Silent Hunter IV

Spoiler :
Akita_Maru.jpg


Biyo_Maru.jpg


Buzyun_Maru.jpg


Hakusika_Maru.jpg


Haruna_Maru.jpg


Heito_Maru.jpg


Kasagisan_Maru.jpg


Kinposan_Maru.jpg


Nagara_Maru.jpg


Nippon_Maru.jpg


Taihosan_Maru.jpg


Zinbu_Maru.jpg
 
No they are just reminders on both pictures not to forget to check the number of turrets.

Has anyone spotted any weaknesses on the freighters? If so, I'd like to share information about the weak spots.


SH4_criticalhit.jpg

The large tanker (Nippon) is usually really hard to take down, but I managed to get lucky here. Just one torpedo and it split in two. The torpedo seems to have hit right behind the bridge section but I stupidly forgot how deep it was.

Also has anyone else scored critical hits on Kinposan? From what I've gathered, the sweet spot is under the bridge. It leaks fuel from there.
 
Patch 1.2 details:

http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/2931092055

Spoiler :
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4. Changes in Patches

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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
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.
 
The refit bug especially was especially annoying. Thanks for the heads up.
 
Can you indeed machine gun them?
 
Haven't tried. The AA gun ammo is too valuable to waste on survivors if you're sailing in hostile waters and hitting such small targets with the deck gun is next to impossible.
 
From what I gather you can only pick up friendly pilots and such.
 
Excellent. I've got my PC going, so if I can just having power failures and virus outbreaks at work, I can install the 1.2 patch and get up to speed in the game.

Anyone up for a trial run at convoy-vs-sub (by which I mean not an extremely competitive game, more trying out controls and tactics)?
 
Excellent. I've got my PC going, so if I can just having power failures and virus outbreaks at work, I can install the 1.2 patch and get up to speed in the game.

Anyone up for a trial run at convoy-vs-sub (by which I mean not an extremely competitive game, more trying out controls and tactics)?

I'd be ready to try it next weekend. I assume we'll need some time to iron out the possible connection problems. Need to punch some holes into my firewall too.
 
The time compression is really killing this game for me. Everything just takes so damn long, especially when the game pulls you down to x1 compression every minute and a half or so becuase there is yet another Jap plane on the horizon. Ugh. This game could really use a teleport system, realism be damned.
 
The time compression is really killing this game for me. Everything just takes so damn long, especially when the game pulls you down to x1 compression every minute and a half or so becuase there is yet another Jap plane on the horizon. Ugh. This game could really use a teleport system, realism be damned.

you should have played the original, the maximum time compression was 2048. Sailing any further than the north of Ireland was time to bring out the newspaper.
 
Share thy critical hits. (1 hit kills)

C_Kinposan_Maru.jpg

Somewhere around 4m deep. Explosion after the initial impact.

C_Mogami.jpg

3,5 - 5m deep. Series of explosions after the initial impact from the first turret to the front edge of the plane deck.
 
I've got my UBI.com account set up and can host a game now. The crucial part is however, will any of you be able to connect to my games. I did my best to setup my DSL modem, but since I'm pretty green with these things I'm not sure if it will work.
 
I'm not gonna try. The game runs so slowly on my PC anyways, to join up on multiplayer would be killing any gameplay. Sorry.
 
You prolly can't use time compression in multiplayer, and if the number of units is kept in check, It shouldn't be too heavy.
 
You prolly can't use time compression in multiplayer, and if the number of units is kept in check, It shouldn't be too heavy.

Nah, I esperience pretty high choppiness jsut playing regularly :(
 
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