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US Ubisoft Community Manager
Picture of AudibleKnight
Posted
Three weeks ago, Patch 1.1 for Silent Hunter: Wolves of the Pacific was released. Today, I can release details about Patch 1.2 which will be released early next week if things go smoothly. Below are some of the changes that should be in the next patch:


quote:

################################################################################

4. Changes in Patches

################################################################################


HARD DRIVE SPACE

Windows will require additional free hard drive space for its operating system
(virtual memory). If you encounter the following message in an error dialog:
"Ran out of virtual memory", free up some more hard drive space.

To install Silent Hunter 4 - Wolves of the Pacific - Patch V 1.2 you will need approximately 200 MB free hard disk space for the full patch.


NEW FEATURES

1. Modified the game rendering to accept FSAA and fixed high resolution rendering.
2. Added "Volumetric Fog" as a stand alone option, no longer member of the "Environmental Effects".
3. Added a new sound volume option, "Radio Volume", that controls the Radio and Gramophone volume.

GAMEPLAY CHANGES

1. Tuned the submarines efficiency mechanics
2. Fixed the damage model for the Kinposan Maru/Medium Modern Split Superstructure Freighter
3. Tuned the malfunction rates for torpedoes. Mk 10 Torpedoes will be more reliable now, as per historical data. Go Sugar boats!
4. Improved the Periscope/TBT torpedo status panel by making only the currently loading tube blink, instead of all that are in the queue
5. Tuned the submarines damage model
6. Added a new tuning option for the radio news/music volume ratio


BUG FIXES

1. Fixed a sound volume issue where some sound volumes were ignored in the game.
2. Removed crashes in replay and multiplayer.
3. Fixed a bug where refit in friendly harbors would not refit the cannon ammunition.
4. The "Maintain Current Depth" command (letter 'A') crash was fixed.
5. Position Keeper for negative bearings fix.
6. Fixed a bug where explosions were played in the scene after a load or a replay even if the explosion took place a long time ago.
7. Fixed the 'invisible monolith' that, if looking at it, will greatly reduce FPS.
8. Fixed a bug where the difficulty settings of the game were ignored in multiplayer. The game now starts with the selected settings from the session page.
9. Fixed a bug where, sometimes, if pressing the Stadimeter button the game would crash.
10. Fixed a bug where, When hovering over highlatable objects in 3d career room, the texture would dissapear.
11. Fixed a bug where, when pressing SHIFT+F2 in any 2d page the game would crash.
12. Fixed the bug in adversarial where the Escort Commander could see your submarine on the navigation map even if the sub was underwater.
13. Fixed a bug where the name on the captain's watch appears to be "Stevens". Nah, just kidding Smile
14. Fixed the SD Air Search radar so that it no longer detects ships.
15. Fixed the Torpedo drag model. Now high speed torpedoes will hit fine.


We thank you for your patience and understanding during these past few weeks.


--------------------------
Sneaky like a Mack truck...
 
Posts: 323 | Registered: Mon October 09 2006Edit or Delete MessageReport This Post
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Excellent news. Thanks
 
Posts: 130 | Registered: Thu January 04 2007Edit or Delete MessageReport This Post
Silent Hunter Moderator
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I suppose it would sound ungracious if I asked about my beloved Narwhal Class??? Too Happy

*



A MAC-10 is superior to a Thesaurus: ....When you use a MAC-10, nobody asks; "What are you trying to say??"

 
Posts: 3513 | Registered: Tue September 12 2006Edit or Delete MessageReport This Post
BANNED
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quote:
Originally posted by AudibleKnight:
15. Fixed the Torpedo drag model. Now high speed torpedoes will hit fine.


Does this mean, when locked on a ship the torpedo will hit midships?
 
Posts: 832 | Registered: Wed October 27 2004Edit or Delete MessageReport This Post
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16. Chronometer now works. ?
 
Posts: 130 | Registered: Thu January 04 2007Edit or Delete MessageReport This Post
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Chronometer not working to calculate ship speed has been my biggest concern. Looks like it's not fixed? Not a good sign.
 
Posts: 21 | Registered: Fri September 03 2004Edit or Delete MessageReport This Post
Picture of veovis39
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Good fixes but yes the chronometer being left out is odd.

I hope that "tuned the submarine damage model" means that my guns and periscopes won't break down over and over and cause crew casualties.

The graphics fixes and monolith fix are great news indeed. I'm looking forward to 1280x1024 with AA!



Communist penguin skipper extraordinaire
 
Posts: 847 | Registered: Tue January 13 2004Edit or Delete MessageReport This Post
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Awesome news!! Only bummer is I'm at work Sad

ooooohhh I dont feel so good. I think I better go home Wink

I would have liked to have seen the chrono on the list too but I'll take what I can get atm.

Edit- *Doh* I jumped right to the list of fixes and totally missed it will be released next week

This message has been edited. Last edited by: ronb451,
 
Posts: 12 | Registered: Mon April 09 2007Edit or Delete MessageReport This Post
Picture of Tracer63
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What about the correct depths for each sub marked on the depth gauges as per the manual. Has that been fixed? (Obviously it aint in the readme..but)

Torpedo info in campaign loadout screen would be of help (as per SH3)


"Flying is the second hardest thing known to man, the first is landing"
 
Posts: 374 | Registered: Tue June 15 2004Edit or Delete MessageReport This Post
Picture of Antrodemus
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quote:
Tuned the submarines damage model


I sincerely hope that translates into "No more phantom recurring damage or crew deaths".
 
Posts: 1167 | Registered: Sun November 23 2003Edit or Delete MessageReport This Post
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Great news!!!!

My worst fear.. that the resolution issue would end up being shoved back into later patches, if fixed at all, has not been confirmed.. AWESOME!
 
Posts: 54 | Registered: Tue March 20 2007Edit or Delete MessageReport This Post
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quote:
Chronometer



Chronometer fix....i want that..more than AA...that is a MAJOR game funktion..like dive the sub.


------------------------
Intel dual core 2 E6600
Geforce 8800GTS 320 DDR3
Soundblaster X-FI extream gaming.
2 GB ram
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"If the repair time still is higher than the flooding, start talking to God..." - Maj-solo this command dont work in sh4. blue you dead..and you dont know how long time.
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Posts: 61 | Registered: Sat February 12 2005Edit or Delete MessageReport This Post
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Nice work UBI Thumbs Up

kinda a bummer that the chrono doesnt work for the speed Frown im bad at guessing speed...

looking forward to the release...


 
Posts: 21 | Registered: Wed March 28 2007Edit or Delete MessageReport This Post
Picture of RedTerex
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Great news AK, roll on next week !


 
Posts: 2486 | Registered: Sun January 25 2004Edit or Delete MessageReport This Post
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quote:
Originally posted by klcarroll:
I suppose it would sound ungracious if I asked about my beloved Narwhal Class??? Too Happy

*

And I thought I was the only one that missed those boats!!! Cool

Thanks for the hard work guys!! I know we all look forward to future improvements as well!!
 
Posts: 100 | Registered: Fri May 21 2004Edit or Delete MessageReport This Post
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quote:
Originally posted by veovis39:
I hope that "tuned the submarine damage model" means that my guns and periscopes won't break down over and over and cause crew casualties.


Same here. I also hope it includes fixing the way some damage types are never repaired by the damage control team. If that's intended to be realistic (and it might be.... I wouldn't expect things like prop shaft damage, maybe even severe deck gun damage to be repairable at sea), then the game needs a way to let the player know that it's unrepairable, not simply blocking up the repair list.

Fooey.... there's also nothing here about the way the career game gets locked in a repeating loop of the same mission type. Maybe the modders will figure out a way to fix that.

Other than those pet gripes, the other stuff looks good. I don't think my CPU/GPU is strong enough to run the game at my monitor's native 1600x1200 res, but if I can get anti-aliasing at a scaled-up 1024x768, that should help the look... at least get rid of the dots-and-dashes rigging lines.
 
Posts: 417 | Registered: Tue March 29 2005Edit or Delete MessageReport This Post
Picture of capt_frank
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"Let's do the time warp again..."

Are we there yet? Veryhappy




 
Posts: 697 | Registered: Sun September 01 2002Edit or Delete MessageReport This Post
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This is gonna look so purdy with AA, OMFG! Can't wait. bow


 
Posts: 120 | Registered: Thu March 22 2007Edit or Delete MessageReport This Post
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Awesome - You just make my day a lot better Clap
 
Posts: 14 | Registered: Wed April 11 2007Edit or Delete MessageReport This Post
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more depressed than excited about this patch,was hoping for a bit more,oh well heres looking forward to v1.3
 
Posts: 109 | Registered: Tue March 06 2007Edit or Delete MessageReport This Post
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