time)?

SS.DJSatane
04-20-2005, 11:22 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by MaesBros:
Hi there,

I have noticed that crew fatigue seems to depreciate faster (ingame time) whilst playing the game at x1 speed as when running at say x1024 speed.

This means it is more efficient to speed the game up because your crew will remain in good condition for greater distances. Shouldn't the fact that you speed the game up mean your crew needs to be replaced sooner (real time)? <HR></BLOCKQUOTE>

In SH3 crew fatigue does not drain once you above 32x time compression. This was done because managing crew at higher time compressions would be nearly impossible.

Pr0metheus 1962
04-20-2005, 01:02 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by MaesBros:
Hi there,

I have noticed that crew fatigue seems to depreciate faster (ingame time) whilst playing the game at x1 speed as when running at say x1024 speed. <HR></BLOCKQUOTE>

As SS.DJSatane says, this is a game feature. It's supposed to drain your crew's endurance when in combat (because combat forces you to be at 32x time compression or lower).

Pv-
04-20-2005, 07:27 PM
Sorry if this is a double post but this thread seems more appropriate than the original one I used:

I have noticed these few minor problems with patch 1.2 US CD:
1) Dark brown hair object with missing texture near the neck. Perhaps this is a hair object that doesn't fit the heads very well and part of the skin shows through as two triangles.

2) When given a patrol area and a time to patrol (Grid AN56 for 24 hours) if the grid is left to pursue a target nearby before the 24 hours is fulfilled, it becomes impossible to fulfill the time. Timer does not restart when re-entering the patrol grid.

3) Occasionally a game restore while the sub is submerged causes a "we are taking damage" report although there are no conditions to cause damage. The bridge crew is sent to the bridge (blub blub) while submerged and surfacing is required then submerge again to get them to return to the inside of the sub (bug work-around.)

3) On the Type IIA submarine, control room 3D gauges read innacurately:
Battery
CO2

4) I think the "CO2" gauge is mislabled. From how the game behaves, it would be more accurate to label it "Compressed O2" When the sub surfaces, it takes time for this gauge to return to normal or "full." Also, the voice and text crew reports this as "Oxygen Supply?" If this were really the CO2 level, it would return to normal or full almost instantly when the hatches were opened and would not require the air compressor to operate. I can see however there might be confusion with the compressed air for the ballast tanks. Perhaps "Oxygen Supply" for the crew air, and "Compressed Air" for the ballast. Alternatively, make the CO2 gauge behave like CO2 instead of Oxygen (CO2 increases with time and refreshes quickly when surfaced regardless of the compressor.)

5) When the CO2 gauge depleates near 50%, then the sub surfaces, after a few minutes I get the report "Oxygen level 75%" when in fact the gauge instantly returned to FULL or 100%.

6) The following is more of a frustration:
When attacked by aircraft, even with 100% efficient crew, they don't see the aircraft until it's dropping bombs. The dialog box (shoot aircraft, continue, or dive to perscope) gets in the way of issuing rapid orders. The best orders under the conditions I experience are not on the list, but I have to get the dialog out of the way before I can issue the proper orders. I wish the dialog box was not there.

7) Please choose more contrasting colors for the depth indications on the navigation map. The grease and oil smudges are easier to see than the depth graduations.

Note: I have not installed any custom mods other than the 1.2 update and have not played or saved ealier versions. The work improving the game is greatly appreciated.
-Pv-

UncleReiben
04-21-2005, 02:11 AM
Didn't notice this mentioned in the bug list so I'm gunna bring it up here at the risk of it being a double post.

more of an annoyance than anything else, the Cables running from the stern to the bow through the conning tower (radio antennae?) don't meet their supports on the stern in some models... and in the IXc with IXc/3 Conning tower it mismatches in the front as well

Pictured is the bug on a VIIC with VIIC/2 conning tower... Prolly the conning tower models not being specifically made for the hulls causing the mismatch... looks like the cables would look fine on a VIIB...
http://home.hawaii.rr.com/imajez/images/bug.JPG

just makes my pretty boats look odd as heck...

SS.DJSatane
04-21-2005, 12:00 PM
Multiplayer Server vs Client Damage Taking-reporting BUG

- I have extensively tested this and to keep the test variables to the minimum this have been tested extensively with 2 players(1 server and 1 client).

Issue at hand:
-> Server player receives damage properly(same as in single player) and damage is properly reported from depth charges.
-> Client player receives damage inproperly(totally different than how server player or how he would receive damage in single player). Most of the time no damage to any compartments is reported or visible, however hull can instantly go from 100% to 20% and often instant death. Even when hull instantly goes to 20% range no damage will ever show up in the submarine compartments(with exception of conning tower).

More details:
I have tested this with numerous players, and having me being server and other players being server, our connection had no issues and ping was about 50ms. This is based on a week's of play time ~2to3 hours a night.

Basically, if you are a server player, when depth charges drop near your submarine, for this case we will use 2 depth charges explode 10-15 meters or so off the rear of your submarine:

- Server player will receive slight damage and his hull may go down by few percentages, there maybe minor damage in one of the rear compartments.
- Client player on the other hand may hear light bulbs and other instruments on his sub break, crew screaming "we got damage" and in an instant there is a good chance he will just die, there were few times where client player would survive however, hull integrity will wildly and instantly go down from 100% to about ~20% hull and he will no see any damage in any of the compartments which heavily suggests there is some bug with multiplayer and how damage system works no client players.

This is not some wild session where this happened once, This occurs continously and if you ever try playing both server and as client under same circumstances you will notice how much easier is to survive and watch depth charges explode near your sub as server, and how fast you can die and how damage intake differs when you are a client player.

This is a very serious bug and anyone willing to hop for some online sessions with me along with voice usage please pm me on the board or XFire. And remeber, you haven't seen hard until you play as a client, especially when you are used to only hosting games and never tried actually joining one!

The Avon Lady
04-21-2005, 01:56 PM
Didn't see this in the buglist posted at the start of the thread.

When loading a saved patrol, any non-default changes you made to torpedo's speed and impact/magnetic settings are lost.

Several times I set all of my torps to fast and impact. Saved the game, eventually reloaded from where I left off and noticed all the torps were back to slow and magnetic.

This is in a type VII-B. I'm patched to 1.2.

Poacher886a
04-22-2005, 01:48 AM
Here's a few i noticed.which annoy.

When your at the bridge or radio room or wherever,you can right click back to the last spot.this can not be done at the periscopes!!
Its not so important at the obs periscope as you can F2 into the same room..but when at attack periscope you cant right click into the conning tower to open tubes and other adjustments.

When you change from suface to underwater or vice versa in a type11 some of the crew stays in the last engine room,which causes it to stop!

Periscopes act as microphones! when you look at an aircraft or ship the sound magnifies!

Flak cant be reloaded without wasting a few shots in water or somewhere.

The aircraft noise must surely be a bug!!!

The officers have different colour outfits to what is shown in the managemnet screen and there faces stay the same even when put in a different slot!

Ships pysics are wrong! a 6200Ton ship does not bob up and down in calm water!!!

hans89
04-22-2005, 04:44 AM
Not only can ships go from zero to 7 knots in a split second. They at times spot your torps almost as they leave the tubes, even at night.
The other thing is a ship that is 8000tons and 150m long cant turn the instant they start the motors. Any one that has been sailing knows you first need to get speed before the rudder can have any chance of making a boat turn.
This is very bad in the test mission to get your Renown points - While i had a C2 and small tanker in my sights at night - stationary at 700m they both moved faster than my 45knot torps
I wish my car could do that. Actualy even your uboat will still turn while stationary if you move rudder to max stb or port.

KarlSteiner
04-22-2005, 07:37 AM
I have red your bugs_list.
And I am missing something related to the deck-gun:

If I disable the Interface with the key numpad del and than the tab the display goes away. Only the gun itselv I can see but no more the screen. numpad del again the screen comes again.

I cannot make slover the manual turn ri. and le.) as I use the UZO or binoculars.
Ctrl/Shift_le./ri. works only vertical manualy moving up and down.

seg4
04-22-2005, 09:25 AM
Missing a bridge..
This is not an actually bug. It's more about the game been historically accurate as it claims to be. The bride between Jutland and Fuen seems to be missing http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif It was build 1929-1935. Still standing by the way http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

BM357_Hbent
04-22-2005, 09:29 PM
Hurricanes don't fire at you. They drop their bombs and just fly around. No shots.

HQ1
04-23-2005, 12:32 AM
I found VII series Observation periscope is in wrong place in commad room.
http://im1.shutterfly.com/procserv/47b5da02b3127cce9111605d0b5c00000016108BcsWbly0cG
below is snapshot from Das Boot
http://im1.shutterfly.com/procserv/47b5da02b3127cce9111613b4ba200000016108BcsWbly0cG

vbal
04-23-2005, 11:23 AM
Don't know if this has been reported, but all the boats got the same crash depth at 176, 177 meters, It's quite bad that a VIIC-42 Crashes at that depth when the correct depth is 350 meters. Thanks for mehttp://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

BobV_07
04-23-2005, 08:09 PM
Dont know if this has been mentioned already or not, but the weapons officer ocassionaly reports a torp missing its target when the torp did in fact hit and explode.
You can't tell me that in real life at 500m or so that they could not hear a torp hitting its target. http://forums.ubi.com/groupee_common/emoticons/icon_rolleyes.gif

This is only one bug out of a mountain of others! http://forums.ubi.com/images/smilies/16x16_smiley-mad.gif Thanks for the beta copy dev team!


http://adjunct.diodon349.com/photopoint/0037/0046.jpg

cammando429
04-23-2005, 08:11 PM
oxygen is mispelled when you start to run out of oxygen it is spelled oxigen

plus the speed telegraph is wrong in the hydrophone station

BobV_07
04-23-2005, 08:39 PM
The light house light in the harbors shines threw everything. The biuldings, the sub, the piers, everything. http://forums.ubi.com/groupee_common/emoticons/icon_rolleyes.gif


http://adjunct.diodon349.com/photopoint/0037/0046.jpg
http://img243.echo.cx/img243/848/bane100kclubsig9rf.gif

BobV_07
04-23-2005, 09:08 PM
These lines in the wake of all ships and even my U-boat is a real eye sore! http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

http://img255.echo.cx/img255/2685/lines7nu.jpg

sub-cptn-steve
04-24-2005, 02:58 AM
Dunno if this has been spotted yet

The keyboard shortcut sheet that comes with the game lists the key to the left of "1" as the All Stop key, well not on my keyboard. I found out, you have to press the "0" zero key for all stop

I found this out, because i tested out the Shoot Voice Recognition mod (which is really excellent, it could read my voice commands, i was very impressed with it) - it was responding to all my voice commands except the stop command, i was yelling ALL STOP at the top of my voice, then i realised the wrong key on the keyboard was assigned to it, that's why it wasn't working.

I edited the SHIII.xml file and changed the all stop command key to 0 (zero) - now that works too

WThesing
04-24-2005, 07:31 AM
I have amassed a collection of some of the finest simulators over the past 20 + years. Silent Hunter I was a better game as far as playability and the detail of how a sub functions. Silent Hunter III is severely lacking except for the graphical upgrades. This game is so loaded with bugs it is deplorable. I have a high end system, and I have never seen this many crashes. I have downloaded the 1.2 patch and did a fresh install with NO INPROVEMENT to the sporadic crashes. I cannot get past the 4th patrol in career mode due to the crashes, which seem to always occur when I am on my way back to port. The realism factor leaves much to be desired as well as certain common sense playability functions. I saw the accolades posted for this game and thus purchased it. Has everyone gotten to the point where a hastily released , bug laden piece of trash has become acceptable? UBISOFT should be ashamed of themselves for allowing this past any "quality control" if they even have one. And by the way I AM A REAL WORLD CAPTAIN !!!!!!

shipbuilder
04-24-2005, 12:22 PM
Hear hear! I'll second that. I've had the game for 2 weeks now and its going on ebay - I'm just not putting up with this rubbish any longer. Its cost me a fortune in needless hardware upgrades. One for the dustbin methinks.

Must Try Harder Ubisoft - See me after school.

Messervy
04-25-2005, 05:58 AM
The other day I couldn`t move an officer in a stern compartment.
Message was: Cannot move - compartment destroyed.
Needless to say it was intact and I could freely move pettyo ficers and sailors in and out without any complaining.
Only officers "refused" to move. That upper class ****!!!

BobV_07
04-25-2005, 12:36 PM
Here are some more bugs of many that I have seen. http://forums.ubi.com/images/smilies/51.gif

Notice that the lights from the DD go right threw the ship! http://forums.ubi.com/images/smilies/blink.gif
http://img152.echo.cx/img152/7590/lights3ep.jpg

http://img152.echo.cx/img152/4953/untitled25zu.jpg

http://img152.echo.cx/img152/9528/untitled34th.jpg

http://img152.echo.cx/img152/8664/untitled59qw.jpg

http://img152.echo.cx/img152/327/untitled66jj.jpg

http://img152.echo.cx/img152/2448/untitled71vc.jpg

http://img152.echo.cx/img152/5826/untitled89lx.jpg

SeaStealth
04-27-2005, 08:22 AM
To : BobY_07

I had similar problems with triangles going up to the sky from ships or buildings. I also had some of the texture porblems you show. You can see my post in the general topics forum on April 22 with the title "BlueScreenOfDeath, Reboot - my answer. This describes my solution. In short it was a bad memory bank. Found by using MEMTSTX86.

www.memtest86.com (http://www.memtest86.com)

Worth a try.

JohnRatz
04-27-2005, 12:15 PM
More suggestions than Bugs, but ....

1. I know WW2, who was in/out, etc, but I don't "know it" in terms of the game -- ie which countries are friendly, enemy, neutral -- game ought to have that info available. I should not have to drag a couple volumes off the shelf & make a that list myself.

2. Where is a cheat sheet with all the flags, named by country (strongly tied to question 1).

3. If I ask for a Weather Report, I oughta at least get sunrise & sunset -- that is real important info to me ....

4. I still haven't figured out crew management yet. Seems to me a well-run ship has watch bills & knows how to handle that themselves. I have little to no interest in routine operations, or even really combat, until crew are is below 100% strength.

5. Messages on the screen, but no voice report (maybe just at warp speed?) I expect to get verbal reports (Jawohl, Herr K'leun) on everything or at least have the option to do so.

6. My computer is in my hobby room. I fire up SH, plot a course & let it run at maybe warp-64 while I do other things. If something pops on screen, game drops to warp-8, but makes no noise to notify me. How about an option to allow a beep or something so I look up & can react in time.

BTW, I play at "Normal"

John

SS.DJSatane
04-27-2005, 12:32 PM
Originally posted by vbal:
Don't know if this has been reported, but all the boats got the same crash depth at 176, 177 meters, It's quite bad that a VIIC-42 Crashes at that depth when the correct depth is 350 meters. Thanks for mehttp://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Ya, thanks currently all uboats in game have same crush depth and I seriously hope this is fixed in 1.3 patch.

kmussler
04-27-2005, 02:52 PM
OS: Windows XP(SP2)
Intel Pentium IV - 1.9 ghz
512 MB RAM
Video card: ATI Raedon 9550 - 256MB
Sound Card: SB Live!

While I have experienced a few of the problems that have already been documented, like the amount of bad weather, they have generally been a minor aggrevation and not a real problem.
However, I recently had a problem that I haven't seen reported. I was wanting to drive the Type IX-D2 in a campaign. I had started a campaign from the start of the war and after three transfers, found myself with 12th Flotilla in Bordeaux. I noticed that starting a patrol there put my Type IX-C a bit off-center in the subpen. When I finally was able to upgrade to the Type IX-D2, I found that I could not leave the subpen. I was right against the wall and any attempt at movement tore my sub apart - sinking with all hands in the subpen! Ouch! I restarted the game and tried several different manouvers, all without success. I couldn't move the sub without sinking her. I eventually gave up and kept my Type IX-C. Any ideas anyone?

Litjan
04-28-2005, 12:33 PM
Torpedo-Data-Computer not resetting after switching tubes with different torpedo-types. The solution will only reset to the correct one for the current torpedoes speed after clicking on the torpedo-speed setting, even if it isn´t changeable, like for a TII electric. Observed on Version 1.2 on a VIIB early 1940s.

Litjan

medic0947969
04-28-2005, 05:33 PM
don't know if anyone else has noticed this, but when I purchased a new boat (upgraded from VIIB to IXC) I was demoted from Lt. Commander to Leutenant Jr.

jratz
04-29-2005, 02:21 PM
It is night-time.
Navigator reports weather is great, crew on bridge are in normal clothes. The C2 I put two fish into is sitting a few hundred meters away settling oh-so very slowly in calm seas.

But game says I "can't man deck gun in a storm" ???

John

NINGimp
04-29-2005, 04:07 PM
I totally agree with gabriel_cd about the deck guns. There has been more than a few times where I was out of torps and was gonna use my deck gun but I couldn't because of a "storm". 3 foot high swells. PLEH! Okay, I have a question: does the 1.2 patch fix the bug where when using the Uzo or Binoculars looking forwards between 50 degrees both to the left and right it whites out? It's like the spray and splashes from the front are blown right in front of them so you can't see. Am I crazy here?
In spite of all this Silent Hunter III still RULES!

Pr0metheus 1962
04-29-2005, 04:57 PM
Let's see if I can finally put the final nail in the coffin of the folks who are saying that the deck gun should be useable at higher sea states:

The other day I was lucky enough to find my boat at exactly the cut-off wind speed for deck gun usage - 6 knots and you can use it, 7 knots and you can't. I took some screenshots, just to show how the sea can be at 7 knots. I was fully surfaced and stationary at the time - not surfacing, not diving, but steady at full surface. Check the dials if you don't believe me - 5m depth - that's as surfaced as you can get. All pictures were taken at 12:16 game time. Notice that the sea looks pretty calm - apparently a nice day with no serious waves.

Now, sit down and enjoy:

Here is the boat with a little wash onto the deck. This might not have caused the deck gun crew much bother - slippery, but no casualties:
http://img.photobucket.com/albums/v207/Beery/001.jpg

Here's a view of the boat as a large swell came up over the bow. Note that in all three pictures the weather report is there. For those who don't read German, it says "Clear sky, light mist, wind speed 7 metres per second." In other words, only just enough wind speed to stop you manning the deck gun:
http://img.photobucket.com/albums/v207/Beery/002.jpg

Now, finally, we get to the killer picture. Here we see a view from beside the boat under the water. As you can see, there's about 3ft of water above the deck - the water is over the handrail. A wave like this would undoubtedly knock a deck crew all over the place, and they'd better be strapped down, otherwise they'll be overboard. A crewman could easily be killed or severely wounded if he was not tied to the gun:
http://img.photobucket.com/albums/v207/Beery/003.jpg

Any questions? Can we all go home now?

TooFastForLove.
05-01-2005, 09:37 AM
So while we're all b-itching about something I'll take a turn.

Here is a bug that seems to be only specific to me. The save game problem I have in Campaign. If I ever try to load a game saved during a campaign it will always say "Error while loading saved game." This sucks because the only way I can ever complete a patrol is to do it all in one shot. With 65 hours a week of school and work now I just don't have time to do that and haven't played SH3 in several weeks.

I've posted before and no one seems to know what I'm talking about which must mean it only happens to me. It works perfectly on my buddies pc which is a simmilar setup to mine with the same video card and RAM. Tried re-installing to no avail. Interestingly enough it can load saved single missions just fine. And I'm not trying to save while in danger or anything like that. The most ambitious attempt of help I've got from a member is to back up my saved games. That doesn't help if I can never load them anyway. For the love of god why am I the only one?

P4 2.1ghz
Radeon 9800
512mb RAM

sturm05
05-01-2005, 07:11 PM
Anyone seen these graphic bugs regarding Gibraltar? How on earth they didn't catch this is beyond me.
Gibraltar in the distance and something didn't look right;
http://img.photobucket.com/albums/v66/Tomaz99/SilentHunter/theRock.jpg
A closer look and this is what I found;
http://img.photobucket.com/albums/v66/Tomaz99/SilentHunter/Rock1.jpg
http://img.photobucket.com/albums/v66/Tomaz99/SilentHunter/Rock2.jpg
http://img.photobucket.com/albums/v66/Tomaz99/SilentHunter/Rock3.jpg [/IMG]
The place was littered with crashed Hurricanes too so I can only imagine they had hit the invisible terrain that's holding up these floating gun pillboxes!!
I can't believe this is a graphic driver problem as all my other graphics are fine. This seems like poor QC on the part of the designers.

Anyone else have this?

Redich
05-02-2005, 02:11 AM
Hi TooFastForLove.!

I just had the same problem!

I have just made a complete reinstall of my OS (not because of SH3, just something i do from time to time). I had done 8 patrols and carefully made a backup (on a CD media) of my save games. When i have copied the save games back i could not use a single one of them ?!?

I have realiced that the problem was all files i have made backup on all now had the attribute = Read Only http://forums.ubi.com/images/smilies/35.gif (i always forget that files who goes to a cd and then been copied back - attribute always = read only http://forums.ubi.com/images/smilies/34.gif)

oh forgot OS = Windows 2000 pro

Fraukaputt
05-02-2005, 08:45 AM
just a question, why do you bother to collect the game bugs when ubi is not going to fix em?

rabu2u
05-03-2005, 09:47 AM
First of all, like many of you, I just wanted to express my thanks and congratulations on the quality of this game, really amazing and very engrossing. I posted this in questions to the Dev team, then realized I probably should have put it here, though not all of these are really "bugs" so...

A few things I noticed that may have been covered before (sorry):

Some of the sounds found in the sound folder don't seem to appear in game, two that I noticed: Radio Room Telemetry.wav, Submarine tanks blowing.wav Also, I hear very little crew speech, though I see the read out reports I don't hear them, but there are a lot of speech sounds in those folders.

I had to go on line here to find out how to turn the "game paused" message and dials/panels off (number pad Del key) it's not on the key list or diagram. And what a difference it makes!

For the easy settings in options I would like to have NO fatigue, or very low fatigue, because at this level one is trying to learn everything and it's just a distraction and irritating.

For navagation and torpedo training it would be great to have a walk through in using the compass and other tools... maybe the Navagator could walk the new player through each step?

I put a lot of sounds in the Gramaphone folder. It would be great if the game would shuffle them each time the gramaphone is turned on. Also, in camera mode, I would like the gramaphone sound to fade out with distance from the sub, just like the sub engines do, and maybe more echo sound to the music inside then outside the sub?

A huge problem I'm having is the number pad "enter" key fireing a torpedo, as I use the number pad "+" and "-" keys for time compression, I sometimes hit the "enter" key and loose a torpedo, very frustrating! The screen fire button is quite sufficient.

Thanks, and I'm looking forward to the next patch.

rabu2u
05-03-2005, 09:49 AM
Originally posted by Fraukaputt:
just a question, why do you bother to collect the game bugs when ubi is not going to fix em?

Why do you assume that, as they have already fixed quite a few things and said they are working on it? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

Fraukaputt
05-03-2005, 01:26 PM
Originally posted by rabu2u:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Fraukaputt:
just a question, why do you bother to collect the game bugs when ubi is not going to fix em?

Why do you assume that, as they have already fixed quite a few things and said they are working on it? http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif </div></BLOCKQUOTE>

i say that because this thread is pretty old, and nor in v1.1 nor v1.2 solved mosts of the bugs listed here (i think 40% of them are concerning soun room and it is working worse patch by patch http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif )

Pvt.Harm
05-05-2005, 04:03 PM
Just want to remind Ubisoft that 12m/s wind is not a storm, 22m/s is however a storm.
I'm sick of hearing that the gunner crew can't mount the gun becouse of a "storm".
Even I could have made waves like they have at 12m/s by throwing rocks on the sea.

Go to Narvik and see how storms are there http://forums.ubi.com/images/smilies/51.gif

ccurrie2008
05-05-2005, 07:24 PM
I noticed a very minor typo in one of the American port names on the map. Galveston, TX, is misspelled Galverston. For all I know, the port names may be very easy to change, but I figured I'd go ahead and report it.

Otherwise I'm happy to say I have had an awesome playing experience so far. SH3 is a great game and was more than worth the $39.95.

Sataris
05-05-2005, 11:18 PM
Hey all, i dont know if the case of "missing crew" has been reported yet coz i haven read all 11 pages of the thred :P

but basically my weapons officer has gone missing, and i cant replace him from the barracks either

The game says i have a full compliment of officers wen i do not, just wanted to see if this thing gets fixed

jratz
05-06-2005, 05:40 PM
Weather is a ****-shoot.
Day is fair, sun shining, low swells & crew is in oilskins.
Day crappy, rain in sheets, heavy swells, & crew is out in jackets & caps.
?????
Deck gun regularily out of use because of storm on bright sunny days, with low swells.

Success: Had DVD, 1.1, & 1.2 -- had the RTB & die problem, then had the RTB & War Ends problem. Uninstalled everything, to include hacking the Registry.
Re-installed the DVD & then went direct to 1.2 (skipping 1.1) & on 1st patrol everything went OK.

However, on 1st patrol, I got 12 ships & 48000 tons. Got back & log says no Renown, but my total is up about 1200. Got no promos, no awards (prev 2 tries I got 5 awards to giv), and the usual 1 qual badge.

Not many in-game ply bugs yet, but the admin part is a nigthmare.

John

DokterBeefcake
05-06-2005, 06:05 PM
Originally posted by Sataris:
Hey all, i dont know if the case of "missing crew" has been reported yet coz i haven read all 11 pages of the thred :P

but basically my weapons officer has gone missing, and i cant replace him from the barracks either

The game says i have a full compliment of officers wen i do not, just wanted to see if this thing gets fixed

Did you happen to have him assigned to the damage control team before you docked? I've had officers assigned to that "disapear" until I went on my next patrol.

On the note of bugs... The IX-D2 seems entirely untested. Everything from a major armaments screen bug to graphical lameness.

-Moving fore external store 2 (second to top) to internal causes the arma-screen to stop taking it's lithium, and go on a bi-polar spree. Moving any other slots before that one finishes results in the screen being totally on crack. Only fix is to restart the game. If you let that slot move before moving others, however, you will avoid the screen taking a ****.

-The second generation radar looks flacid. I can't imagine why germans would place a 360 degree radar on the front of the conning tower, slightly fused into the plate. Aside from interference from the heavy steal conning tower, this would give my crew testicular cancer. Please code this in (or fix the model).

-The Balkon-Gerat (that 3rd hydrophone type) uses the most half assed model and/or is placed poorly, like the radar stated above. It looks like a duct-tape modification of which Red Green would be proud. Being that duct tape doesn't hold up well vs shock or explosion, depth charges should fully destroy this module at the slightest prevocation. This also needs to be coded in (or the model fixed).

-"Sonar is destroyed" silliness as stated prior.

Other than those gripes, I'm enjoying the game. Yay for sims.

Cattermole
05-08-2005, 08:56 AM
I don€t know if this is a bug or not, but on resurfacing my officer of the deck is missing. What am I doing wrong? Sorry if it€s been covered before.

rabu2u
05-08-2005, 09:02 AM
On starting a custom mission that has a antisub net there is a very loud, and distored sound of the net collision, just after the game loads and as the scene appears, it is repeatable and happens every time.
The sound is the AntiSubmarineNet_int.wav sound and is playing in a distorted way.
To test this I took the anm_Crowd_01.wav, which is easy to recognize, renamed it as the Net sound and played a Mission called Norfolk that has a net in it, and just after loading the mission, as the screen starts to appear I could hear the crowd sound, though very distorted and changing in volume.

rabu2u
05-08-2005, 09:03 AM
I have played a few custom missions and if I save them and then try to load them later, just after the mission loads and as it trys to start I get a crash to destop with window that pops up to report it to MS.

Lane_889
05-08-2005, 09:46 PM
OH My I was not a happy camper last night.
Just sunk a C2 and it was sinking and brakeing
up . http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif And you guess it the Black screen
with a nice little message sh3 was shutting
down http://forums.ubi.com/images/smilies/35.gif Happen twice on patrol 14.
So when back to port and made a backup my data
folder with my mods and did a Install disk repair
job a new data folder with not mods. and installed Jones mod installer no mods yet
Just wan't to see if a mod mit be causing
trouble and Oh yes on sh3 shutdown I have been
getting a message to send a message to ?
that sh3 is not shutting down correct?
I had run approx 13 patrols with no ctd?
I am patched to 1.2 going on patrol 15 see if
problems shows up with new data folder with no
mods
Lane http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

AMWild
05-09-2005, 11:01 AM
I have experienced a few of the bugs mentioned here, but to add some more...

In the single player campaign, the weather randomiser doesn't seem all that random. Patrols start out with 5 m/s wind from 0 degrees, no fog, no clouds and no precipitation. The weather almost always gets progressively worse - the wind speed picks up, the fog gets heavier, the cloud cover increases and the precipitation increases. Stay out long enough, and the only way to find anything is to run into it - sometimes literally.
I understand why a patrol would start in good weather, but couldn't it be a little more variable? I would also like to see really bad weather getting better a bit more often.

Secondly, in v1.0 and v1.1, when saving a game, I could click on the name of a previous save for that patrol and it would load it into the save name field, so I would just have to click "OK" to overwrite the save. In v1.2, clicking the name of a previous save does nothing. I would like the v1.0/v1.1 behaviour returned.

Thirdly, in very shallow water, the acceleration is limited to x1, even when not particularly near land. I had made a mission set in Scapa Flow, and was limited to x1 for more than half an hour while trying to sneak from the vicinity of the docks to the bay mouth to the south and beyond. There was nothing anywhere near the sub to run into. I would like x8 acceleration in such situations. If limiting acceleration to x1, at least do it only when the sub is actually heading for a grounding, and not just near the coast.

Fourth, while I understand the debate between the purists who believe that 7 m/s + wind speed would prevent crew from manning the deck gun due to deck wash, and those that don't see any deck wash at those wind speeds, and who want to man the guns, why not have a realism setting that allows the player to choose the wind speed limits between, say 6 m/s and 12 m/s.
In addition, the flak guns are set much higher than the deck gun - why can't that be manned at wind speeds in excess of 6 m/s?
In one situation, I had an Elco torpedo boat firing its machine guns at me in a 7 m/s wind, but I couldn't shoot back with guns - not even the AA gun. I think that whatever is good for the goose should be good for the gander in this case - if I can't shoot at something, something that small shouldn't be able to shoot at me either.
And for another matter, can I sink or even disarm an Elco with the AA guns anyway? I tried it once, and it didn't seem to work, though I think it should.

Lovo_Kasistan
05-09-2005, 11:09 AM
Originally posted by AMWild:
Thirdly, in very shallow water, the acceleration is limited to x1, even when not particularly near land. I had made a mission set in Scapa Flow, and was limited to x1 for more than half an hour while trying to sneak from the vicinity of the docks to the bay mouth to the south and beyond. There was nothing anywhere near the sub to run into. I would like x8 acceleration in such situations. If limiting acceleration to x1, at least do it only when the sub is actually heading for a grounding, and not just near the coast.
Look at this (http://forums.ubi.com/eve/forums/a/tpc/f/857101043/m/8691033913). We explain this at least twice a day. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif


And for another matter, can I sink or even disarm an Elco with the AA guns anyway? I tried it once, and it didn't seem to work, though I think it should.
It works, if you don't hit it it's not the game's fault. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

SS.DJSatane
05-10-2005, 12:00 PM
Two New Important Bugs

1. Pinging Sound not heard below 70m depth

Pinging sound from escorts cannot be heard once you dive below 70 meters. As soon as you dive below this range all pinging cannot be heard, this is wrong and very annoying. Needs fixing in next patch ASAP.

2. Damage Modeling/System BUG

This bug revolves around receiving large amount of damage but in damage screen a player will only notice either his compartments recieve damage and hull stay at 100% *OR* other way around. This occurs the most for clients in multiplayer and it really hurts gameplay. Here is an example of damage in multiplayer session after I was depth charged by 3 charges exploding abuot 5-10 meters over my submarine:

http://www.extreme-pain.com/sh3/hull100.jpg

Notice how much damage there is in compartments and leaks yet hull integrity shows 100%. Impossible and obviously a bug. Thanks.

* - This bug mostly occurs in multiplayer.

rabu2u
05-10-2005, 12:30 PM
Originally posted by SS.DJSatane:

1. Pinging Sound not heard below 70m depth

Pinging sound from escorts cannot be heard once you dive below 70 meters. As soon as you dive below this range all pinging cannot be heard, this is wrong and very annoying. Needs fixing in next patch ASAP.


This may not be a bug and in fact may be the inversion cold layer effect that was built into the game. If it is, the effect would be correct, you wouldn't hear the pinging. These layers should be random and historically there was no way to tell where they occured, but if you were lucky enough to find one your sub would be invisible to the enemy above.

SS.DJSatane
05-10-2005, 03:05 PM
Originally posted by rabu2u:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by SS.DJSatane:

1. Pinging Sound not heard below 70m depth

Pinging sound from escorts cannot be heard once you dive below 70 meters. As soon as you dive below this range all pinging cannot be heard, this is wrong and very annoying. Needs fixing in next patch ASAP.


This may not be a bug and in fact may be the inversion cold layer effect that was built into the game. If it is, the effect would be correct, you wouldn't hear the pinging. These layers should be random and historically there was no way to tell where they occured, but if you were lucky enough to find one your sub would be invisible to the enemy above. </div></BLOCKQUOTE>

Yea well except this seems to occur *ALWAYS*....

rabu2u
05-10-2005, 03:39 PM
Oh... OK http://forums.ubi.com/images/smilies/cry.gif

Johan217
05-11-2005, 07:33 AM
New bug introduced by v1.3:
There are no longer any speech sounds for contact reports by hydrophone and radar operators. These sounds were present in v1.0-1.2 however http://forums.ubi.com/groupee_common/emoticons/icon_mad.gif

In fact there are many more unused speech messages, but I am willing to consider these as "missing features". The one above is definitely a bug though.

CaptainBeefhead
05-11-2005, 10:36 AM
Not sure about this but, does the hydrophone really work trough landmass?
If there is an island between me and a ship. The hydrophone (computer controlled) follows the ships continuously.
And the armed trawlers and destroyers often get stuck too. (they don´t see every landmass, and does not veer). Like outside Portsmouth: Isle of Wight and the small islands between Hoy and South Ronaldssay (Scapa Flow).
In short enemy/friendly ship AI needs to be improved.

Charlie901
05-11-2005, 10:23 PM
Originally posted by Johan217:
New bug introduced by v1.3:
There are no longer any speech sounds for contact reports by hydrophone and radar operators. These sounds were present in v1.0-1.2 however http://forums.ubi.com/groupee_common/emoticons/icon_mad.gif

In fact there are many more unused speech messages, but I am willing to consider these as "missing features". The one above is definitely a bug though.


It seems to be related to the fact that, post 1.3, the sonarman is incapable of distinguishing DD screws from Merchant screws, so now he sits there like a mute!!! http://forums.ubi.com/groupee_common/emoticons/icon_mad.gif

This is totally unrealistic, as you can tell the difference yourself by manning the hydrophone manually, and I'm no sonarman!

SS.DJSatane
05-12-2005, 10:10 AM
Critical Multiplayer bugs still exist since 1.0 and are present in 1.3. These bugs make multiplayer for clients nearly a deadly experience.

1. CLIENTS CANNOT HEAR PINGING

2. CLIENTS RECEIVE DAMAGE IMPROPERLY FROM DEPTH CHARGES, OFTEN CAUSES INSTANT DEATH or HULL stays at 100% AND LARGE COMPARTMENT DAMAGE

- This have been confirmed now with large number of players and multiplayer sessions, basically damage infliction on clients in multiplayer is totally broken. Clients will receive damage in 1 of 2 ways, both are incorrrect:

I - Depth Charges near the sub, even up to ranges of 50 meters will instantly cause hull to go from 100 to 20% or less and often instant death, while if you play single player or as host, you will receive appropiate damage in same situation.

II - Depth Charges near the sub, even up to ranges of 50 meters will cause serious compartment damage but hull will remain at 100% even if half the compartments have "red" damage and you are about to die. This does not seem occur when you are host or in single player.

<span class="ev_code_red">This makes multiplayer very bad experience mostly for clients, this bug have been tested and observed for over a month and 80 hours of multiplayer gameplay with large number of different players</span>.

Bottom line is this, currently multiplayer state of the game requries critical fixing.

SaxonThegn
05-14-2005, 01:38 PM
Does anyone actually believe the devs will be able to fix all these problems. I very much doubt it. They must be living in fear of releasing another patch after the debacle of 1.3.

You know what they say, 'You can't polish a turd'.

Yikes!

Redich
05-15-2005, 01:00 AM
Hi to u all here

I have read in another site (cant remember where tho http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif) someone who had a talk width a guy from devs named Dan, as I can recall, about this issue width the sonar man and he said it was not thire intension this happened width the sonar man so this is a clear error!! So I guess devs ppl already on fixing this issue http://forums.ubi.com/images/smilies/25.gif

Maybe it€s a good idea if Devs ppl making some info on this site €" as it is right now there is a huge zero on info from dev on this site here €" that is sad http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif

Soulcommander
05-15-2005, 10:54 AM
I would have to agree! DEVS are you there? Are you listening???? What about the crashing and rebooting of our computers??

Heres my system specs.
It should run!

Antec SX 1040 w/ 400W Power supply
Asus A7V266-E
Bios version 1004b
AMD xp2000+
2 512mb crucial DDR (Infinion Chips)2100 memory in 1st and 2nd slot
Win. XP Pro sp1 not sp2
1 80 GB Western Digital HD & 1 120GB WD 8meg cache ..One on each promise controller
Toshiba DVD on Primary IDE Controller
Plextor 40x12x40 CDRW on Secondary IDE controller
Visiontec Geforce 4 TI4600, 128mb Using IRQ 11
3com905cx-tx NM Nic card Slot 5 using IrQ 9
Creative Audigy platinum PCI slot 3 Using IRQ 5 and 10
Running in jumperfree mode
Voltage set to 2.65
No raid configured


All with latest drivers...No Virus no spyware! All other games work flawlessly! And I have LOTS

The Avon Lady
05-16-2005, 12:46 AM
Renown exploit bug reported here (http://forums.ubi.com/eve/forums/a/tpc/f/857101043/m/1141005123)

Originally posted by Soulcommander:
Visiontec Geforce 4 TI4600, 128mb Using IRQ 11
What Nvidia drivers are you using? The latest? Try reverting back to a known earlier stable version. Newest is not always best.

Seeratte
05-16-2005, 07:43 PM
Just post the bugs i noticed..probably most are already known (no sonarman speech anymore).

When plotting a course from the harbour to the sea (lorient e.g.) it happened already 2 times,that even though the navigator said "follow course" ,that he didnt and just went on straight...onto the next beach (when time compression is on,its already too late ...but looks funny )

- Destroyer,that ram my sub/tower will get serious dmg and sink shortly after.

-All ships will continue toshoot at me,even though there is a another alleid ship between us.

- Wanted to save the game ingame (looking on the map at this moment) and it chrashed,while i gave my savegame a title. Screen beame a pixelike blueish something..only a hard reset helped.

- Destroyer still stop on the spot reverse or go forward without the need for accelearation (saw 2 days ago a DD from full speed to stop,backward,then forward,backward and then forward again.

- Often when i engaged a convoy,some ships are at a weird position eg. A freigter was at a 90 degree angle facing the side of a tanker,just 10 meter away..and was sitting there. Some ships have eradic patterns and dont stay intheir position.

- Im not sure if this is a bug,but i was attaking a convoy (in 1940) and i sank 3 tankers and was in the mist of the convoy...under water of course suddenly all the ships were driving around in cricles or eights totally out of formation. Liek the yfollowed the DD's,which were lookign for me. Was a real mess in there.

Also i noticed that ships..especially small merchants or coast ships (Küstenschiffe) act like destroyers,trying to ram you and following you around. All DD's were on the other side of the convoy while i tried to escape with 1/3 of speed (the slowest possible) and in schleichfahrt mode. But the small ships started to follow me and suddenly one came to my position and then i got the msg "weve been discovered. http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif
Then all the DD and corvettes came speeding toward my direction. They were like 2000 meters or more away...i dotn think the are able to detect me ,going slow in 60m depth from their position. Is it a bug,or do small merchant ships have sonar at this time of the war....i never heard that they do.

Anyways..it was pretty crazy,like attacking a convoy full of Destroyers.

- When zooming in on a piece of the ocean,there are pixels,that change colours...around 40-60 are on the screen. Nver noticed this with 1.2.

- When pressign F12,i get the freecam,but its not centerd over or near my sub...in fact,i cant even spot my sub. Another click on f12 and evrything is fine again.

- When i load a career,it always says that my base is Willhelmshafen..but its not. I got transfered alot of times already ,but this never changed.

- Maybe not a bug,but i hit a C2 with a torp in the rear and it got pretty damaged. The whoel rear (1/3 of the ship) was underwater constantly...still the ship made 2-3 knots and didnt sink even after a day,following it.

- Alot of times,when i follow how a ship sinks to the ground in deep waters (1000m) it happens,that at around 700m ,it just dissapers.

- When i move the external camera around and i want to look straight down on something, alot of times,suddenly im underater and looking up.

Thats all i remeber for now...hope this helps.

SS.DJSatane
05-17-2005, 08:18 AM
Thanks to Shigawire from Subsim forums:

T2 Torpedo is BUGGED to the MAX in 1.3

When you first select T2 in the TDC, and have the solution set up, you first have to click the speed-dial for the torpedo (top right). Of course, the T2 is only supposed to have 1 speed, and the dial won't change. But when you for the first time click the speed dial, pay close attention to the dotted solution-line. It WILL change to the correct line AFTER you click the speed dial. Not before..

It means the T2 will have the wrong solution always, unless you click the speed-dial each time.

<span class="ev_code_red">Oh and the range has NOT been fixed at all, as they claimed in 1.3 patch readme. It makes you wonder if anyone even tested last patch...</span>.

scootertgm
05-20-2005, 09:45 AM
I hit a convoy and then hit the escort with a single torp, the escort didn't sink, but after it didn't find me it went to teh front and stayed there while I sank other ships. Other warships came to aide though.

I noticed the convoy break up during teh attacks, I thought it was cool, showing a "Panic" amount the captians.

However, after my captians log showed 85000 tonnes at the bottom I got credit for none of them. No medals, no awards, no promotions, no nothing...

Seeratte
05-21-2005, 01:20 AM
Updated to the latest ATI cat driver (have a 9600) the UZO screen is just a big gfx error...so is the uniform of the First officer. The damage also showed me some glitches.
Anyone else has this problem with the lastest CAT?

Had to use the scope,which still works ok.

Another problem i just had. Encountered another conyo...still the ships were acting weird and blvoked eachother into a deadlock..but i got rammed by a destroyer and the game froze and then crashed back to the desktop.
http://forums.ubi.com/images/smilies/cry.gif

Eurynomos666
05-21-2005, 09:20 AM
Hi. I've seen that someone posted a "Pillbox Maginote Line" near Gibraltar? Well... I've found another one in Scapa Flow :|.

I was planning to do a sneak to the port "Scapa Flow" and I've encoutered 2 armed traulers, sink them, then I've seen some very strange things there, It sould be called "Bermuda Triangle of SH3" imo http://forums.ubi.com/groupee_common/emoticons/icon_eek.gif why?

1 - in some place the land just cuts and ends :| and I don't mean in the distance when the game don't load it. beacause I've sacrifaced my boat to look close at it.

2 - there is no model of port there, if some1 have a screen of how Scapa Flow port looks in game then pls tell me... but I strongly doubt.

3 - there was 2 British warships in "invisible non-egzistent port" that started fire on me.

4 - and north from the "docked" ships thers a nice Maginote pillbox line with guns of "Bismark" caliber http://forums.ubi.com/images/smilies/35.gif

look:
http://img277.echo.cx/img277/6576/011wtf1bt.jpg

Another strange thing is when I've worked out to get to the French port in january 1940 to sink some french tonnage and what I've encountered? The german sub docks that were already build http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif and even the german welcome party !! w00t?

And yes I have the same problems with "lines in the wake" of everything sometimes...

And why is Poland neutral at the start of the war?

marhkimov
05-26-2005, 04:11 AM
I haven't seen anyone report this bug so i wanna know if it's just me... whenever i load a mid-patrol save in my career, all the 3D gauges in my sub stop working. Every dial just points straight up (i.e. depth meter, hydrophone, clocks, etc.). This is really annoying. It makes me not want to save mid-patrol anymore.

BTW, I'm using 1.3 (What's the deal about it anyways? I bought SH3 after the 1.3 patch was already released, and never had a chance to see the 1.2 or 1.1. As of right now, 1.3 doesn't seem that bad... except for the glitch that i mentioned...)

jshandorf1972
05-26-2005, 12:26 PM
Only problems I have noticed:

1. When load my sdave games it keeps saying my base has changed to Wilhelmshaven, which it's not and hasn't been for some time. My base is Brest currently.

2. Sonarman does absolutely nothing. He just sits there and spins the wheel. Several times I have had to take over the Hydrophones and do all the work myself.

3. i still get Radio reports of contacts and the such but the Radio guys is a mute now. He never speaks.

Problems I have not seen:

1. As for the sonar guys not calling out depth charges, I haven't experienced this at all. I was running silent and avoiding a Clemson Destroyer and everytime a charge hit the water my sonar guys would whisper that funny name for depth charges that I forget right now.

2. I can hear pinging at any depth. I was at about 125 meters last night evading a destoyer I tried to torp. I could hear the pinging when it stopped and tried to acquire me on sonar.

fleurenf
05-26-2005, 04:42 PM
I've also noticed that the sea gulls no long make a noice when returning to base. I use RUB 1.3 which bythaway is excellent.

The other (which may have been mentioned before) is the polygon prob with the sun. It affects the frame rates whilst it shines properly but eventually the sun turns into a small circle and frame rates are back to normal.

fi-bluedragon
05-27-2005, 07:54 PM
There is a minor bug where the map of the UK shows Merthyr as being a port. Surely this must be a mistake as Merthyr is 25 miles inland in the Welsh Valleys. Maybe it is supposed to be either Cardiff or Port Talbot which are both ports in that area of the UK.

Seeratte
05-28-2005, 01:16 AM
Some cosmetic stuff.

In Lorient,soem buildings have signs on them..supposed to be german.

But Instead of Hafenkommandantur,the sign says Hafencommandantur.

Also next to it,there is a first aid cross and the word Kabinett. A Kabinett is a closet(with glasdoors) in german..a Lazarett would be correct.

Also a logical bug.
Im stationed in Lorient and have a IXC boot.
My orders are to patrol the quadrant GR91 (at the southern tip of Africa). The problem is,even with the slowest speed,my range would be around 23500 in perfect weather and calm sea. But my destination quadrant is around 12500 KM away which is impossible,to go there and have enough Diesel for the trip home.

Sure,you could press ESC and end your patrol,but i like it to return home and end my patrol in the harbour.

Dr.Trespasser
05-29-2005, 10:06 PM
Hi people, I created some custom missions so I could play around with the Type XXI U-Boat and see what it could do. Well this is what happened, 1st I created a mission with a big taskforce with many types of ships running at different speeds so I could test out the advanced torpedos. Well I proceeded to turn off the Auto reload feature so that I could load the specific torpedos I wanted. I then targeted a few ships and unloaded all my torpedos from every tube. After this I went into the torpedo supply screen with intentions to load up my desired set of torpedos. What occured next was the bug. The screen allowed me to load the first two tubes but nothing could be put in any of the others. After noticing this problem I wanted to see if it was repeatable. Went into another mission and tried the same steps, it didnt happen at first but after about 15-20 min of shooting off all loaded torps and then manually reloading it happened again, except this time it was the last two tubes that were only able to be loaded. I tried testing a third time, it happened again, this time the first three tubes were the only one able to be loaded. Wierd huh? Just as a recap, this problem only happens with me when 1)I turn off auto loading 2)fire all torpedos from every tube and atempt to reload manually.

Has this bug been documented?
Anyone else every seen this bug?
If so, is this bug exclusive to this boat? (dont have time to test anymore tonight)

vanjast
05-31-2005, 03:15 PM
hi, running version 1.3..
There seems to be a problem with Saving Games..
I've lost my whole career twice now, but not my kapitan's name. This seem sto happen more on "Save and Exit".

When starting up to load a saved career, no previously saved games appear in the list.
Does anyone know where theses files are saved.

Thanks
Van

Pr0metheus 1962
05-31-2005, 09:46 PM
I'm pretty sure I've found a major bug in the veteran and elite aircraft AI. They rarely drop their bombs or depth charges. Seems they get confused unless the boat is travelling directly towards them or away from them. This doesn't apply to competent or worse-rated aircraft - they attack normally, but they are VERY inaccurate. This leads to a situation where aircraft are for all intents and purposes useless, and pure cannon fodder.

legion-of-doom
06-06-2005, 08:50 AM
hi guys ! i have a prob with SH3, i keep getting bule screen ( windows error message )
ive got the up-2-date patch and my card is G-FX 5600 128. and system G-Ram is 1G and it's a 2.8
XP-SP2. all my other games are fine like FarCry ect ! pls help !!!

http://forums.ubi.com/images/smilies/35.gif

Lueth_HUN
06-07-2005, 01:45 AM
"Base was changed to: Wilhemshaven" message in a small window every time a load my career .
But im in Nazaire for a year now ...
I just press OK, and everything seems to be normal, but its a bit annoying .
Ive found tons of topics and posts about this bug, but only 1 fix that didnt solve my problem . (changing a month from 9 to 8 in flotilla.cfg)
So, could any1 give me a link, or a short description how could i fix this ?

Thank you in anticipation !

Pr0metheus 1962
06-07-2005, 08:11 AM
Originally posted by Lueth_HUN:
"Base was changed to: Wilhemshaven" message in a small window every time a load my career .
But im in Nazaire for a year now ...
I just press OK, and everything seems to be normal, but its a bit annoying .

If you started the career using a different version of the game, it will have this problem when you run it using a different version. This issue sounds like you started this career using the Real U-boat mod, which corrects the game's incorrect 1st flotilla base of Wilhelmshaven to Kiel. The developers haven't fixed this yet.

Basically, you can't run old careers when testing the patch, because they are likely to give strange results.

Lueth_HUN
06-07-2005, 09:46 AM
Hi Beeryus !

I made a clean reinstall, when 1.3 was released, and ive started a new career .
The problem started when i was ordered to Brest from Wilshaven, and got a 'NULL' patrol area .
I started the mission, and after i used up all my torps exited the patrol . I think docked at Whn, not at Brest, but the next patrol started from Brest .
Since that when i load my saved game, i get the message the base was changed to Wilhelmshaven .
Im in St . Nazaire for a year now, i also tried to transfer to another flotilla too, but the message still comes forward when loading .

Pr0metheus 1962
06-07-2005, 10:27 AM
Originally posted by Lueth_HUN:
Hi Beeryus !

I made a clean reinstall, when 1.3 was released, and ive started a new career .
The problem started when i was ordered to Brest from Wilshaven, and got a 'NULL' patrol area .
I started the mission, and after i used up all my torps exited the patrol . I think docked at Whn, not at Brest, but the next patrol started from Brest .
Since that when i load my saved game, i get the message the base was changed to Wilhelmshaven .
Im in St . Nazaire for a year now, i also tried to transfer to another flotilla too, but the message still comes forward when loading .

It sounds like the old version 1.0 overlapping bases bug that somehow got stuck in one of your campaign files.

I'll need a bit more info to be sure of this:

What game version does it say you're running (at the bottom right of the main menu screen)?

Was the career started while using this version? If not, which version of the game were you running when you started the career?

What mods (if any) are you using?

What flotilla were you in when the problem started?

At what game date did this start happening?