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Old 08-21-09, 04:10 PM   #31
Jimbuna
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Originally Posted by Annatar View Post
I look forward to getting depth charged with this new First Person system. Hopefully we'll get to see compartments flooding, repair teams working and all kinds of other neat things.
Like crewmen catching the salamis and bananas as they fall from the pipes before hitting the floor and stashing them under they're pillow cases
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Old 08-21-09, 04:38 PM   #32
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Like crewmen catching the salamis and bananas as they fall from the pipes before hitting the floor and stashing them under they're pillow cases
Imagine the possibilites of "sidegames" here: One of your crew goes nuts, and you suddnely find yourself chasing him through the boat with a wrench
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Old 08-21-09, 06:48 PM   #33
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Like crewmen catching the salamis and bananas as they fall from the pipes before hitting the floor and stashing them under they're pillow cases

Jimbo, you like stashing farthing bananas ubder your pillow?
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Old 08-21-09, 06:58 PM   #34
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Like crewmen catching the salamis and bananas as they fall from the pipes before hitting the floor and stashing them under they're pillow cases

Better not be any crewmen stuffing his banana in a pillow case
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Old 08-21-09, 09:23 PM   #35
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The new tactical map also appears in a small corner of the map, and even shows contacts and your own field of view so you can tell what's what in the periscope.
If I remember correctly, the real periscopes didn't have bearing lines, you had to look back a bit and read the bearings on the static part above the periscope. That field of view will be just what's needed to simulate spatial orientation as you look through the lens, good thinking there .

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In Silent Hunter V, torpedo firing solutions are drawn right on the tactical map, with one line showing the likely path of your target and one line showing the path of your torpedo. Both lines have the numbers one, two and three on them, indicating where the target and the torpedo will be when launched at different times. All you have to do to line up a good shot is get the same number to intersect with itself on both paths. Then fire at that speed and, as long as the target doesn't move, you should be golden.
That's preety much trigonometry for dummies . But really now, and I hope Dan and his crew see this: CUSTOMISATION!!!!!!! Many of us still want to do some things manually, so pleeeaaaase this time allow us to select every part of the interface that we want. Difficulty is in the eye of the beholder so don't bother to split such goodies into realism settings. I wouldn't mind a 10 page interface options panel. For example, one option that I really miss in SH3 and SH4 is to see the hydrophone lines BUT not the visual contact boxes. And I don't really know how the maps will be done this time, but I'd like to have the nav map for navigation only and the attack map with absolute/relative options (sort of like an empty page on which I can scribble things). And no GPS for christ sake, and... just about 10000 things more . Argh, just make the damn game moddable, I'll handle the rest .

PS: did you check the screenshots?! They look amazing... it's sort of SH4 (or better) graphics with the gritty SH3 look. Brilliant! Can't wait to play it.
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Old 08-22-09, 04:58 AM   #36
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sounds great, we're all here because we love sub sims so we should be grateful for whatever is brought to the market, even if it isnt perfect. If we were flight sim.com things would be pretty dull right now!
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Old 08-22-09, 05:27 AM   #37
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The mere mention of chasing each other around the boat with bananas (in pillow cases in Chris' case....has a certain ring to it LOL) is enough to keep this unruly mob happy

Whilst on the subject of hanging food....anyone fancy a ham shank
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Old 08-22-09, 08:35 AM   #38
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watch out jims about
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Old 08-22-09, 12:32 PM   #39
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Lets wait and see...
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Old 08-22-09, 01:57 PM   #40
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Lets wait and see...
But wild speculation is so much more fun.
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Old 08-22-09, 03:33 PM   #41
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watch out jims about

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Old 08-24-09, 01:00 PM   #42
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Gamespot's (not very detailed) take on SH5 is presented here for us to mull and chew over.
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Old 08-24-09, 05:43 PM   #43
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It seems it's a watered down arcade
To be fair, SH games aren't the easiest games to pick up and play. My first SH3 patrols were on 'easy' and aI built my way up from there. By time SH4 launched I was confident for 90% realism (still can't do without map updates).

Subsim is a welcoming community, but without a game that is welcoming to new players, there wont be any new players to welcome. A sports game with crap AI can still be a good PVP game but Sub games don't really have that that option.

I for one hope at 'easy' settings the game is accessible to attract lots of new players. Obviously there is a market for sims, but it is not a large market, so attracting new players is a neccessity for the devs, and us as fans of the genre.

regards
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Old 08-24-09, 10:02 PM   #44
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Moreover, successfully completing your missions will grant you promotion points you can spend to improve your officer and crew abilities, giving them things like better torpedo accuracy or better engine efficiency.
Let's hope officer and crew abilities are clearly explained this time. Was I the only one completely confused by what all the crew parameters meant in SHIV? I never did get an explanation nor did I see it documented anywhere.

http://www.subsim.com/radioroom/show...26&postcount=6

Otherwise, I'd say things sound encouraging.
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Old 08-25-09, 02:52 AM   #45
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Hope British DD ASW will be a ticket to Gung-Ho!

Dont implement something stupid like the heroskill ever again ... my sh4 crew is reloading torpedos within 2 seconds.

Yes, i will love to take a midnight walk through my submarine and see some of my crew sleep while me and my officers are planing the next run around attack. This will give the game just a bit of roleplay feeling that was missing all along...
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