View Full Version : patch 1.3

05-03-2007, 08:10 AM
When will it be released?

05-03-2007, 08:15 AM
Originally posted by giovy1975:
When will it be released?

This has been asked many times. We don't know and the devs won't tell us, and mods are on need to know basis. Just persevere with the bugs until patch is released. I am sure they are working on it.

05-03-2007, 10:07 AM
To date, Ubisoft has not announced that there will even be a patch 1.3. The assumption of additional patches is being made based on the history of Silent Hunter 3.

With SH4, we knew about 1.1 before the release of the game. We knew about 1.2 within a month of release. There has been total silence from Ubisoft regarding 1,3.

I hope we get patch 1.3, and I certainly see a need for it, but it will only happen if Ubisoft see critical areas of the game that need fixing, and not because the subsim forums want another patch.

05-03-2007, 11:03 AM
Originally posted by shadow_858:
blah blah blah ...
but it will only happen if Ubisoft see critical areas of the game that need fixing, and not because the subsim forums want another patch.

If by "see critical areas of the game that need fixing" you mean "discover further financial gain that can be derived from another patch", then I agree!

05-03-2007, 01:15 PM
Why don't developers tell us something about the new patch just as they did with patch 1.2?
The game is very good but still full of bugs and we paid for a working game...

05-03-2007, 01:33 PM
They told us about 1.2 not very long at all before it was released - from initial game rollout, which had 1.1 following 15 seconds later, to the release of 1.2 there was dead silence for most of the time... I see no reason to assume that the devs or UBI will say anything about 1.3 until they are close to release - and that is rather assuming there WILL be a 1.3 at all, which nobody who actually knows anything has said. Customers don't actually decide patch rollouts, so they won't do a 1.3 if they don't feel like it, and if they do release a 1.3 patch then they'll decide when to tell us.

Not that good from the PR point of view, but I guess it does save them having to come on here and argue the toss with everyone endlessly.

05-03-2007, 02:22 PM
Customer don't actually decide patch rollouts, but they pay for a FINISHED product and not for a beta version...
The 1.0 version was a BETA version and although the 1.2 is much better it is not still a finished game.

05-03-2007, 02:29 PM
Originally posted by giovy1975:
Customer don't actually decide patch rollouts, but they pay for a FINISHED product and not for a beta version...
The 1.0 version was a BETA version and although the 1.2 is much better it is not still a finished game.

Cha Ching!!

05-03-2007, 03:24 PM
yes money talks and in my little town SH4 isnt doing that good one of our local software stores has pull SH4 from the shelves and the owner told me he doesnt stock beta software he had 8 sells and 8 return within the first week so till its fixed he's not stocking it , and he pulled stalker off the shelf too

05-03-2007, 04:47 PM
There are 10 type of people in the world... those that understand binary, and those that don't.


05-03-2007, 08:11 PM
Originally posted by giovy1975:
Why don't developers tell us something about the new patch just as they did with patch 1.2?

Probably because of all the *****ing we did telling them to hurry up. http://forums.ubi.com/images/smilies/touche.gif

Seriously, I hope there IS a 1.3.

05-03-2007, 08:51 PM
I think there will be a patch 1.3, cause if there isn't, I am fairly certain that SH4 will be the last software product most people would buy from Ubisoft... I don't think they are stupid enough to not realize that. I was gonna say something about my trust in Ubi, but I won't. There's enough of that already. Bottom line, I think we should wait patiently. It will come. Evntually.

05-04-2007, 05:51 AM
Well, I intend to buy Silent Hunter 4 shortly, seeing how much I loved Silent Hunter 3. In any case, regarding the patches... is there anything major that the 1.2 patch didn't cover?

Just curious.

05-04-2007, 06:33 AM
Originally posted by Foehammer-1:
I think there will be a patch 1.3, cause if there isn't, I am fairly certain that SH4 will be the last software product most people would buy from Ubisoft...

I'd like to share your optimism, but I am not holding my breath for a significant additional patch. It'll more like a 1.2b, I guess...

Let's face it: Ubi is happy to see that fine modders are fixing most problems and enhancing their product. Heck, even when people are complaining about bugs or shortcomings about SH4 in various forums, there is someone to direct them to a mod...

Moreover, gamers being what they are, Ubi's marketing people are not afraid about future releases. They will thrown in a couple of goodies (pen, badge, anyone?), offer a "limited edition", a "collector's edition", a "limited edition"; they will promess the next generation of "super-mega-Hollywood-like-kaboom-effects and graphics", and people will pre-order and buy...

If it weren't for the modders, I would not be playing SH3 at all, let alone SH4. So, I am not counting on Ubi to fix whatever it remains to be fixed...

05-04-2007, 06:34 AM
Originally posted by shadow_858:
but it will only happen if Ubisoft see critical areas of the game that need fixing, and not because the subsim forums want another patch.

SH4 still isn't even near what it's own manual states the game should be like. Nah, SH4 doesn't need another patch......it's just that we like filling in, 'what i want for Xmas' LOL!

We actualy bought a bugs DVD and got a FREE SH4 game hidden inside! http://forums.ubi.com/images/smilies/winky.gif

Silent Hunter 4 - Bug list v4b

Changelog 4b
Updated 6) More information
Updated 20) More information
Fixed mod link in 23)
Updated 23) More information
Updated 28) More information
Added player note issue 28)
Updated 51) More information
Updated 61) More information
Combined issue 70) with issue 28)
Added provisional issue o)
Removed some queries

Changelog 4a+
Updated 20) More information
Updated 56) More information
Updated 72) More information
Updated 47) More information
Updated 45) More information
Updated 23) More information
Added issue 73)
Added issue 74)
Added issue 77)
Escalated 2 no. Provisional issues to issues 75) and 76)
Added 6 no. Provisional issues
Added Player help/information section.

Changelog 4
Added an issue 72)
Removed issue 23) - see 29)
Issue 25) is now combined with issue 37)
Added link - issue 6)
Added note - issue 25)
Added 6 no. provisional issues
Updated 23) - more information.
Updated 23) - Partial workaround.

Changelog 3e-3f
Moved a provisional issue to confirmed issue 71)
Added 2 Provisional issues Crew recruitment problems and Default Ensigns missing
More information added to 29) The deck gun and AA gun can be repaired but only when crewed.

Changelog 3d-3e
Added "Query" section at end NEED FEEDBACK!!
Issue 11) has been removed.. Issue 31) provides more detailed information.
Issue 63) removed.
Updated 6), 14), 29), 30), 31) 35) 46) and 69) with additional information
Added possible mod fix for 2)
Item 27) and 37) wording changed.
Moved a provisional item to confirmed issue 69)
Added 1 provisional item
Added issue 70)

Changelog 3c-3d
4 more bugs added 65) 66) 67) & 68)
Provisional bug escalated
Severity of item 34) changed.

Changelog 3b 3c
5 more bugs added 60), 61) 62) 63) & 64)
Improved readability.
Added comment on 23)
Modified comment on 34)
More supporting information added to 36)
Added provisional bug section

Changelog 3 3b:
More information given
Additional issues 58, 59 added
Struck through the more dubious bugs or where there is little or no confirmation
Reduced duplication.
Moved comments and added square brackets for readability.

Please note:
Most bugs listed here have been mentioned by more than one poster.
Known protection bugs have not been listed nor have probable hardware/driver issues.
There may be duplicates.
The list is not ordered
I have not experienced all the bugs listed.

1) When crossing the International Date Line from Pearl to Japan the attack screen bug still happens. No Torpedo tracking once you cross the line.

2) Radar still doesn't work when heading South 90deg to 270deg.
[There is a possible mod workaround and more information for this issue here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 ]

3) I noticed a minor rendering issue with 1.2: Seems the TBT view doesn't scale to the resolution when not using 1024x768. There is a little part on top showing the scene behind the screen in 1280x1024. The bearing display is wrong, too.
[There is an error in the TBT section of the menu file. Mod fix for widescreen users here: http://www.subsim.com/radioroom/showthread.php?t=112400 ]

4) Ship dimensions are still faulty = incorrect firing data (range) for TDC for some ships.

5) Removed.

6) Patch 1.2, After installing the new patch the DD's don't often use their searchlights anymore (since 1.1)!
[Confirmed in several posts.]
[One user has posted that there is an "on/off" problem with the searchlights, he found the switching off volumetric fog fixed the problem.]
See also 23)
Kakemann in this thread appears to have a full description of the issue which basically involves weather rather then time of day:

7) Removed.

8) Chronometer still doesn't work as described in the manual. "The Chronometer bug"

9) White outline along the hull of the sub when looking down through the external camera. Very noticeable on railings if sub is submerged to conning tower.

10) Sun shines still through objects, now even with full intensity.

11) Removed.

12) Removed.

13) Removed

14) Dive planes don't even come down anymore after a few dives and surfaces. Halfway through a patrol the bow planes look inverted and refuse to move.
[Dragon not seen this, Subman1 not seen this.]
[This is probably linked to issue 70) saving the game when submerged]

15) Many users report CTD errors, in the navmap, after ending a patrol etc.
[Dragon no CTD since fresh install V1.2]

16) I've got a merchant here; that I put a torpedo into, stopping it's engines, but it still continues on at about 4 knts, despite a heavy list to Starboard.
[There is confusion on this issue. It is difficult to say whether there is a problem with this or not]

17) Sounds are still coming from a 180 degree wrong direction. Situation awareness suffers when submerged and evading escorts.
[Apparently this is a bug in SH3 too.]

18) Combined with 14.)

19) Can someone confirm if the SD radar is indeed fixed? As far as I can tell it is still detecting ships but now it does not detect aircraft at all. I just got bombed by a couple flying boats while I sat there watching the SD radar in different ranges and they did not show up at all. With the S-18 sub it doesn't turn on.
[Feature request more realistic radar. http://www.subsim.com/radioroom/showthread.php?t=112950 ]
[Possible mod workaround/more information here http://www.subsim.com/radioroom/showthread.php?p=508289#post508289 ]

20) Hydrophones still do not work at periscope depth.
Jungman wrote:
Change a value -9 to -4 inside Sensors_sub_US.sim the MaxSensorHeight of the hydrophones. Now you can hear it yourself and your crew. This allows it to work in more shallow water. See various threads. Easy fix. Some changed it less, some changed all three ocurrances.
See Documis FTT Mod for an exact answer to what works best all around for all submarines. They have different sizes. Never proven if devs wanted this as a feature, or IRL you could use Hyrophones at shallow depth. After all, the Escorts hunting you use them on the surface. We agreee you should be able to use them at periscope depth.
Bane pointed out that the hydrophones on a Gar class boat seem to work correctly at periscope depth, although the range seemed short.

21) Sound bugs still present with "Realistic Sound Travel" enabled (e.g., popping sounds when firing AA guns, explosion sounds cut off, slight delay in deck gun sound, etc..

22) We now have approx a 9.7X Magnification attack scope. (Should be 6X)

23) All AI needs tweaking, too often ships all come to a stop and muddle around. Destroyers guarding merchants and especially in task forces seem somewhat uninterested in firing back see this thread http://www.subsim.com/radioroom/showthread.php?t=112904 and this http://www.subsim.com/radioroom/showthread.php?t=112853
Another reference to the same problem here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6...721025455#9721025455 (http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/6101003455?r=9721025455#9721025455)
Another here: http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2721069455
[I personally wonder if the problem is to do with overly sensitive friendly fire tests by the AI. Tater queried whether poor weather conditions play a part]
Early war AI doesn't see the periscope very often, At night searchlights don't lock on feature or bug?
There is a partial workaround mod for "lazy destroyers" however the author suggests that there is a hard coded problem:
Updated version of Kakemann's mod here:
AI in ports, for example if a ship Japanese ship is torpedoed is also very passive.

24) Neat mechanical ticking sound when using the TDC is gone. Bring it back.

25) Combined with issue 37)

26) Combined with 8)

27) Widescreen users get a cropped rather than expanded image. TBT & periscope scaling bitmap masks appear to be inaccurate does this break the ability to manual launch torpedos?
[see also 3) ]

28) Save game issues:
NOTE: With patch 1.2 it is suggested that players save the game only when on the surface and not near enemy shipping.
External viewable damage to subs vanishes on a savegame load. Speed settings and other settings not remembered, crew asleep when they weren't before, fatigued crew. One player has mentioned that the radio repeats news reports and events from the start of the patrol including log entries.
Saving the game when underwater is problematic and not recommended. There is a confirmed issue that a reload of an underwater save results in the dive planes being reversed.

29) The deck and AA guns cannot be completely repaired by damage crew. The final 1% of the repair can only be done when the weapon is crewed. This explains the odd post where someone would claim that the deck gun in particular had been repaired. The length of time required to repair the remaining 1% seems out of proportion.

30) There is no obvious visual way to ascertain true damage to the sub.
[This based on the assumption that there is hidden damage done to the sub which is only repairable with a refit]

31) Transparency problems: The ghost crew issue - crew are slightly transparent all the time with full settings and very transparent in fog. The conning tower is transparent or semi transparent when using the periscope. Note that the crew transparency issue at least is true even if the new volumetric fog option is unchecked.

32) Anomalies with torpedo damage... may be a "feature". Example 8 torpedoes + deck gun shots sink a merchant, 5 deck gun shots or less to destroy a destroyer. Stuck torpedo outside sub mentioned by Subman1?

33) Feature request: Buttons still missing like weather, rank, how long distance at this speed, id target.

34) "The Message log delay problem."
[There is at least one mod for this and a user can select messages sent as default rather than show all messages. The majority of people say that the delay is now small 1-2 secs]

35) The sub not responding to waves correctly especially in rough seas "Sub on rails". The wake behind the sub and other ships, especially in rough seas, floats above the waves and therefore looks like it's in the wrong place.

36) Possible problem with torpedo detonation choices. Some users report they are reversed, Akdavis Magnetic detonators do not work. Also the detonation type chosen resets. Akdavis mentions:
"Something is fundamentally wrong with torpedoes and/or ship hit boxes. Magnetic influence setting seems to have no real effect. Both settings yield identical results."

37) Feature request - Please provide the ability to open all tube doors with sound effect.
[There is a mod which does fix/workaround his issue]

38) Fix the radar and sonar.
[There may be a mod fix for this.. ]

39) Campaign retirement feature or bug? Suggestion that it should be optional.

40) Aircraft. the skies are full of them! Far too many attacks.
[There is a workaround for this in the subsim mods forum.]

41) Aircraft flight model Collide with mountains rather easily and there is a tendency for them to swoop rather low during attack runs.

42) Graphical flashes on the ocean.

43) Rotating hydrophone doesn't do a full rotation and it doesn't rotate underwater?

44) You can't click on crew members to go to their station like you could in SH3.

45) Crew sometimes don't seem to verbally acknowledge orders.
Sound man does not call out when a depth charge is dropped in the water.
Sound man does not report when a destroyer is pinging the sub.

46) Clouds are far too speedy. Also clouds sometimes don't slow down when dropping out of accelerated time.
[Possible Mod fix for this.]

47) Pilot bailouts are reported as merchant contacts, as are lifeboats.
Note: Sampans, life boats and even downed pilots are picked up as contacts by the hydrophone. None of these have engines, needs fixing.
In addition it appears that surface radar picks up Sampans which shouldn't be radar reflective?

48) Sound for lifeboats rubbing against sub sound like a destroyer hitting the sub.

49) Pencil on Navmap doesn't allow note entry

50) AA gun crew can get injured even when not at the AA gun if the AA gun gets damaged.

51) Repetitive patrols still get assigned.
[There is some discussion as to whether this is due to having infinite fuel on]
One user reports here: http://www.subsim.com/radioroom/showpost.php?p=520431&postcount=417 that he still had repetitive missions without infinite fuel on.

52) Patrols do not suggest how long you need to stay on station unlike SH3.

54) The AA gun view is often blocked by conning tower walls.

55) Chronometer pops up after 256 time compression for no apparent reason.

56) A number of users report that despite owning the game they are experiencing the protection system "bugs". Many users report crewmembers eyes vanish.
Many users report the striped map problem, screenshot here: http://www.subsim.com/radioroom/showpost.php?p=504941&postcount=1
[I own the game, do not use any no-cd or other anti-protection systems and have seen the missing eyes issue]

57) Is the Torpedo depth gauge running in metric when imperial settings are used?.
[Users report that assuming the TDC is running in metric allows them to hit on target\]

58) Graphics the rev counters don't work.

59) Torpedoes are not automatically loaded at base nor is there a reminder.

60) There appears to be some problem with the crew using certain deck guns especially when switching from aft to fore no slots for crew.
[Not verified although I have seen this mentioned more than once]

61) A few people have mentioned that they sometimes can't end a patrol latest here although tycho102 was using a mod http://www.subsim.com/radioroom/showthread.php?t=112193&page=15
[It is possible that their home port has been moved without them noticing]
Some users mention that there is no notification that their home port has been changed.

62) Radio messages can be received underwater.

63) Removed.

64) Some shipping does not stop following loss of all props & rudder.

65) Patrol Log book appears to contain internal games names for ships sunk rather than "Medium Old Tanker" etc..

66) Log book does not track items correctly all ships sunk at the same time and date for example.

67) When SD radar fitted there is no A scope display confirmed.

68) Air search radar on Japanese ships is detecting surface targets including the sub arising in unrealistic sub detection in the early war period 1942-43. More here: http://www.subsim.com/radioroom/showthread.php?t=112994, http://www.subsim.com/radioroom/showthread.php?t=112684

69) Watch officer sometimes freezes up with arms outstretched confirmed by another user. Picture here:
[ http://www.subsim.com/radioroom/showthread.php?p=512457#post512457%5D ]

70) Combined with 28)

71) Confirmed issue: A damage only crew can be recruited at port allowing for more than the historical maximum number of personnel on board.

72) Confirmed issue: Deck and AA guns problems:
With crew assigned to the deck or AA guns they will fire at any target regardless of the weather conditions (Note that it isn't always possible to get the crew to man the deck gun in rough seas).
The player can fire the deck and AA guns manually without an assigned crew.
Regardless of weather conditions AND regardless of whether the desk or AA guns have crew assigned the player is able to manually fire. According to the file for each boat the maximum wind speed allowed is 7m/s.

73) Some ship weapons are unable to fire:
The Subchaser is unable to fire its main gun at all. If you mod the Subchaser to have a second gun in a raised position where the AA gun is it will fire this gun.
The Akizuki DD has a similar issue, of the four guns it has only the two guns on the raised platforms actually fire.

74) It is well known that CTRL+N resets the weather feature or bug?

75) Egan reports an issue where the destruction/damage of the rear dive plane transmission actually affects the rudder. The sub is still able to dive (at the same speed) but not turn.

76) Crew port recruitment issues: No CPOs with command specialization are listed/recruitable, no junior petty officers with guns specialization are listed/recruitable, no seaman apprentices are listed/recruitable.

77) The follow nearest contact button doesn't light up when selected although the sonar man does follow the contact.

Provisional not included, need confirmation:

a) There should be Ensigns by default with the boat's starting crew. The only Ensign on board is in the 1st watch sensors compartment.

b) Rudder not shown on damage screen, is it possible for it to be destroyed without notification?

c) Planes are too easily destroyed.. Possibly true but their numbers are so great they need to be!

d) It is common to see torpedoes blowing up early is this a feature? Comments so far are that this is realistic but the torpedoes which do blow up are not reported as duds.

e) Crewmember's head through roof! http://www.subsim.com/radioroom/showpost.php?p=514202&postcount=335

f) S-class boat: The left hand dive operator animation shows the operator turning the wheel, the right hand dive operator's wheel I stuck!

g) The main or observation periscope does not rotate in external view, always points forward.

h) 1280x720 resolution is not available/doesn't work.

i) There is no visible crew on the deck of the Coastal Composite Freighter and the Small Split Freighter

j) The bridge compass on the Gar class and possibly other subs if off by 90 degrees.

k) The radar defaults to focus mode when the player moves to one of the displays.

l) Some boats have no second man at the right hand dive planes station but rather somewhere else in the station. The slot gets filled only when battlestations is selected.
Gar class boat left dive plane indicator points to dive when surfacing, right hand indicator mirrors so it points to nothing.
Gar class boat crewman MAY rotate the wheels the wrong way.

m) If you leave the AA gun stations as the boat goes underwater the crew can be seen manning the AA gun underwater from the external view.

n) Surface radar sweeps only at up to around 8x time compression (may be system dependent) at higher speeds the radar turns off.

o) Event camera, when showing the sub being attacked by planes, often shows the sub 90 degrees from it's own wake or sticking up out of the water before everything pops back into position.


If anyone knows of any workarounds or mods which fix any of the issues above please provide links and I'll include them in the next (exciting instalment)

Player help/Information:

Many users report that they have CTDs with patch 1.2. Many, but not all, of these users have found that the following steps have helped to removed the CTDs (myself included)
1. Uninstall SH4 using the uninstaller.
2. Check to see whether the SH4 game folder still exists, if it does delete it.
3. Completely delete the SH4 user folder here C:\Documents and Settings\yourname\My Documents\SH4.
4. Reinstall SH4. Do not run it.
5. Apply only patch 1.2, if the CTD still persists go back to step 1 and try 1.1 patch followed by 1.2.

Running the game with a NOCD crack is KNOWN to cause issues! Even if the game appears to work flawlessly you will almost certainly get issues like, striped nav maps, 2d crewmembers, headless bodies, inability to launch torpedoes at random times, problems with crash diving and keyboard shortcuts. Note to Devs - there is still a probable issue with protection kicking in for clean players.

There is an explanation of crew efficiency by a developer here: http://www.subsim.com/radioroom/showpost.php?p=514823&postcount=4

Thanks for the PMs of support peeps, you know who you are

I need confirmation of the remaining provisional issues so that they can be either removed or escalated

05-04-2007, 07:13 AM
Great list, Tracer63. Accurate too. But the point here is that more than 90 percent of sales for SH4 will be generated by 'casual gamers'. Some of those people may seek out patches, but a lot of them will never patch the game at all and Ubisoft know that.

It's not a question of informed people at forums such as this knowing that the game needs serious patching. That's a no brainer. It's a question of Ubisoft's assesment of the game patched to 1.2 and played at a 'Realism level' of between zero and 40, which is where most casual gamers will play it.

If the game is playable and enjoyable at that level patched to 1.2, then Ubisoft will debate the necessity of 1.3. Hey, don't shoot the messanger, I'm just telling you how it is.

I think we'll get 1.3. It will address some of the issues listed but certainly not all, and 1.4 is fiction.

05-04-2007, 12:04 PM

'I buy finished games, this isn't finished, therefore UBI will have to fix it' simply isn't how it works, unfortunately. There is a moral aspect to this, but to mistake a moral issue for some sort of compunction isn't going to make it so.

05-04-2007, 03:47 PM
I think also manual need a patch.
Do you rmemebr manuals of silent hunter 2 and 3??? They were much better!