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Players have mentioned a console command to detect groups, but frankly that just seems to force the groups to spawn, and once they spawn they live in the world for sometime and get tracked, and I believe the groups will despawn after a period of time (or distance). A good example is a ship that reports (over the radio) of a large explosion. That spawns the 1-ship group and I determined that group appeared out of thin air because it was at a location I just passed a few hours ago and there's no way it could have gone unnoticed.
So yeah, player's have been reporting issues with detection and the game seems to spawn groups at the way points with a probability and most likely when your a not around but could smack a group in your face, I've seen both.
The big test for players who want to check using the detect command. Save a game and use the command, then note the lat/long of those detected groups. Go back to main menu and then load the game again, but this time wait about 6 hours and then perform the detect command. If the group actually existed then it should have moved about 78 km (13 k/hr x 6) further along it's course ... Big question as to whether it just spawned the same groups again at the same points or not.
Another problem I can see .... There is a delay in detection. It appears that if you run time compression then that delay isn't compressing with time. This means that in real time (for example) it takes 30 seconds to detect a group, then 30 real time seconds at a higher time compression generated a few hours of "no detection" depending on your TC. A further problem could be a probability to detect, and each time it "rolls" the proc and fails, then you can add more holes into the scenario.
That's my view of the situation.
The groups are there, you can still see them via the inspector mod even when they are not visible.
the console command: Detect ... only sets the group attribute to visible via the UI nothing more. Further more viewing a group with Detect, doesn't mean your uboat can see the group, the icons for groups detected by console command is an 'X' , this will change to a sonar icon, radio icon, or binocular icon when detected by your sub.
Also the locations you see on the map may not represent the exact location of the group. There is a error factor in their placement depending on how good a hydrophone operator is at detection as well as distance.
Detection probability is also impacted by your speed, the bearing of the group, range, water state etc.
the issues you are describing isn't with the spawners, rather issues with hydrophone detection, Time Compression, as well as group size during load in of ship entities.
First off Detection is based off the center point of a group, when not loaded in a scene. in some cases you will detect a nearby group 3-5nmi away (the absolute/true distance might be closer) > the group entities are spawned (visual assets in the scene) however due to the group size (either via mod or vanilla) the group spans a great area. 50-100 ships populates and area of many nmi. thus once assets are spawned in, some of the outside ships are placed very close to you.
This issue can become worse when using high Time Compression as each game tick has a greater distance traveled for each group. At low TC each game tick updates a group position (out side of visual range) may be only a meter or so, but at 6500x every update to a group position can be many hundreds if not thousands of meters.
Causing a scenario like such as a group approaches in high TC
tick 1: random detection factor > no detection > update positions (large distance update)
tick 2: some what higher detection factor > detection! > update positions ( large position update - now much closer than you expected)
tick 3: set new TC to 1x > do stuff > UI > update positions (small position update from here on out)
there are ways via the datasheets to increase the boundary at which the game stops Time compression when in the presence of another group. You could try tinkering with this value to improve the load in process and subsequently the way groups appear within the scene.
There are times where a bug can occur and the weather gets locked in to a specific state.
There was a patch that addressed this.
However you can also try the console command 'Weather Update' I think... This will force the game to recalculate the weather state for your position.
The exact physics state of the game isn't retained within the save file
so when you load up a game the positions and course are reloaded, but the physics states are re-initialized this can cause ships to reset to their default speed before being slowed down or sped up based off external factors.
Example:
Default speed is 6 knts. for a ship in a groups.
you load the save and all the ships start out with a speed of 6knts
however very quickly the game considers things like Weather state, convoy speed/spacing/, NPC behavior and starts setting in new speed values< so no the entity speed may be slightly higher /lower than the previous time you loaded in.
sadly saving all of this data into a save state would actually cause more issues than it solves.
Note that each hydrophone has dead zones! The dead zones are not shown in the hydrophone circle. You can find out where the zones are when you upgrade the hydrophones.
Cheers Ruby
Cheers...
Because adding new cool features in situation when basic mechanics aren't working properly sounds like total nonsense to me. But hey, I'm just some grumpy a-hole and I just paid 25 EUR for this. Let's all get high on new torpedo pistols and be total badasses like those bearded guys in Das Boot movie (my feeling about this community).
So sorry, this just had to come out. And I'm out too...good luck everyone and I hope one day this will be a great game. Because it deserves it and devs deserve it too (for great idea and dedication, if not for anything else)
I feel you are overreacting to your bad experience with this "early access" game. You should be a little more open minded that the game is still in development and the Dev team cannot possibly just hop skip jump to your personal grievances with the game.
And no, I don't want to ban together as a community against the Devs to fix the game to your specific liking or anyone else's. This is THEIR baby and they're going to make the game how they want ultimately. I believe they are open to suggestions and input from the community for ideas however and I feel that's very generous of them.
There's MANY things I'd like to see them fix, add, etc right away all the same but I'm not expecting them to just stop their lives and make it happen right now. I simply make a request and if it's added sometime in the future then great, if not, then oh well, maybe some modder will add it in down the road.
I do agree with your stance that uninstalling the game right now is probably what's best for you to do. You seem to want and need a completed game to play and have little patience or tolerance for early access games. I would recommend Silent Hunter 3 with the GWX3 mod in the meantime if you want a good working Uboat simulator that's mostly bug free and immersive. The time compression in that game can be fickle also. I played it just today and had TC on and suddenly my Uboat collided with a friendly destroyer as I was exiting out of the port. That was frustrating but I went back and deleted that save and started over at the previous save and everything was fine.
The graphics for SH3 are bit dated now compared to this game but that's about the only thing bad it has going for it compared to this game currently, and really, the SH3 + GWX3 graphics are not all that bad if you use the 1920x1080 tweak. This game has a LONG ways to go, in terms of both official development and future mods once this game is considered a finished product and no longer supported by the development team. Hopefully it will be able to overtake modded SH3 someday. I'm really hoping so.
@ Link .... Thank you for easing my mind on the subject. I'm still getting contacts being displayed on the map when it's out of hydrophone range, although the game does indicate a propeller symbol with a question mark (i.e like 200 km distance). I'm assuming it's another source of the contact (i.e. another uboat, condor, or Bdienst), but it's uncanny how it's the same location (within the tolerance error) every single time.
@ Ruby .... I use the setting for Earth Curvature. With regards to the hydrophone detection I have a feeling the game expects the group's position to match the curvature of the Earth, however the group's actual x/y/z position is using a flat surface. This could mean that the hidden group's vertical position doesn't correlate with the curvature's vertical position, and if both positions need to be near exact (code-wise) then it won't be detected by the boat. In other words. a vertical hole is created between the curvature of the earth and the flat plain positions.
Also check Rubys answer - hydrophone deadzones.
Just gotta comment on this...
"I was dived at approx. 180m under the convoy, had a TC at 140x,"
Safe diving depth of the boat is 150 m. So everything deeper than 150m have to be monitored carefully!! And the you can't go TC x 140!! Being a good Uboat skipper requires a lot of patience and nerves of steel - and going TC x 140 at a cruisal point of the mission means you lack these characteristics.
Now take this as a constructive critique and preform better next time and be a little more cool and patient?
Should've seen the game two years ago. It was a HUGE mess. I did what you are talking about. Deleted it, forgot about it. Came back to it. Was pleased with the progress.
Its Early Access, so its going to have problems. The point of playing it now is to report issues to the devs so they can work on it. Which...despite the flaws in the game still persisting- the Devs are doing an EXCELLENT job of keeping the the game in a constant state of improvement. If you don't believe me, read through the history of patch notes.
The new features are not exactly to ignore old problems. Its progressing the game's development and giving the community a chance to test run new features that will become bedrock in the game later on. Back in the day if you came up on a hydrophone contact with a fish fart, you'd have to sit and wait for the game to load. You couldn't stumble on anything. You could use Time Compression with reckless abandon because as soon as you came up on the flatulent fish, shoreline or convoy the game would have to load for a minute and a half. The system has been reworked and now it feels MUCH more seamless. Its progress.
And to use the "suspension of disbelief" here, try to bridge the gaps in the gameplay with a bit of historically accurate information. Hydrophones were crude by today's technological standards. Between the dead zones (which do exist in the game and vary by which model of hydrophone system you have installed), water temperature, salinity, target bearing and a multitude of other variables can affect how well you're picking up contacts at distance. If you're using an officer who isn't fully rested his detection range drops significantly. If you're using a leader without extra training and no assistant on the hydrophones, your detection radius will be decreased even further. If you're hunting for contacts, give your hydrophone operator a shot of ersatz coffee, an assistant, dive to 30m, shut down everything and listen. Give it a minute or so before you go to Time Compression. After a few minutes, spin up your electric motors and change your course by 90 degrees, shut everything down again and give the hydrophone operator another minute or two of listening. Chances are you'll pick something up that you missed before due to dead zones.
If you can't deal with the current game state, shelve it for a few months and come back. I promise you it will be better. If you want to help it get there, use that handy-dandy F11 key, report the bug, attach a game state and let your frustration contribute to the overall improvement of the game.