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von hally
08-26-09, 09:42 AM
Hi Kaleuns

was wondering if Neal or any others lucky enough to be going to the subsim meet would like to post what kind of questions they're thinking would be put to the dev team special guests. I understand that as guest's it's not very nice to bombard them with a million questions/ideas...i was wondering if we here on subsim could pull together a small (:rotfl:) list of burning questions/ideas for the guys to ask?

would this be out of order? or no good at all at this stage of development?

just a thought...i know the dev team do monitor subsim...i hope the new sh5 retains that dynamic open feel that sh3 has...i.e..things like the ability to play an entire patrol real time (for the truly insane) and the feeling of vastness the area of operations gives.

Much more interaction from BdU instead of just immersion a must have too in my humble opinion?:up:

any thoughts

Sailor Steve
08-26-09, 12:56 PM
Nice thought, but why not post it in the SH5 forum?

FIREWALL
08-26-09, 01:01 PM
Let them enjoy the SubSim meet. Then .... Bombard them with questions. :haha: :rotfl::rotfl::rotfl:

Schultz
08-26-09, 01:59 PM
Can we get a price reduction if we are from Romania? because its made in Romania :haha:

Onkel Neal
08-26-09, 02:04 PM
Hi Kaleuns

was wondering if Neal or any others lucky enough to be going to the subsim meet would like to post what kind of questions they're thinking would be put to the dev team special guests. I understand that as guest's it's not very nice to bombard them with a million questions/ideas...i was wondering if we here on subsim could pull together a small (:rotfl:) list of burning questions/ideas for the guys to ask?

would this be out of order? or no good at all at this stage of development?

just a thought...i know the dev team do monitor subsim...i hope the new sh5 retains that dynamic open feel that sh3 has...i.e..things like the ability to play an entire patrol real time (for the truly insane) and the feeling of vastness the area of operations gives.

Much more interaction from BdU instead of just immersion a must have too in my humble opinion?:up:

any thoughts


Moved this to SH5 forum, hope that is ok. I left a marker in the SH3 forum.

Ja, I think I will start a thread collecting questions for the dev team, good idea.

mookiemookie
08-26-09, 02:26 PM
Moved this to SH5 forum, hope that is ok. I left a marker in the SH3 forum.

Ja, I think I will start a thread collecting questions for the dev team, good idea.

Is this that thread? I'll use it as such anyways:

1. We've read in some of the previews that SH5 is being made more accessible to newcomers with the simplified targeting system and tactical map, which is a good thing. Does this come at the expense of the traditional manual targeting? Do we have the option of turning off the "hand holding" elements and using pure manual targeting and view options as we've had in SH3 and 4?

2. What would you say the overall "theme" of the game is, meaning what is the philosophy driving the development? Is it a true-to-life, historically accurate hardcore simulation, or are we going to see some things simplified in the name of playability? Much has been made of the "first person" interaction with the crew and the ability to walk through your boat, so is it a "crew-based" sim instead of a "tactical based sim?" as we've seen in the last two SH titles. Is this a large shift away from, or is it in addition to, what we've had before?

3. How much does the modding community factor into your development decisions? Do you guys keep future modding possibilities in mind when implementing the "nuts and bolts" of the game engine? Is there any hope of having a "construction kit" included with the game to facilitate the mod community adding their own units or missions?

4. Obviously, steps are being made to make the crew seem more "alive." Are we going to see realistic crew transfers and skill development in our sailors between patrols? An example being our XO being transferred to Commander's School after a few patrols, or a number of our matrosen being shifted to new construction? What other sorts of things are you guys doing to make our crew seem like "our men"?

5. How much scalability will the game have? I thought SH3/SH4 did a good job offering a variety of play options (unlimited fuel, weapons officer assistance, realistic torpedo load time, etc), but I believe it was Mihai who said that more options will be added. Any you can share?

SteamWake
08-26-09, 02:32 PM
Will there be wolfpacks.... :haha:

Sorry couldent resist.

Chad
08-26-09, 02:44 PM
Will there be wolfpacks.... :haha:


:damn::damn: :har:

Knew it would be one of the first questions asked :ping:

mookiemookie
08-26-09, 02:50 PM
:har: I specifically tried to avoid it just because I didn't want to steal someone elses thunder.

Brag
08-26-09, 03:04 PM
Will there be a navigation option in which the position of the boat would be in doubt unless star or pilotage fixes are possible?

Red Heat
08-26-09, 03:05 PM
Hello

Excelent idea, Mikhayl... :DL

Jaeger
08-26-09, 03:56 PM
Will there be a navigation option in which the position of the boat would be in doubt unless star or pilotage fixes are possible?

for me, this is the excellentest idea here.

another one: will there be a possibility to add manual entries to the map?

Sonarman
08-26-09, 04:11 PM
Here's my question for the devs...

I feel it is always a shame when development on a game with the depth and scope of the Silent Hunter series stops right after it's released and the team is reassigned to non-related projects while there is much potential for expansion. Thankfullly we have our great Subsim modders, but as I am sure they would be first to acknowledge that are things that only Ubi can do.

If we as a community at Subsim were to put up a poll regarding potential addons to SH5 do you think there would be any chance of Ubisoft producing say the top 3 most requested as either purchasable downloadable content or retail boxed products?

Lt commander lare
08-26-09, 04:41 PM
i would like to see flooding visualy in the compartments as the water is rising and also wolfpacks and an abandon ship optiion i know it was rarley used it should be an option or escape with there breating apparatus

lt commander lare

SteamWake
08-26-09, 04:45 PM
Here's my question for the devs...

I feel it is always a shame when development on a game with the depth and scope of the Silent Hunter series stops right after it's released and the team is reassigned to non-related projects while there is much potential for expansion. Thankfullly we have our great Subsim modders, but as I am sure they would be first to acknowledge that are things that only Ubi can do.

If we as a community at Subsim were to put up a poll regarding potential addons to SH5 do you think there would be any chance of Ubisoft producing say the top 3 most requested as either purchasable downloadable content or retail boxed products?

In all fairness to UBI they did a fair job of correcting the major bugs in SH4 after early release.

I am convinced the product was placed on the shelves prematurely contrary to the developers wishes to meet financial obligations.

They got smacked... and hard for it but in the end the bills were paid and the wheels of 'production' turned.

But I see that happen time and again by alot of houses.

Lets hope we dont see that again.

GoldenRivet
08-26-09, 05:12 PM
My official Questions:

Primary: Will we see damage models which reflect physical standing water inside compartments which are affected by flooding and will these damage models allow for casualties within the crew?

Secondary: In the past the SH series has hosted a flat mercator world which stretches dimensionality of various parts of the SH world and presents unique problems with respect to realistic navigation and u-boat fuel economy values. in SHV, Will we see the flat "mercator world" of past releases or will we see the incorporation of a new more realistic and more scale "spherical" world?

Tertiary: in any simulation, the environment in which the player is placed has a great deal to do with the level of immersion into the "sim" experience and the "feel" of the simulation. Can we expect signifigant changes to the environment? in other words, might we see more variations of weather like snow, rain, or cloud layers, or perhaps the addition of the aurora borialis?

thank you

PL_Andrev
08-26-09, 11:52 PM
ALL my questions are concern to MULTIPLAYER mode.

1. SH4+Uboat add-on was good but too short step: the player can play as allies or axis. Unfortunatelly SH4 multiplayer allow only to play as allies.

Will be available playing as allies/axis submarine in SH5? We know that this is no problem with design because players can build spacial mission for self.

2. SH4+Uboat add-on was good but too short step: the player can play as escort ship in adversarial mode.. Unfortunately only host can control escorts and control is too much limited.

Will be available playing as escort in SH5 with finding and hunting enemy subs? We know that this is no problem with design - players can play with this same interface.

3. Finally, SH4+Uboat add-on was good but too short step. Players can play only allies sub, and host can play as axis unit

Will be available playing in SH5 as escort ships by two sides as scenario allies vs axis? We know that this is no problem with design - few modders try to implement this mode on SH3 / SH4 becouse players love play vs. other players to find and destroy opponents.

3. If all of this points or part will be not available: is possible to simple modding this game to create all of these games? I ask because players love all these points!

donut
08-27-09, 12:33 AM
A many post Thread, http://www.subsim.com/radioroom/showthread.php?t=155353 :yeah:

The General
08-27-09, 01:50 AM
Nice post GoldenRivet :up:

My Question:

Will there be icebergs in campaign mode?

Thank you.

Arclight
08-27-09, 02:01 AM
I'm curious what they did with the ocean: is the boat's pitching and rolling a result of the sub interacting with the surface? ie. is hydrodynamics modeled?

Will the boat create an actual wake and bow waves? (again hydrodynamics, basically)

THE_MASK
08-27-09, 02:34 AM
Will SH5 be in DX10 .

Uber Gruber
08-27-09, 08:40 AM
1. Will we be able to better mod the sensors without affecting everything else in the game ?

2. Will BdU be more interactive and chatty ?

3. Will we be able to allocate watch crews on a 4/8 hour rotational basis and thus avoid micro-managing the crew ?

4. Will there be rain squalls and fog banks ?

5. Will there be a "hard core" option, i.e. 100% manual targeting, 100% navigation, 100% everything so we can experience all operational elements of the U-Boat ?

6. Will there be mechanical failures/sabotages ?

7. Will there be more "uncertainty" ?

mookiemookie
08-27-09, 08:46 AM
While U-boats typically did not do "special missions," are we going to see more variety in operational orders than just "Patrol Grid XXXX for 24 hours" and if so, what kind of orders will we be given?

sevn_up
08-27-09, 09:56 AM
1. Will we see flooding in individual compartments and to be able to close off those individual compartments to prevent flooding to nearby compartments?

2. Will we be able to manually control the port side and starboard side propeller shafts separately....(ex. All-ahead full on port shaft, All-back full on starboard shaft)?

von hally
08-27-09, 10:24 AM
Lot of good posts here

i particularly like the idea of GoldenRivet's.... of more incumbent weather, snow, rain squalls etc.
also as said before ...more spherical/curvature to the earth too....from many books ive read, u-boats lost sight of potential targets due to the curvature of the earth.

special missions...such as mining enemy ports etc would be a nice diversion.

milkcows that are dockable in game..on screen.:rock:

what about the ability to carry out other roles on the boat?

from crewe on watch-to chief engineer-to nav officer...nothing too heavy....just enough to change things up:up:

Oh and what about having a little diversion of deciphering messages with the Enigma????

Raven08
08-27-09, 11:02 AM
Realistic Traffic / Tonnage?

Or will we all come back from the second patrol with 200k tons...



Realistic Medals / Decorations?

Or will we all come back from the second patrol awarded Knights Cross with Oakleaves, Swords, Diamonds...etc...


Hope some of this is handled better this time out... :|\\

Webster
08-27-09, 12:31 PM
I think I will start a thread collecting questions for the dev team, good idea.

can you ask them to add some romanian women to my crew?

they are pretty hot looking :yeah:

but really, maybe can they give use some editing ability for the crew so they can be custom images as we choose?

can i see my face in the mirror or have my buddies faces on my crew?

FIREWALL
08-27-09, 12:55 PM
Will it be released in the 1st-2nd qtr 2010 as said ? :06:

Raven08
08-27-09, 01:03 PM
can you ask them to add some romanian women to my crew?

they are pretty hot looking :yeah:


Hmm, you may be on to something...

http://sevrinblacke.com/shIV/red.jpg

http://sevrinblacke.com/SHIV/red.jpg

BulSoldier
08-27-09, 01:26 PM
The enigma decoding should be pretty easy (atleast to be implemeted) , considering that there is already such a mini game (there was a thread a while ago) to decode, encode and whatelse-code.
I really liked the scene in das boot when the second WO decoded something, it took him quite a while :)

USS Sea Tiger
08-27-09, 01:52 PM
I guess that is my biggie,
I love the XXIII's and if it were not for some great content makers I would have been SOL

Soundman
08-27-09, 01:54 PM
SH4 finally came out with the "Expansion Pack". Will there be an Expansion for SH5 with the Fleet Boats added? I hope so. Better yet, have them in there when it's released! I loved SH3, but just couldn't get into it as much as I did for SH4, mainly for patriotic reasons I suppose. I just have more fun playing the American side and rooting for the home team !

JU_88
08-27-09, 02:13 PM
Will there be AI subs and torpeedos? (I didnt say 'wolf packs' so NAH!! NAHH!!! :woot:)

if Not - I regret that you will have left me no alternative -and I will be forced to;

a) fly to Bucharest with a low cost airliner....
b) inflitrate Your building,
c) handcuff myself to the person who is most responsible
d) Swallow the key
e) Cry and howl like a sissy for one week non-stop! :wah:
You have been warned....You cheeky, lovable Romanian people.....you :haha:

Since the game is to be released around March 2010 there's still some time to add content, so...

...Will there be a contest of some sort to add a bit of community content?
For example a contest for a ship model (or anything else), best entry selected by the dev team to be in the game, with the winner getting a free copy of the game or some SH5 goodies (edit= like a framed & signed picture of the dev team :) )?


OH yes.. excellent Idea indeed -Im up for this... no prizes for guessing what my submitted model with be of though....:DL

Don_D_Dwain
08-27-09, 04:18 PM
I know, some of you play Dangerous Waters. With immersion into this SH5, I sure hope there is a simple addition (should be simple), to add a voice commands. Too allow the player to give simple voice commands, like Up periscope, ready tubes one, and two, ALARM!!!!, and etc. Thanks, and see you on the surface.

P.S.
I don't post in here much, but I read them most of the time, you guys post some great ideas. Like SH 3, I hope SH 5, allows you to use the interior of the boat for information, like battery levels, CO 2 levels, and HP Air tank levels, and of course still have the tool bar, but not having to bring it up, should make for better immersion experience, thanks. You guys, keep up the good work.

SteamWake
08-27-09, 07:03 PM
It was mentioned before but I want to reiterate.

Individual engine control, ablilty to run electrics on the surface ?

I dont know if anyone has mentioned it but what about "milk cows"?

SH4 had that nasty thing of out of gas game over :shifty:

LiveGoat
08-27-09, 07:59 PM
My questions regard the Dynamic Campaign. I read in one of the recent previews that:

"Often, the escorts do not need to be sunk to successfully complete the mission."

In SH3 the Dynamic Campaign was simultaneous worldwide and in real time. I could be confident that, if enroute to my patrol grid (off Gibralter, for example), I could deviate and go somewhere else if I felt it appropriate and expect the alternate grid to have the appropriate activity for that time in the war. In other words I could say "to hell with Gibralter I ticked unlimited fuel and I'm going to Newfoundland instead."

My question is can I expect to do the same in SH5 or will I get a mission failed message, or will activity only be modeled for my assigned patrol zone?

I ask this because I'm concerned that my options as virtual captain will be trimmed as a development decision simply so there will be enough processor power and memory to traipse the full length of the U-boat and trade fart jokes with the crew in the name of immersion.

Also, what does "Unlockable Areas" mean? How does it work? the only thing I really want unlockable is historic U-boat type availability and gear upgrades. Unlockable "areas" would be bad IMO. Even if Operation drumbeat hasn't happened yet, I still want the ability to go to the United States Coast and be a douche to the yanks if I get a wild hair, even in campaign mode.

Anyway, I know it's still early and we don't know the whole picture yet but I figured I'd get my concerns out now because the UbiDevs seem to actually read our posts and give a damn. I feel like an expectant father. Nervous, irritable and hopeful.

Thanks.

LiveGoat
08-27-09, 08:04 PM
On second thought, Ubi, to hell with the game, send us the broads! :o

Hmm, you may be on to something...

http://sevrinblacke.com/shIV/red.jpg

http://sevrinblacke.com/SHIV/red.jpg

Reece
08-27-09, 11:00 PM
In Campaign mode are we still able to start and end each patrol from base as in SH3, would be awful if each mission started near the target area!:damn:

Task Force
08-27-09, 11:06 PM
In Campaign mode are we still able to start and end each patrol from base as in SH3, would be awful if each mission started near the target area!:damn:

I am alost 100% sure we would be able to start at a base... I think that not doing so would mess up the sh5 enviornent...

Oah yea, a cool option would be te option to have to board you boat, instead of just appear at the control room... maby even have to pilot your boat out of the harbor...:yep:

Reece
08-28-09, 12:58 AM
Oah yea, a cool option would be te option to have to board you boat, instead of just appear at the control room... maby even have to pilot your boat out of the harbor...:yep:I'll vouch for that, Inspect the boat and crew etc, why not go the whole hog and disembark the same way having Donitz waiting for a report!!:yeah:

von hally
08-28-09, 10:27 AM
hee hee hee....my first "sticky":smug:

SteamWake
08-28-09, 10:32 AM
hee hee hee....my first "sticky":smug:

Handing Von a mop. :haha:

von hally
08-28-09, 10:36 AM
Handing Von a mop. :haha:


walked right into that one:haha::haha: :88):88):88)

SteamWake
08-28-09, 11:24 AM
Someone has got to ask the devs (in a serious manner)...

"Rudder Rudder" :rock::rotfl:

Webster
08-28-09, 04:14 PM
i really hope they have engines and scopes that get damaged seperately so your not always losing both every time.

it would be nice to see flooding rates change depending on your depth too, i would like the chance to beach the bow and make repairs without instant death from flooding when the damaged area is above water

SteamWake
08-28-09, 04:16 PM
Huh I looked everywhere but couldent find that thread. ;)

okay im through derailing now :salute:

Soundman
08-28-09, 04:36 PM
I dont know if anyone has mentioned it but what about "milk cows"?
:shifty:

Ditto ! :up:

Many won't agree, but an option to RTB (Return To Base) once out of enemy territory would be a nice option too.

Webster
08-28-09, 06:06 PM
Ditto ! :up:

Many won't agree, but an option to RTB (Return To Base) once out of enemy territory would be a nice option too.


i dont think it would be as big an issue in the atlantic but that sure would be a great feature to add to sh4

rascal101
08-28-09, 07:12 PM
I think the Goat Man has a point, I read the following on another site talking about SH5, and I am wondering if there really is going to be a dynamic career after-all, I underlined the bit that is worrying

In the campaign mode, players will be able to choose from a number of vessels to command. Their submarines will take them to historic battles that occurred in the Mediterranean and the Atlantic Ocean during World War II. It will be up to you to see if you could have done any better than the submarine commanders of that time.

(Quoted from http://www.hookedgamers.com/pc/silent_hunter_5/preview/article-551.html)

As Mr. Goat points out the great thing about SH3 is that you could go any where on the map and you might, or might not encounter targets - the excitement of the game is that it was random and you had a small challenge just trying to work out where targets might be or would go.

You could go on patrol and sink one or two ships if you were lucky, (on realistic settings of course) or you might go a whole patrol and not see anything - This happened in RL - The point was the randomness in the game.

The thing about the quote above is that it seems to be hinting at a more scripted career which is absolutely the WRONG WAY TO GO

Can we please get some input from Neal or the Dev team on this as for me its a deal breaker or maker - if the career is scripted - then forget it I wont be buying the game no matter how good the graphics might be

Best Regards to the dev team and the subsim community

Rascal



My questions regard the Dynamic Campaign. I read in one of the recent previews that:

"Often, the escorts do not need to be sunk to successfully complete the mission."

In SH3 the Dynamic Campaign was simultaneous worldwide and in real time. I could be confident that, if enroute to my patrol grid (off Gibralter, for example), I could deviate and go somewhere else if I felt it appropriate and expect the alternate grid to have the appropriate activity for that time in the war. In other words I could say "to hell with Gibralter I ticked unlimited fuel and I'm going to Newfoundland instead."

My question is can I expect to do the same in SH5 or will I get a mission failed message, or will activity only be modeled for my assigned patrol zone?

I ask this because I'm concerned that my options as virtual captain will be trimmed as a development decision simply so there will be enough processor power and memory to traipse the full length of the U-boat and trade fart jokes with the crew in the name of immersion.

Also, what does "Unlockable Areas" mean? How does it work? the only thing I really want unlockable is historic U-boat type availability and gear upgrades. Unlockable "areas" would be bad IMO. Even if Operation drumbeat hasn't happened yet, I still want the ability to go to the United States Coast and be a douche to the yanks if I get a wild hair, even in campaign mode.

Anyway, I know it's still early and we don't know the whole picture yet but I figured I'd get my concerns out now because the UbiDevs seem to actually read our posts and give a damn. I feel like an expectant father. Nervous, irritable and hopeful.

Thanks.

Reece
08-28-09, 07:45 PM
I agree rascal101, That is why I posted this remark:
In Campaign mode are we still able to start and end each patrol from base as in SH3, would be awful if each mission started near the target area!:damn:
Has me worried too!!:cry:

Platapus
08-28-09, 08:52 PM
I would really like to see a more advanced hydrophone option.

Where the number of blades and the RPM match with the target ship.

That is one area that was missing from SH3/4

Bosje
08-29-09, 04:19 AM
1) will there be an advanced damage/sinking model based on flooding compartments, cargo and luck? (something along the lines of what RFB have going)

2) will the crew interaction, graphics, first person-ness and other crap be secondary to smooth and realistic gameplay, 'feel', historical accuracy and absence of bugs/glitches? (probably a longshot but one has to try)

Captain von Keldunk
08-29-09, 04:49 AM
Flying search aeroplanes, looking for enemy.:D

mookiemookie
08-29-09, 08:49 AM
I think the Goat Man has a point, I read the following on another site talking about SH5, and I am wondering if there really is going to be a dynamic career after-all, I underlined the bit that is worrying

In the campaign mode, players will be able to choose from a number of vessels to command. Their submarines will take them to historic battles that occurred in the Mediterranean and the Atlantic Ocean during World War II. It will be up to you to see if you could have done any better than the submarine commanders of that time.

(Quoted from http://www.hookedgamers.com/pc/silent_hunter_5/preview/article-551.html)


After the community demanded a dynamic campaign in SH3 (which originally was not going to have one), you think the same dev team would ignore that and take a step back and not include a dynamic campaign?

Besides, go back to the original press release from Ubi:

Choose your own strategy and select your targets with a new objective-driven, dynamic campaign.That should settle it. Can everyone not get in a tizzy and overanalyze everything a third party gaming website says based on a half finished preview build they recieved?

Arclight
08-29-09, 08:52 AM
Had me worried for a second too, but only for a second. If you read through the article, it becomes obvious they don't know squat about SH. Not exactly a reliable source. :hmmm:

NoLine
08-29-09, 09:06 AM
Are we gonna be able to stop cargo ships in compliance with the prize rules, atleast at the beginning of the war ?

cheers
Noline

Bosje
08-29-09, 10:40 AM
ooohhh that would be interesting :)

Redwine
08-29-09, 11:17 AM
Hi all... :up:

To the Team...

At first... many thanks for the effort and job, done... in previous versions of SH, and to be done... in the future SH V.

1] >>>>>>>>>>>>>>>

When SH III was in developement, i remember, many users, me included, ask about thermal layer modelation.

Thermal layers was not modelled in SH III, the explanation was...the german captains didnt knowed the thermal layers... and former captain was inteviewed to say that they didnt worry about thermal layers.

This was a surprise for the members... and a research was done.

Finally, into the U-Boat Captain HandBook Manual, a speciphic order and recommendation to stablish the position of themal layers was found.

A member gone beyond with the research, and found the method used by U-Boat Crew to stablish its position was found... they had a water trap, form wich they collect sea water samples to measure its desnsity and themperature, to stablish the position of the thermal layer.

No other better information, but it is supossed, they pick-up sea water samples, every few meters when they surface the ship, to have an information of the aproximate position of the Thermal layer.

The conclusion into the forums was... Germans really was in know about thermal layers effects on sound propagation, they put a speciphic order into the Uboat Captain HandBook Manual to measure its position, they had a very rudimentary device to measure sea water themperature and density.

Why the captain into the interview said they didnt worry about thermal layers ?

The conclusion was... the most common u-boats was able to dive deeper than the normal depth of the thermal layers into the most common u-boats operation areas... so, when under attack, they just dive so deep, and thats all, they was sure, the thermal layer was over them.

My first questions :

Will the Thermal Layer effects be modelled this time ?

Will we able to have a crew making a "log" in a paper... (in replace of a graphic of a batythermograph) with the water samples data, to know the thermal layer position this time ?


2] >>>>>>>>>>>>.

Navigation... it was requsted before, during SH III developement too...

Can we have, this time, some real navigation method ?

In example, stelar navigation and/or RDF triangulation using coastal radios.... intead the so precise GPS map actually we have ?


My two only question at momment... wonderful if you can ask them.

Scuse my bad english...

Best Regards...Red. :up:


P.D : Please... no more "Renown"...use Tons to measure a Kaptain !!!! :up:

Uber Gruber
08-29-09, 11:18 AM
Will we get answers to these questions ?

mookiemookie
08-29-09, 12:25 PM
Will we get answers to these questions ?

I'm sure after the meeting there will be some kind of responses posted.

Schultz
08-29-09, 01:30 PM
I hope my question is getting answered :D

Arclight
08-29-09, 02:11 PM
Cheapskate, they need every penny! :rotfl: ;)

I almost feel sorry for the devs; going out to meet some fans and being bombarded with questions... nah, I'm sure they'll handle themselfs just fine. :yep:

THE_MASK
08-29-09, 04:33 PM
Hi devs , will there be a mission editor and will we have lots more control than the one in sh4 . cheers sober out .

andqui
08-29-09, 07:08 PM
A spherical world instead of a projection map would make my day, so that it doesn't take 2/3 as long to cross the Atlantic as it should.

Reece
08-30-09, 04:56 AM
Howdy Red, long time no hear, I dare say when SH5 is released we will be seeing you around here a bit more, Cheers mate.:up:

Pentallion
08-31-09, 02:00 AM
Will there be that horrid anti-piracy program that destroyed my PC's legitimate DVD burning program?

Morpheus
08-31-09, 11:36 AM
Would like to point out some good stuff posted here

5. Will there be a "hard core" option, i.e. 100% manual targeting, 100% navigation, 100% everything so we can experience all operational elements of the U-Boat ?
Yesss, please! We want to play a uber subsimulator!

1. Will we see flooding in individual compartments and to be able to close off those individual compartments to prevent flooding to nearby compartments?
Interessting thought. Could combine this one with a pick up! Machineroom lost ... etc.

milkcows that are dockable in game..on screen.:rock:
Yes! And they would also come to your position, when in emergency (out of fuel). Realistic refitting procedures and times. Both subs submerging while pumping over the diesel, to remain undetected. Interessting stuff like that.

Individual engine control, ablilty to run electrics on the surface ?
A must! Please, did you hear me :D

if some of these things would just come true ...

cheers
morph

Mikhayl
08-31-09, 03:34 PM
Another question :)
We all have our idea of what a great subsim is and what's the most important part of it: historical accuracy, graphisms, immersion, level of difficulty, pace of the game, micro management or not, etc etc...

So, for you, what's the single most important thing you wanted to have in SH5, the thing that shapes the "identity" of the game, and why?

Are there some "real life" aspects that you'd want to take liberties with to make the game better for your taste, and why?

And what are the "real life" aspects that you don't care about and wouldn't mind not having in game, of even "real life" things that you wouldn't want in game at all, and why?

And bonus question for the dev team: what is the most favoured era among you? WWI, WWII, Cold War, alternate history, ...?
And which sub do you like the most? (or which country's subs)

Platapus
08-31-09, 07:12 PM
:
Originally Posted by von hally
milkcows that are dockable in game..on screen.
Yes! And they would also come to your position, when in emergency (out of fuel). Realistic refitting procedures and times. Both subs submerging while pumping over the diesel, to remain undetected. Interessting stuff like that.

Quote:
Originally Posted by SteamWake
Individual engine control, ablilty to run electrics on the surface ?
A must! Please, did you hear me

1. I don't think it was possible for the linked subs to submerge while transferring fuel.

2. I am not appreciating the advantage of being able to run electric motors on the surface. Why do you want that?

Soundman
08-31-09, 07:21 PM
After reading many suggestions, and many of them very good, I'd like to comment. Knowing this is really a "question for the devs" thread, forgive me for commenting rather than questioning, but I can't help but voice this.

The ability to move freely through the sub is certainly going to be entertaining.....at least for a little while, until we've roamed the boat a certain number of times and heard all the scripted lines the crew has to offer and will be ramdomly using. After a while, and once we have heard all the possible lines the crew can give us (such as the cook asking if we wnat to sample the days menu) I fear it will become quite boring and we'll all go back to keystroke navigation between compartments as we've done all along. Still a nice touch though!

The idea I've heard that sounds most intriguing is true navigation. Now that's a true simulation! While I'm the one suggesting (earlier in the thread) an option to RTB once out of enemy territory, if we could navigate like a true sailor, I'd find that to be a challenge on it's own, and it would certainly take a lot of boredom out of that long trip back home. It would throw in a whole new learning experience for most of us. Not to mention, imagine us having to ease off the time compression for a change. We'd be forced to keep an eye out for landmarks to avoid running aground or crashing the boat , or better yet, and most importantly.... confirm our location. Imagine the satisfaction of navigating across the ocean with much anticipation, and then discovering a landmark confirming you are where you had hoped to be. :cool: What a thrill! I would find that more rewarding than sinking the Yamato, Bismark, Enterprise or whatever any day.

I realize many (maybe most) players will not have the patience for this and those not desiring to do so, could use the "GPS" option. But man! It would open up a whole new facet in the game and take it to well..... again, a real sim. This would be a fantastic selling point too!

THE_MASK
08-31-09, 09:20 PM
Will the mod comunity be able to make there own ships for SH5 :hmmm:
Maybe some program within the mission editor to enable to build and insert diffrent ships into the game . Just call it ship editor or something .

Webster
08-31-09, 09:54 PM
and how about the subnets?

will they finally look like real subnets in sh5 or will they still have the solid concrete wall look to them?

and shouldnt subnets always have net tending ships attatched to them for opening and closing or just holding correct position?

or is that only just how they did it in those war movies?

iambecomelife
08-31-09, 09:57 PM
What will the merchant vessels be like in the final version?

Will there be improved merchant AI, with commodore ships, rescue ships, & real convoy tactics like emergency turns, the "half raspberry", etc? Will convoys plod along like sheep when a surface raider appears, or will they scatter? Even in "Sub Battle" from the 1980's a convoy would scatter if it was being decimated by your submarine.

Will the game rely heavily on standardized ships like Liberty/C2 cargos, or will there be lots of generic freighters (as was the case in real life)?

Do the developers plan to have different funnels, bridges, & superstructures on ships, using the current node system? This would be a great way to add diversity to the shipping roster without increasing filesize too much.

Are ships going to be brightly colored throughout the war, like they were in SH3 and SH4? Or will they start out in company colors and switch to camo paint as time goes on?

Will drafts be uniform, or will there be ships in ballast or loaded depending on whether they're inbound or outbound convoy ships? I've always wanted to see an OB convoy where all the merchants are riding high.

Will fire just be decorative as it is now? Or will fire gradually spread/go out/intensify/cause secondary explosions depending on cargo & damage control? Will hitpoints or structural integrity gradually decline due to fire & worsening seastate?

Will there be more realistic physics for collapsing masts, funnels, and other parts? Will ships experience structural failure because of tilt angle (like the "Titanic" did) & gradually break up?

Will destroyed merchants sink instantly, or will they drift for days if their cargo is buoyant? SH3 badly needs new internal cargoes different from the standard "Freight", "Fuel", and "Ammunition". Balsa wood and iron ore were both freight, but they had very different effects on sinking rates - on ore freighters/steel carriers many sailors didn't bother with lifejackets because they would have been no use! It would just take a little bit of coding to make this work - in fact I can do this now for SH3/SH4 but the game limitations make all changes uniform.

Will we get that annoying "ship destroyed/she's going down" message, even in hardcore mode?


Will crews abandon ship too early due to panic/poor discipline, especially early in the war? At present every single merchantman fights to the bitter end.


Will destroyers perform rescue operations and scuttle damaged ships? Please note I'm not asking for The Sims here - just an AI routine where a few escorts are dispatched to screen damaged vessels. Time after time U-Boats managed to escape because escorts needed to focus on search & rescue tasks. Will the escorts all stampede after my U-Boat, or will they keep some in reserve to guard against other subs/aircraft?


Will men actually abandon ship by lowering lifeboats/jumping overboard? Or will lifeboats just spawn out of thin air? Will there be different numbers/types of lifesaving craft & survivors depending on what you sink? I have noticed that the current lifeboats/debris mods impose very little performance hit on a modern pc.

Will there be hull flags & running lights for neutrals, randomized armament, signal flags, lots of deck cargo, moving parts/damage control...?

Will the game automatically list a merchant as destroyed, with appropriate tonnage? It would be much better if the devs took the approach used in "Over Flanders Fields", where there is a kill claim system. Ideally, players will be responsible for filing reports of vessels sunk & estimating tonnage, with Kriegsmarine intelligence verifying them based on intercepts, agents, press reports, &c. It would be great if filing too many false claims affected your credibility, or if there was a chance that an actual kill would get denied due to lack of evidence. SOS message intercepts/photos/survivor interviews could be used as "evidence" to corroborate a kill.

And the list goes on & on!!!

Reece
08-31-09, 11:53 PM
I think you scared them off .... Gee, is that the Dev team I see running over them yonder hills??!!:haha:
Would be nice though!!:yep:

JScones
09-01-09, 03:30 AM
Will the game automatically list a merchant as destroyed, with appropriate tonnage? It would be much better if the devs took the approach used in "Over Flanders Fields", where there is a kill claim system. Ideally, players will be responsible for filing reports of vessels sunk & estimating tonnage, with Kriegsmarine intelligence verifying them based on intercepts, agents, press reports, &c. It would be great if filing too many false claims affected your credibility, or if there was a chance that an actual kill would get denied due to lack of evidence. SOS message intercepts/photos/survivor interviews could be used as "evidence" to corroborate a kill.
Now this would be nice! Good suggestion IABL. :up: The only tweak I'd make is to overtly include nationality as well.

Sailor Steve
09-01-09, 10:33 AM
Another vote for IABL's ideas on merchants. Of course I wouldn't mind seeing him make those same merchants.

2. I am not appreciating the advantage of being able to run electric motors on the surface. Why do you want that?
Because that's the way they went in and out of harbor, which is not so important, but it's also the way they conducted night surfaced attacks, because it's so much quieter. Also, running decks-awash was done on electrics. Thirdly, you should be able to have the diesels damaged, and if both are under repair you might want to go somewhere while they're under repair, albeit very slowly.

HanSolo78
09-01-09, 11:03 AM
I would insistently suggest to make a priority list of wishes on the first page of this thread! With this we could give the developers some hints which things should be in the game and which not.

Arclight
09-01-09, 11:45 AM
As far as I know the devs are keeping up with all the nonsense and excellent suggestions posted all over the place, and making their own priority list. ;)

Deep Source
09-01-09, 03:18 PM
I Want;

Realistc Uboats Types (like SH3) VIIB, VIIC, IXB, IXC, IXD, XXI, is bounden.
Interaction with Bdu, Luftwaffe patrol (like SH4) and Kriegsmarine combat support.
More damage animations.
Milkcows, more RAF patrols, all world maped, more nations involved (like GWX).

AND REALISTIC POLITICS WITH NEUTRALS SHIPS

Platapus
09-01-09, 04:21 PM
Because that's the way they went in and out of harbor, which is not so important, but it's also the way they conducted night surfaced attacks, because it's so much quieter. Also, running decks-awash was done on electrics. Thirdly, you should be able to have the diesels damaged, and if both are under repair you might want to go somewhere while they're under repair, albeit very slowly.

There you go! Thanks for answering my question. :up:

THE_MASK
09-01-09, 04:41 PM
Will ther be more options in the realism settings like friendly contacts on and TC off while underwater etc .

Seaman_Hornsby
09-01-09, 10:10 PM
Since we will be able to walk through the boat, will we be able to go to the torpedo rooms and watch the crew reload the tubes?

Maybe we could get our wives interested in this game if they could come in and watch those hard-working torpedomen going shirtless during a reload. Tiny compartment, hot, sweaty bodies, rippling muscles....:har:

tonschk
09-02-09, 03:33 AM
1. Will we see flooding in individual compartments and to be able to close off those individual compartments to prevent flooding to nearby compartments?

2. Will we be able to manually control the port side and starboard side propeller shafts separately....(ex. All-ahead full on port shaft, All-back full on starboard shaft)?

In the SH3 game was possible to actually see a interface screen with the floodings in each one of the compartments , in SH4 this feature was worst reduced to just a few square blue box above the sub plan , I hope the damage model and the flooding interface screen of the compartments will be on SH5 by at least as accurate as was in SH3 , no worst like SH4 please


The possibility to control the left and right engine independently is already a must for the new SH5 " please "

Nexus7
09-02-09, 08:16 AM
I would really like to see a more advanced hydrophone option.

Where the number of blades and the RPM match with the target ship.

That is one area that was missing from SH3/4

Were they already able to get that info back then ? :hmmm:

If they were, how ? (what did they see ?)

Webster
09-02-09, 12:04 PM
I would insistently suggest to make a priority list of wishes on the first page of this thread! With this we could give the developers some hints which things should be in the game and which not.


that would be a great idea

Deep Source
09-05-09, 06:09 PM
I have a question. Sh5 will have Hedgehogs and rockets simulation?

tonschk
09-08-09, 04:51 AM
It was mentioned before but I want to reiterate.

Individual engine control,

I agree about the possibility to slow down or speed up the left and right engines independently

TheDarkWraith
09-09-09, 12:16 AM
SH5 NEEDS Dynamic shadows :timeout:. Without dynamic shadows the realism factor goes down the toilet!
I've seen an SH5 trailer where in the engine room there were dynamic shadows cast onto the floor. I'm crossing my fingers. From other screen shots though it appears that there are no dynamic shadows.
I can't see how adding dynamic shadows results in major FPS hits. You have to add code to use the Stencil buffer which is relatively easy to enable you to make things like shadows and mirrors. C'mon devs, the game uses DirectX. DirectX makes it relatively simple to add mirrors and shadows to games. Enabling shadows involves some linear computations and all but it isn't drawing a complex 3D model so how is it an FPS hit? I'll give you that some blending might need to be done but this can be done via shaders (which is done on the video card's GPU) so once again how is this an FPS hit?
I haven't explored DirectX 10 but maybe that version adds some more functions that make shadows easier to do.

RB

tonschk
09-09-09, 09:38 AM
SH5 NEEDS Dynamic shadows :timeout:. Without dynamic shadows the realism factor goes down the toilet!
I've seen an SH5 trailer where in the engine room there were dynamic shadows cast onto the floor. I'm crossing my fingers. From other screen shots though it appears that there are no dynamic shadows.
I can't see how adding dynamic shadows results in major FPS hits. You have to add code to use the Stencil buffer which is relatively easy to enable you to make things like shadows and mirrors. C'mon devs, the game uses DirectX. DirectX makes it relatively simple to add mirrors and shadows to games. Enabling shadows involves some linear computations and all but it isn't drawing a complex 3D model so how is it an FPS hit? I'll give you that some blending might need to be done but this can be done via shaders (which is done on the video card's GPU) so once again how is this an FPS hit?
I haven't explored DirectX 10 but maybe that version adds some more functions that make shadows easier to do.

RB

I AGREE , AGREE , Please Please UBISOFT why dont add the Dynamic Shadows in the next edition/version of the Silent Hunter series ,the Dynamic Shadows add so much to the inmersion factor ,the Dynamic Shadows feature in SH3 have been partially developed but later were totally cancelled and deleted with the excuse of lowering frame per seconds , in SH4 were no Dynamic Shadows at all , the excuse that Dynamic Sadows lowering Frame per seconds is ridiculous and not true because I have many other games with enabled Dynamic Shadows and my computer with a very very old Nvidia 8800Gt dont have problem with dynamic shadows,

The Dynamic Shadows of SH3 were with many bugs
http://i194.photobucket.com/albums/z58/tonschk/turmVIIb_shadows.jpg
http://i194.photobucket.com/albums/z58/tonschk/flags.jpg

http://i194.photobucket.com/albums/z58/tonschk/il-2-sturmovik-birds-of-prey-200905.jpg
http://i194.photobucket.com/albums/z58/tonschk/battlestations-pacific-200904230245.jpg
http://i194.photobucket.com/albums/z58/tonschk/dqi.jpg
http://i194.photobucket.com/albums/z58/tonschk/fop.jpg
http://i194.photobucket.com/albums/z58/tonschk/colinmcraedirt_1a.jpg

http://i194.photobucket.com/albums/z58/tonschk/s34176_pc_3.jpg

http://i194.photobucket.com/albums/z58/tonschk/T342026nov202007206.jpg
http://i194.photobucket.com/albums/z58/tonschk/gwx4-08.jpg [/quote]

quad5
09-10-09, 04:24 AM
Hi guys! Question: what historical documents developers for creation of models of German U-boats?

difool2
09-10-09, 11:43 AM
[OT] Is that tank sim Red Orchestra?

GlobalExplorer
09-10-09, 12:22 PM
I would like to know if there will be:

wolfpacks
detailed radio traffic
better physics: flooding, sinking mechanics as in GWX
more detailed damage and repair system

:-? is the manual targeting system dumbed down? Or the same as SHIII? Or an even improved version :yeah: ??

CaptainHaplo
09-10-09, 05:59 PM
Ok, I am likely to start a ruckus here, but here goes.

#1 - Will the new engine handle convoy/TF kills properly? By this, I mean no more zombie ships? They were in both SH3 and SH4 and to be honest, were one of the most annoying things ever. Seeing a carrier steam by 8 hours after you sank her - running at max speed to catch up with the rest of the TF, and being invulnerable to boot - just really bugged me.

#2 - Will SH5 impliment a strategic layer similiar to SH4 1.5, with the ability to control additional assets?

#3 - Will the air layer handling allow for standard patrols, vs a plane heading out on a contact report to fly directly over your conning tower as SH4 did?

#4 - Will SH5 handle sensors more accurately? Primarily, the Mark 1 Eyeball being the largest issue. Different mediums should have different sensor effects. For example - an Airplane should be likley to spot me if I am on the surface and it flies close enough - but if it flies over me at the same distance and I am at 150' - it ought to have literally no chance to spot me. Being spotted visually at 300+ feet on a regular basis needs to be fixed. Various attenuations to the sensors based on the medium or mediums they use would be great!

I have more but for now this is a good start!

longam
09-10-09, 06:25 PM
Will the crew stop yelling after they get excited? Always after hitting C....


:damn:

Sag75
09-10-09, 11:25 PM
Will we have the possibility to hear by hydrophones a convoy up to 50 nautical miles?

Will we have a more sophisticated sonarman and sonar instrumentation?


Thx,

Darkbluesky
09-11-09, 02:31 AM
Could it be / Will it be compatible with Nvidia 3D Vision system? Silent Hunter III is partially compatible (HUD not usable, and some incoherence between stations) and it is very very nice and a very good immersion factor for a sub!

SH4 was less compatible with a fake stereoscopic effect, so I am afraid if SH5 is done upon the base of SH4 that it will not be compatible, which is a real pity.

NVIDIA is giving support to developpers to make their games 3D Vision compatible, and Ubisoft has publicly stated the adhesion to that technology (with Avatar has the flagship), so...please, could you (developers) do it compatible with NV 3D Vision?

TDK1044
09-11-09, 08:02 AM
Hey, Devs, Boxers or Briefs?.....now post a group picture to prove it. :DL

GreyOctober
09-11-09, 08:52 AM
Captain Obvious says: "You can see the conning tower and deck gun casting shadows as well as the ship in the background" :smug:
http://pcmedia.ign.com/pc/image/article/101/1016027/silent-hunter-v-20090819111125689.jpg

TheDarkWraith
09-11-09, 10:29 AM
I do see some problems on the dynamic shadow casting though: look on the right side of the sub where the conning tower is casting the shadow. On the right hand side vertical plane of the sub's hull it's still lit like the rest of the sub - maybe they're factoring in the light reflection from the water but if so then it's biased way too much to the light reflection to me. This is also apparent on the conning tower. I would've expected those two areas to be darker than the rest of the sub since it's having a shadow cast on it. The horizontal planes look like the shadowing casting is working right.
Also just noticed that I can't 'see' through the water like in SHIV - I can't see the hull of the sub underwater. Looks like SH3 rendering there with the sub and ship's hulls. This might be because of the lighting in this particular screenshot but I hope I'm wrong :-?
I'm hoping that the shadow I'm seeing in the background by the ship is the ship - but it could be the crane casting the shadow. It would be nice to have the harbors casting shadows (and correctly). Ultimately it would be great if all objects cast shadows onto other objects AND onto the water. But if they are 'making' the harbors like they did in SH3 this will never happen. Hopefully they've changed the way harbors are 'made'.
Seeing that the dock isn't casting a shadow onto the water tells me that the dynamic shadow casting still isn't working correctly and/or the harbors aren't being made right.

Arclight
09-11-09, 11:20 AM
Imho early renders are hardly indicative of end quality. ;)

Einsman
09-11-09, 11:49 AM
I only want one thing: I hope you can use the Enigma machine :up:

karamazovnew
09-11-09, 12:40 PM
Captain Obvious says: "You can see the conning tower and deck gun casting shadows as well as the ship in the background" :smug:
http://pcmedia.ign.com/pc/image/article/101/1016027/silent-hunter-v-20090819111125689.jpg

Object shadows can only be as dark as the unlit parts. The conning tower shadow is much darker than the starboard side of the boat. Sure, different paint, proximity to water... but still.

Oh, by the way, can you implement a dry/wet shader? The sub in the image looks too dry. Even ships would look nice as they have wet metal above their waterline.

tonschk
09-11-09, 06:50 PM
I do see some problems on the dynamic shadow casting though: look on the right side of the sub where the conning tower is casting the shadow. On the right hand side vertical plane of the sub's hull it's still lit like the rest of the sub - maybe they're factoring in the light reflection from the water but if so then it's biased way too much to the light reflection to me. This is also apparent on the conning tower. I would've expected those two areas to be darker than the rest of the sub since it's having a shadow cast on it. The horizontal planes look like the shadowing casting is working right.
Also just noticed that I can't 'see' through the water like in SHIV - I can't see the hull of the sub underwater. Looks like SH3 rendering there with the sub and ship's hulls. This might be because of the lighting in this particular screenshot but I hope I'm wrong :-?
I'm hoping that the shadow I'm seeing in the background by the ship is the ship - but it could be the crane casting the shadow. It would be nice to have the harbors casting shadows (and correctly). Ultimately it would be great if all objects cast shadows onto other objects AND onto the water. But if they are 'making' the harbors like they did in SH3 this will never happen. Hopefully they've changed the way harbors are 'made'.
Seeing that the dock isn't casting a shadow onto the water tells me that the dynamic shadow casting still isn't working correctly and/or the harbors aren't being made right.



In my opinion UBISOFT edited the screenshot just to add some fake Dynamic Shadows and make the screenshot look a bit more realistic ,because the right side of the sub is NOT darker and the inclination of the light beams of the sun casting the " edited " shadows on the sub have different inclination of the light beams casting the " edited " shadows of the ship , the inclination must be the same because the ship and the sub are very close to each other and both are far away from the sun

You can understand when the Dynamic Shadows are really generated by the game iteslf and not " edited "

Without Dynamic Shadows the game looks dead and lifeless


http://i194.photobucket.com/albums/z58/tonschk/mafia2.jpg

L_DOG
09-11-09, 08:52 PM
Will the engines actually function (visually) whilst standing in the room with them ?
will there be any electrical fires and smoke in the ship ?
will we have manual control of the radio and gramaphone whilst sitting in the radio room ?
just curious

maerean_m
09-12-09, 12:44 AM
Will the engines actually function (visually) whilst standing in the room with them ?
Yes, you can see and hear the engine revving up. The engine is huge and it's an awesome sight. Imagine the sound on a quality woofer :rock:
will there be any electrical fires and smoke in the ship ?
will we have manual control of the radio and gramophone whilst sitting in the radio room ?I hope so (by the time of release).

Also, about the dynamic shadows: the presentation at the subsim meeting will put an end to the endless debate:
it has dynamic shadows...
it doesn't...
they're fake...
it has dynamic shadows...
...
[loop indefinitely]

:D

FIREWALL
09-12-09, 01:01 AM
I'd like a Sim with alot of new realistic operational features missing in SH3 and SH4 1.5.

But not a movie. I have Das Boot. :DL

THE_MASK
09-12-09, 01:16 AM
Yes, you can see and hear the engine revving up. The engine is huge and it's an awesome sight. Imagine the sound on a quality woofer :rock:
:D:rock::rock::rock:

karamazovnew
09-12-09, 05:10 PM
No woofer can beat my Philips earphones. 10 years old, almost broken in two, but they can still blow your ears off. I'm up for the challenge :up:.

But back to shadows. From all the pics I've seen here of other games (not SH5), they're all way too dark. The shadows must have the same visual effect/color as an indirectly lit surface (ambient lighting). Anyone can test this with a bent sheet of paper and a small pencil. You'll see that the shadow of the pencil melts in the unlit area. They're exactly the same color. Dark shadows (even the ones in Mafia 2) look like krap.

tonschk
09-12-09, 05:25 PM
Also, about the dynamic shadows: the presentation at the subsim meeting will put an end to the endless debate:



:D

:yeah:Thank you very very much :yeah: , I am 100% sure the new SH5 with Dynamic Shadows features must be the Best Silent Hunter version ever made by UBISOFT and must become a Master Piece :salute:, thank you very VERY much UBISOFT :rock:I love the Silent Hunter serie :DL

.

keltos01
09-13-09, 02:48 AM
:yeah:Thank you very very much :yeah: , I am 100% sure the new SH5 with Dynamic Shadows features must be the Best Silent Hunter version ever made by UBISOFT and must become a Master Piece :salute:, thank you very VERY much UBISOFT :rock:I love the Silent Hunter serie :DL

.


:D:D:D dynamic shadows :)

keltos

Uber Gruber
09-14-09, 08:12 AM
Moving away from graphics for the moment.....

I sat and had a big think about what in SH3 was the one thing, above all else, that made the game/simulation enjoyable for me.....and the answer is WolvesAtWar.org. The organisation of flottilas and accompanying missions with dynamic communication with BdU MASSIVELY increased my "immersion" into the SH3 game.

So my question to the devs is will there be an improvement in the way us, as U-Boat commanders, interact with the war as a whole....perhapps even along the same lines as WolvesOfWar ? Or will we simply set sail on a pre-set linear mission with the occasional "must try harder, please see me after class" statements ?

Thanks in advance even if you only consider the question.

tonschk
09-15-09, 03:50 AM
Will there be " Visible " oil-traces on the water when the submerged uboat is damaged ? in the SH4 were actually some oil leaks but barely visible


.

Chad
09-15-09, 05:24 PM
Tomorrow I'll be touring the U-995 with 3 developers, Neal, and Abe.. What should I ask them that shouldn't have to wait till Friday or whenever the official presentation is?

karamazovnew
09-15-09, 06:18 PM
:hmmm: Uhmm...
Ask them if they can kindly hit me on the back of the head to put me in a coma so that I can wake up when the game's ready :doh:.

Arclight
09-15-09, 07:05 PM
That goes for me too, I'll even pay for the plane-ticket. :yep:

OldOakTree
09-18-09, 07:14 PM
Here's my question for the devs...

I feel it is always a shame when development on a game with the depth and scope of the Silent Hunter series stops right after it's released and the team is reassigned to non-related projects while there is much potential for expansion. Thankfullly we have our great Subsim modders, but as I am sure they would be first to acknowledge that are things that only Ubi can do.

If we as a community at Subsim were to put up a poll regarding potential addons to SH5 do you think there would be any chance of Ubisoft producing say the top 3 most requested as either purchasable downloadable content or retail boxed products?




Hello,
Thanks for this interesting thread.
Yes, Please make SH5 an expandable platform, by that I mean allow for third party/ community additions that can be plugged into the core game in a logical/ seamless way. It seems that other simulators are provided with developers software as a kit component and surely it is this creative potential that makes this hobby something other than simply playing a game. If this could be in some way implemented in alogical way to the integral game at its outset, this surely would encourage an interesting future for this product. The excellent modifications, freely and generously shared, to the previous versions destify to the creative spirit. I appreciate that these sentiments have been expressed already, but bear reiterating and hopefully there will be a fair balance of developement from both gameplay and visual aspects, given the excellent thoughts in this thread. Many thanks


My apologies to anyone reading this post....I don't know why the above text ended up being big and bold...it appears as if I'm shouting, which was not my intention! Anyway, thanks again for this thread.

tonschk
09-20-09, 05:44 AM
.



Quote GertFroebe_neu : - Will there be wildlife in the oceans ( like whales or some fish )?

http://1.2.3.11/bmi/forums.ubi.com/images/smilies/25.gif I AGREE http://1.2.3.11/bmi/forums.ubi.com/images/smilies/25.gif since the release of SH4 I was always thinking there must be some random fish swimming around the sub , I think is already time to add this feature to Silent Hunter Serie PLEASE..... :wah: PLEASE :wah:




.

Jimbuna
09-20-09, 06:14 AM
Whilst we already have whales and dolphins ingame (shouldn't be too hard replicating them).....I've always wanted to see the odd shark, but only on rare occasions.

Elder-Pirate
09-20-09, 06:04 PM
Here put one of these petty little critters in SHV. :D



http://i4.photobucket.com/albums/y116/oleman/35bfbjb1.gif :lurk:
chomp,chomp





http://i4.photobucket.com/albums/y116/oleman/hotshark.jpg
Dinner time.

THE_MASK
09-20-09, 11:32 PM
Will SH5 have surround sound .

THE_MASK
09-23-09, 04:54 PM
Will there be crew animations for things like running to the deck to man the anti aircrft guns .

THE_MASK
09-23-09, 04:57 PM
Will there be dialogue boxes when i want to talk to the crew .

SteamWake
09-23-09, 07:43 PM
Little late for the questions I am afrraid ;)

THE_MASK
09-23-09, 09:24 PM
Little late for the questions I am afrraid ;) I was asking in the context of answering in this thread . I see the ubi sh5 forum has a q and a thread .

oscar19681
09-24-09, 09:12 AM
When will we see some serious screenies/youtube footage? I JUST CANT STAND IT ANYMORE!!!

martes86
09-24-09, 09:45 AM
Will there be crew animations for things like running to the deck to man the anti aircrft guns .

I think the answer is positive. Not sure since I didn't really see it in the presentation, but my gut tells me there will be such stuff.


Will there be dialogue boxes when i want to talk to the crew .

Yes.

Cheers

mookiemookie
09-24-09, 10:52 AM
When will we see some serious screenies/youtube footage? I JUST CANT STAND IT ANYMORE!!!

I imagine it may be possible sometime after the 1st of the year. As they get closer to release date and actually have things to show, they'll release more.

Patience, young grasshoppa.

martes86
09-24-09, 12:05 PM
Yeah, the current build needs some more love to become something actually worth to be shown as "da kulast ting evah". :DL

But be patient, there's cool stuff coming in, and when it's all out, I think there'll be some jaw dropping. :up:

COLEY
09-24-09, 12:50 PM
Lot of good posts here

i particularly like the idea of GoldenRivet's.... of more incumbent weather, snow, rain squalls etc.
also as said before ...more spherical/curvature to the earth too....from many books ive read, u-boats lost sight of potential targets due to the curvature of the earth.

special missions...such as mining enemy ports etc would be a nice diversion.

milkcows that are dockable in game..on screen.:rock:

what about the ability to carry out other roles on the boat?

from crewe on watch-to chief engineer-to nav officer...nothing too heavy....just enough to change things up:up:

Oh and what about having a little diversion of deciphering messages with the Enigma????

How about also having the option to complete training course (mini exams) on aspects of submarine performance, tech spec etc whilst out on patrol during the quiet moments to boost your overall performance? Nothing hardcore, just a piece of data to read & answer mulitple choice questions? Please correct me guys if this wasn't done on u-boats during WW2, it was on US boats (I think).:03:

Let's be honest, given the chance there's loads we'd all like to cram into SH5!

Brag
09-24-09, 06:17 PM
:cool: It looks like the devs are also working on the pros and cons of leadership in the game.

How about including underway training. The player would have option of training crew (a clickable option while on patrol or training cruise).

Example, Torpedo loading. With each exercise or number of exercises, crew gets better (faster).

The penalty, fatigue factor increases.

Diving, start with relatively slow dive times, with each dive the time becomes faster until reaching fastest possible time.

Torpedo training of weapons officer using neutrals or friendlies as target
Gunnery practice

Damage control drills

Overdoing it, should have a penalty, like morale dropping.
When done right , morale and efficiency improves


Some could be automatic. Let's say that when assuming command with a fresh crew, Alarm diving time on a VII is 60 seconds. With each dive, the time becomes one second shorter, with a maximum of five dives a day.

If exceeding the daily maximum the dive times remains the same as before and cmorale drops.Thus, it would take about 5 days to bring the crew to an acceptable standard of efficiency. A realistic time.

But, since the human factor is involved, maybe not all training is succesful and it could take longer (random or other factors can be tossed in)

This could be an optional realism setting.

Snestorm
09-24-09, 07:39 PM
Hi Brag,
Some good idés there.
How about eliminating the unrated POs, as there's no such thing in reality.
One should be able to designate their seniormost seamen as strikers by giving them a qualification. All that qualification will do is assigne that particular sailor, to that particular department, for education and training. Once that Seaman has met all the experience requirements, he is eligable for promotion to PO, in that specialty.
No more E6 "POs" with no qualifications. That whole idé is osurd (sp?).
How's that for training?

Brag
09-24-09, 07:51 PM
Hi Brag,
Some good idés there.
How about eliminating the unrated POs, as there's no such thing in reality.
One should be able to designate their seniormost seamen as strikers by giving them a qualification. All that qualification will do is assigne that particular sailor, to that particular department, for education and training. Once that Seaman has met all the experience requirements, he is eligable for promotion to PO, in that specialty.
No more E6 "POs" with no qualifications. That whole idé is osurd (sp?).
How's that for training?

Realistic suggestion for RL. I think the mechanics to make it work in a sym, would be too complex. But, who knows, if the devs see it, it may give them ideas. :DL

Rip
09-24-09, 08:39 PM
Hi Brag,
Some good idés there.
How about eliminating the unrated POs, as there's no such thing in reality.
One should be able to designate their seniormost seamen as strikers by giving them a qualification. All that qualification will do is assigne that particular sailor, to that particular department, for education and training. Once that Seaman has met all the experience requirements, he is eligable for promotion to PO, in that specialty.
No more E6 "POs" with no qualifications. That whole idé is osurd (sp?).
How's that for training?

I just consider them ratings that aren't represented in game and have no tactical importance. Cooks, Storekeepers, Yeoman, and such.

Snestorm
09-25-09, 12:45 AM
I just consider them ratings that aren't represented in game and have no tactical importance. Cooks, Storekeepers, Yeoman, and such.

Your way is about the best, or only, way to justify them in SH3.
But it sure would be sweet if it were correctable for SH5.

MRV
10-25-09, 07:43 AM
Somone here mentioned ship health bars :damn:

makes me being afraid of ships having a simple damage model and going boom when reaching zero.

Arclight
10-26-09, 07:57 AM
They also mentioned flooding meters/bars, which gives me hope it's actually pretty good... after you toggle the bars/meters off. ;)

PL_Andrev
10-26-09, 09:31 AM
Will be available demo for SH5?

kptn_kaiserhof
11-02-09, 01:34 PM
will there be soup

spiksy
11-08-09, 05:20 PM
will there be a realistic and improved dammage scenery on u-boat interior when depth charges are dropped on submarine that the lights get broken and shut down on few minutes, or a fire and bursting vents and afther that a crew with lamps repairing the dammage. Also it would be good to improve the AL inteligence of destroyers (on late 1941-1945) to be more precise and more dificul to evade when dropping depth charges!?!

Snestorm
11-09-09, 01:00 AM
will there be a realistic and improved dammage scenery on u-boat interior when depth charges are dropped on submarine that the lights get broken and shut down on few minutes, or a fire and bursting vents and afther that a crew with lamps repairing the dammage. Also it would be good to improve the AL inteligence of destroyers (on late 1941-1945) to be more precise and more dificul to evade when dropping depth charges!?!

I've had the lights go out temporarily in SH3.

As far as what I read, the surface skimmers are supposed to be smarter in SHV.
That's good news. That's something that needs improvement right from the start.

The quantity of aircraft, however, is something that needs to be severely trimmed.

looney
11-09-09, 09:25 AM
I've had the lights go out temporarily in SH3.

As far as what I read, the surface skimmers are supposed to be smarter in SHV.
That's good news. That's something that needs improvement right from the start.

The quantity of aircraft, however, is something that needs to be severely trimmed.

Same with the number of ships out on sea... we have way to much of that now also. I mean less contacts. It's should be hard to get a high tonnage on a trip.

mookiemookie
11-09-09, 11:03 AM
Same with the number of ships out on sea... we have way to much of that now also. I mean less contacts. It's should be hard to get a high tonnage on a trip.

I'm sure our talented modders will tweak the campaign layers pretty quickly after release. :|\\

Philipp_Thomsen
11-09-09, 12:26 PM
I'm sure our talented modders will tweak the campaign layers pretty quickly after release. :|\\

And make the loading times more like a breakfast or dinner time. :shifty:

Just Kidding... SH5 have a much better way of handling files and memory, plus nowdays computers are way faster.

spiksy
11-09-09, 01:07 PM
will there be a same models of submarines (II(a,b)VII(b,c,41,42)IX(b,c,d)and XXI)

I suggest that you put the u-505 interior interface (on IX types) it would look great

Webster
11-09-09, 03:11 PM
will there be a same models of submarines (II(a,b)VII(b,c,41,42)IX(b,c,d)and XXI)

I suggest that you put the u-505 interior interface (on IX types) it would look great


at this point i would assume they will use the same class and type subs as they did for sh3 but completely redone in greater detail.

weather by gag order or they are just too busy, we arent hearing anything from the devs so at this point, everything not already commented on will have to be a surprise but i trust them :up:

spiksy
11-12-09, 05:16 PM
I trust them too and i would be great that this SH5 be 100% and i mean 100% realistic..........every walve, every crewmember, every switch in submarine to meen something and to can be used

Talking about the 100% realistic expert mode option

think about it.....it would be real challenge for us who play silent hunter for a long time

Jimbuna
11-12-09, 06:22 PM
And make the loading times more like a breakfast or dinner time. :shifty:

Just Kidding... SH5 have a much better way of handling files and memory, plus nowdays computers are way faster.

One of the biggest failings in the SH3 gaming engine.....loading everything in one looooong process.

Snestorm
11-13-09, 12:50 AM
One of the biggest failings in the SH3 gaming engine.....loading everything in one looooong process.

Hmmm. This has never been a problem for me. SH3 loads in 20 to 30 seconds.
Not even enough time for a quick head call.

Black Eagle
11-13-09, 01:06 AM
SH 4 did not adequately account for increased damage effect the type IX 105 mm gun shell would have created as compared with its smaller caliber 88 mm counterpart.

Will this be corrected?

Barman
11-13-09, 01:08 AM
I just want to know if there is moldy meatloaf for your officers to dine on.

Snestorm
11-13-09, 01:09 AM
Same with the number of ships out on sea... we have way to much of that now also. I mean less contacts. It's should be hard to get a high tonnage on a trip.

You are so right.
Just finished a patrol (mar.-apr. 44).
Sunk 3 merchants for 21.000 GRT.
All three were sailing alone, the slowest at 6 knots.
It was: Too much. Too easy.

Webster
11-13-09, 01:19 AM
Hmmm. This has never been a problem for me. SH3 loads in 20 to 30 seconds.
Not even enough time for a quick head call.


well sh4 v1.4 loads in just 15 seconds and sh4 v1.5 loads in just 10 seconds so compared side by side sh3 takes a long time

Jimbuna
11-13-09, 06:03 AM
Hmmm. This has never been a problem for me. SH3 loads in 20 to 30 seconds.
Not even enough time for a quick head call.

Try adding a supermod....then take the dog for a walk or make a cup of coffee whilst it's loading :-?

Philipp_Thomsen
11-13-09, 05:03 PM
Try adding a supermod....then take the dog for a walk or make a cup of coffee whilst it's loading :-?

Im going to be 100% serious here.

Every time I think about playing SH3 with GWX, I just hit the load button and go take a shower. Even with 4gb ram and SATA hdd, takes over 15 minutes.

The loading times is the only crappy thing, tho... gwx rules! :rock:

Webster
11-13-09, 08:12 PM
Im going to be 100% serious here.

Every time I think about playing SH3 with GWX, I just hit the load button and go take a shower. Even with 4gb ram and SATA hdd, takes over 15 minutes.

The loading times is the only crappy thing, tho... gwx rules! :rock:

cant tell you how many times people told me they always keep the sh3 game on pause running in the background 24/7 so they dont have to reload it again they just open the window and resume the game lol.

after you stop smiling you realise they are right :up:

karamazovnew
11-13-09, 08:35 PM
Im going to be 100% serious here.
Even with 4gb ram and SATA hdd, takes over 15 minutes.


15 minutes?!!! And I was complaining about it loading in 3 minutes. :haha:. I can't imagine how making a mod for GWX would be like.

Philipp_Thomsen
11-13-09, 09:06 PM
@Webster, yes, completly right. I used to do that sometimes, but once the game CTD, there arent many other choices other then reloading. I always played a patrol to the end, cos reloading a save game just to finish it and then realoading a whole new patrol was just half hour of my day throwed away. Seriously, every time I thought about taking a shower, I always remembered about let sh3 loading first. lol.

@Karamsomething, yes it is... but luckly most of the mods we (modders) can test using a empty campain, then the game would load in 10 seconds. But to all those other mods that we had to load the complete campaign to test, over and over again... GOD! How many times I just screemed at the ceiling... You load the game, test, not quite right yet, must tweak X. Then you exit the game, get a coffee, reload the game, wait 15 more minutes, get in the game, realise you forgot about tweaking X... AHHHHHHHHH!!!! MOTHERF#$#(&$(*#&%(*#%#...

Yes... good old times... I kinda miss it.

spiksy
11-14-09, 08:49 AM
Will there be a AL inteligence of crew for panic ...........that crew reacts and behave different while on surface or on the silent running deep dive 170+ meters while destroyer is droping depth charge


also will there be a interior difference betwen IXB,C and IXD2 type

karamazovnew
11-14-09, 02:28 PM
@Karamsomething, yes it is... GOD! How many times I just screemed at the ceiling... You load the game, test, not quite right yet, must tweak X. Then you exit the game, get a coffee, reload the game, wait 15 more minutes, get in the game, realise you forgot about tweaking X... AHHHHHHHHH!!!! MOTHERF#$#(&$(*#&%(*#%#...

Yes... good old times... I kinda miss it.

It's Karamazov :O: or Kara for short.

Good old times? Miss?! I've been screaming at the ceiling for the last 20 hours trying to get the last 30 items of that table into the game. And every time I enter the game BAAAM, ALAAAAAARM sound. I need to erase this entire last week from my memory :damn:.

http://img526.imageshack.us/img526/8214/tabletj.th.jpg (http://img526.imageshack.us/i/tabletj.jpg/)

pluskat
11-14-09, 04:28 PM
1.Will there be sailors on deck of ships.

2. will we see them panic and abandon ship

3. will there be life boats and wreckage flotsam

Snestorm
11-18-09, 03:18 PM
cant tell you how many times people told me they always keep the sh3 game on pause running in the background 24/7 so they dont have to reload it again they just open the window and resume the game lol.

after you stop smiling you realise they are right :up:

Now here is something I do.
It's pretty much mandatory, as I don't trust the Save Game funktion.

Lately, the average TC for a patrol is TCx5.

Ash
11-20-09, 06:35 PM
How about Moon, position phases will it affect detection chances for U-boot crew and escorts?

johan_d
11-21-09, 06:39 PM
Im going to be 100% serious here.

Every time I think about playing SH3 with GWX, I just hit the load button and go take a shower. Even with 4gb ram and SATA hdd, takes over 15 minutes.

The loading times is the only crappy thing, tho... gwx rules! :rock:

Your back ?

Jimbuna
11-21-09, 07:36 PM
Either that or your psychic :DL

Faamecanic
11-21-09, 09:03 PM
Im going to be 100% serious here.

Every time I think about playing SH3 with GWX, I just hit the load button and go take a shower. Even with 4gb ram and SATA hdd, takes over 15 minutes.

The loading times is the only crappy thing, tho... gwx rules! :rock:

15 Min???!!! Surely you jest.... if not then something is not set up right with your rig.

SH3 with GWX takes maybe 4 min to load for my system.

How spoiled we have become :D I remember playing SH 1 on my Commodore 64 with a 1541 5 1/2 disk... probably took 10 min or so to load :rotfl2: