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XLjedi
08-22-09, 01:49 PM
I only have a few requests...

1) Death to the Notepad!
I don't want to be bound to some silly notepad-ish sorta thing for target data. Just leave that out and let us work the dials in some nice consoldated attack-map type area and I'll be happy.

2) Dual Monitor Windowed Support
Like maybe nav map on one monitor and another view on a different monitor.

3) Give us a way to interact with the game.
We like to build tools (like MoBo and SH Commander, etc) but we have limited ability to interact at runtime. Can we use a search pattern as a variable that we can define mid game with a different app and then be able to access it while playing? I could develop nav routes and intercept courses and have them all saved, and then just push a button to import them into the game. All I need is one of those search pattern slots that would read the data at runtime instead of initialized at game load.

That's it for me...

Mush Martin
08-22-09, 02:04 PM
It would definitely be coolest of all ever for all time.
if they would release a modder friendly version with
an SDK (service developers kit ) instead of the usual
funny dual posture of we monitor the mod community
for good ideas but we dont acknowledge them at release
because theres no profit in it.

hmmm we are the guys that buy two copies.

JU_88
08-22-09, 02:28 PM
1) AI for NPC submarines, Allows for Wolfpacks and a Royal Navy sub or two - to battle it out with.

2) AI topedo controller for Submarines, PT boats and Aircraft (a no brainer TBH)
I want to **** my pants when i see an Elco or enermy Sub! Just like a really Uboat skipper would have:).

3) If 1) and 2) happen we also will need:
Watch crew able to spot Periscope & torpedo Wake trail
Sonarman able to i dentify torpeedo RPM's on the hydrophone.

4) Engine draw distance allows for ships render on the Horizon line - like SH3.
Please dont bother with a 25km athmosphere unless ships & smoke can also be seen at 25km, I cant stress this enough.

5) Much greater draw distance for land mass and Terrain objects, I believe buildings & trees magically appeared at about 2km in SH4.
Would be great if land itself could be rendered at 25k (the horizon limit) - just with a very low L.O.D, so it doesnt choke peoples systems.

6) Volumetric Fog and improved rain effects would also be nice.

tater
08-22-09, 03:27 PM
1. Support for multiple diesels and multiple electric motors. And aux diesels. (thinking ahead to fleet boats, plus steering with no rudder).

2. Keep track of named ships. In the Roster, have the names pulled randomly (unless specified in the mission editor). If a named ship is sunk, the name is off the roster. Include a wildcard roster names for ships that will always be available after all named are sunk.

3. Allow damage claims.

4. Kill the "instant success" paradigm. Add instead a system where the captain's log IS the kill recording system. Have the log include a plain text field, AND some pull downs for the type of entry it is. If it is a sinking report, then the skipper claims each sinking. The PLAYER enters the target class and tonnage. The report is given weight based upon what the game knows about the sinking. Was it viewed sinking by the player/crew? Stopped? Settling? Sonar sinking report? Radar? Upon RTB, your reports are weighted, and compared to fleet intelligence (a random chance to corroborate exactly). At the end of the player career, the claims are compared to actual sinkings.

5, Damage that makes the boat noisy. The bones are already in SH4 if you look. The lists of detailed damage that never got turned on (shaft damage, etc).

Jaeger
08-22-09, 03:53 PM
1) a pencil to write text in the map
2) a possibility to switch off gps and a button to get the position by use of a sextant (quality of positioning depends of weather and WO skills)
3) different sound volumes for single contacts and convoys (convoys could be heared for up to 100 km)
4) wolfpacks
5) radio commands from other boats, from bdu and from sinking ships)
6) possibility to give up the boat
7) manual control of depth rudders and diesel engines
8) rendering of the masts before seeing the hull of a hostil ship
9) the patrol shouldt end when docking in the harbour. the kaleun can (because of the new ego perspective) leave the boat and check out the harbour. perhaps he can go to the docks and look for new torpedos, technics or he can go to nightclub or to the flottillas comander and ask him for a new boat. when he is ready, he can come back to his boat and see his men waiting on deck for him... the role play should end when docking, it should be possible to explore the whole harbour by feed...

Jaeger

Mittelwaechter
08-24-09, 06:12 PM
Good modability.
Better weather system - no endless storm or sunshine - fog and rain without wind too.
More events/triggers for the editor, NPC should be able to trigger events.
More space for briefing text while loading missions.
SHV Destroyer Command.
Free choice of resolution.

:arrgh!:

tater
08-24-09, 06:23 PM
If they want players to see real naval engagements, they need to allow some scripted behavior of AI units. You need to be able to tell AI to hold their fire from one waypoint to the next, for example. Or specifically target a particular unit. There also needs to be a way to guarantee destruction of a particular unit.

Say you tell Bismark to fire on Hood at a certain waypoint, then you have Hood sink. The pull down to sink might have "slow, settling sinking," "capsize," "magazine explosion," "rapid by the bow," "rapid by the stern," etc.

Kangraxx
08-25-09, 01:58 AM
In addition to most of the above, I'd like to see a decent UI for crew and sub management. Also a good UI for weapons and gear management on port would be great.

I specially stress on the crew UI coz the last one was a joke...
In fact the SH3 UI looked better imo... wtf was teh UI designer for SH4 anyway... lawl

my 2c

Alex
08-25-09, 02:29 PM
4) Engine draw distance allows for ships render on the Horizon line - like SH3.
Please dont bother with a 25km athmosphere unless ships & smoke can also be seen at 25km, I cant stress this enough.

5) Much greater draw distance for land mass and Terrain objects, I believe buildings & trees magically appeared at about 2km in SH4.
Would be great if land itself could be rendered at 25k (the horizon limit) - just with a very low L.O.D, so it doesnt choke peoples systems.

These ones will do for me. :cool:

:smug:

TH0R
08-25-09, 04:24 PM
Better weather system - no endless storm or sunshine - fog and rain without wind too.

Tell me about it, I once got 10 days of flat seas in SHIV... :damn:

jdski
08-26-09, 08:46 AM
1) I hope we can run the entire game in a 3d perspective so you don't need for any reason to use buttons or go to any 2d screens although they could be an option. Even be able to look at the charts in 3d and be able to have a free handed pencil to make notes, or whatever.

2) A log book we can edit.

3) Many interactive features in the sub that are finished.

4) Voice control, or at least keyboard shortcuts so we can use 3rd party apps to bark orders and the ability to order specific parameters such as "heading 256 degrees, at 80 meters!"

5) Be able to link the radio to internet radio. Someone I'm sure would come up with a stream that could be updated and relevent to the era.

6) A better death scene and more interaction to possibly slow or save the vessle in some situations.

*edited #4

TDK1044
08-26-09, 08:53 AM
I just want a game that's finished when they release it. :)

holtzbr
08-26-09, 09:19 AM
Rain squalls/weather fronts & the ability to duck into them when tactics warrant such behavior.

Akula4745
08-26-09, 09:20 AM
My wishes for SH5:

1) Individual controls for each engine - speed and direction.
2) More help in assigning promotions and awards after a patrol.
3) Ability to rescue survivors.
4) More realistic land - houses, trees, etc.
5) Houses of ill repute in home port (w/booze - maybe a drunk mod?)

rosentorf
08-26-09, 10:04 AM
Hey,

I'd love superior moddability with a scripting language. By this I mean that you could write a script for anything that can be triggered by an event or a button. It should be to edit crew behavior. This way for example you could mod the sh*t out SHV.

Example:

Make the radar/sonar guy only search the space in Front of Uboat to save time by not making full rotations.

For that matter:

It should be possible to make the sonar guy follow any contact
- NOT JUST THE CLOSEST ONE...

never understood (since SHIII) why this is not be possible

A scripting language should be easy - like python (oh please use python :yep:). Imagine: editing crew behavior to your liking. Scripting your own emergency procedures. You could make your crew do certain things on spotting a ship. You should be able to control everything.

--rosentorf

Hunter
08-26-09, 10:41 AM
1) Historicaly based operations and traffic
2) More classes of British, German, US, Italian and French battleships, criuser, CVs and destroyers for them.

Dowly
08-26-09, 10:50 AM
Immersion is a big part of my gaming enjoyement so
- Growing beards!!
- Better sea-boat interaction, I want to feel the darn boat riding the wave and eventually falling down to the bottom of the wave!
- Storms! Not them pansy ones we have in SH3/4, but huge storms!
- Weather model that allows the player to use weather for means of escape/stealth (moving rainclouds yaadiyaa).
- Better damage model for the boat and ships. Maybe do something like IL2 has atm. Ow and better DM for visual and gameplay that is.

Carry on! :salute:

Schultz
08-26-09, 11:07 AM
-Better metal deformation when a U-boat is hit by a depth charge
-When a compartiment is flooding we should see the water
-When the sub is hit by a charge, for example of a damage, it should have some fuel leakage and starts a fire.

Arclight
08-26-09, 12:39 PM
-Ability to order the sealing of compartments to stop the spread of flooding to other compartments. That means having to make life or death decisions: seal immediatly to save the boat, thereby dooming crew still inside, or evacuate first while risking catastrofic flooding, and/or not being able to seal the compartment anymore due to excessive force of water flow.

:hmmm:
-Mutinies. :stare:
-Keelhauling/walking the plank/setting adrift to retaliate against mutinous crew. :arrgh!:
-The ability to inappropriately flush the head, thereby flooding the boat with feces. :nope:
-Getting a papercut by mishandling sea-charts. :88)
-Not being able to light a cigarette on the cigarette-deck in the middle of a winter storm. :damn:
-Getting food-poisoning from improperly stored sausages. :timeout:
-Falling overboard. :doh:

Simply put, like Dowly said, immersion. :yep:

IanC
08-26-09, 12:48 PM
I only have a few requests...

1) Death to the Notepad!
I don't want to be bound to some silly notepad-ish sorta thing for target data. Just leave that out and let us work the dials in some nice consoldated attack-map type area and I'll be happy.

2) Dual Monitor Windowed Support
Like maybe nav map on one monitor and another view on a different monitor.

3) Give us a way to interact with the game.
We like to build tools (like MoBo and SH Commander, etc) but we have limited ability to interact at runtime. Can we use a search pattern as a variable that we can define mid game with a different app and then be able to access it while playing? I could develop nav routes and intercept courses and have them all saved, and then just push a button to import them into the game. All I need is one of those search pattern slots that would read the data at runtime instead of initialized at game load.

That's it for me...

Death to notepad? Dual monitor windowed support?

Jesus give us dynamic radio communications and wolpacks!

XLjedi
08-26-09, 06:02 PM
Death to notepad? Dual monitor windowed support?

Jesus give us dynamic radio communications and wolpacks!

Sort of intended it to be a thread people could add a few of their wishes to, as opposed to bashing others.

I could care less about radio comms and wolfpacks; that's not why I play the game.

IanC
08-26-09, 07:42 PM
Sort of intended it to be a thread people could add a few of their wishes to, as opposed to bashing others.

I could care less about radio comms and wolfpacks; that's not why I play the game.

Umm... First of all I wasn't "bashing" you, and 2nd; you couldn't care less about radio comms and wolfpacks? :o

XLjedi
08-26-09, 08:35 PM
Bashing; I use the term loosly to describe belittling or demeaning intent.

You've suggested that 2 of my ideas are not as worthy of consideration as dodgy AI wolfpack implementations or talking on a radio with a sim.

I'd trade every item listed on this thread in exchange for the third item on my list. And I would happily have the devs completely ignore your suggstions to avoid a notepad (SH3) or input dial (SH4) or who knows what other restrictive environment for data entry they might try to impose upon commanders in SH5. I just want unhindered access to entering my data for firing solutions.

My preferences are geared toward unhindered data entry, immersive display enhancements, and interactivity. I think at least 2 of the 3 should be easy to accomplish.

IanC
08-26-09, 08:55 PM
Bashing; I use the term loosly to describe belittling or demeaning intent.

You've suggested that 2 of my ideas are not as worthy of consideration as dodgy AI wolfpack implementations or talking on a radio with a sim.

I'd trade every item listed on this thread in exchange for the third item on my list. And I would happily have the devs completely ignore your suggstions to avoid a notepad (SH3) or input dial (SH4) or who knows what other restrictive environment for data entry they might try to impose upon commanders in SH5. I just want unhindered access to entering my data for firing solutions.

My preferences are geared toward unhindered data entry, immersive display enhancements, and interactivity. I think at least 2 of the 3 should be easy to accomplish.

You would rather the devs skip on dynamic radio communication and wolfpacks in favor of not having a notepad or input dial?? I don't even know how to answer that... that makes absolutely zero sense to me. Have you ever played Aces of the Deep (I'm guessing no), wolfpacks and dynamic comms pushed the sim through the roof for immersion, having the feeling that you're in a real war with other U-boats. A feeling SHIII sorely lacked. I want that Aces feeling back for SH5. Your ideas are good, but not before wolfpacks for crying out loud!
Anyways, I don't want to go back and forth with you, this is my last post.

THE_MASK
08-26-09, 09:07 PM
The only thing i hope for in SH5 is a better polished product in the version 1 . More patches if needed . Its early days but it looks like the devs are on the right course . cheers devs:salute:

Payoff
08-26-09, 09:38 PM
* A sonar operator who can hear every contact I can hear all of the time. No more " no sound contact sir " with destroyers bearing down on you.

* Incremental rudder keyboard commands such as SHII. Some of us like to use voice commands and good keyboard commands are the key.

* Nightclub or something similar when in port to add immersion and learn of hot grid squares or new enemy tactics.

* Moddable crew responses or comments. If the crew are going to make a limited number of comments to you as you walk past, perhaps we could add some of our own. Much like the radio stations in SH4.

* A real working enigma machine. Could be like a mini game to kill time if you choose. Maybe select messages could be " for captains eyes only ".



Payoff

thruster
08-26-09, 10:00 PM
my wishes are fairly basic, but they all go towards enhancing the realism and personalisation of the game.
-i want a flag on my boat. it would be nice to be able to lower it too, but i want one.
-it would be great to be able to fly victory pennants
-a big one here: i dont want my medals in a box! i suggest a uniform shirt and jacket on a hanger on the wall in the captains bunk [all ready for next time in port]. the medals would be placed on the jacket and could be seen from inside the boat whilst playing. i would also like a captains cap on the table from the bunk view. a cap is a very personal thing so it would be great to select a cap style too.
-i would like lots of posters and pics in the crew areas that can be modded as i want.
-i would like a camera view, from a seated position in the control room near the watertight door, so i can pan the view to the sonar operator, yet still be in the control room.
-i want to be able to control dive planes and individual screws. also be able to operate batteries whilst surfaced.
-wolfpacks: i suggest after radioing in a sighted convoy radio traffic is generated and random attacks occur on your convoy. this would also divert escorts. more times radioed perhaps more random attacks.
-random damage and breakdowns, worse with heavier/fast usage. also increasing as war goes on. also it would be great if my boat became duller and rusty the longer i was out there.
-the ability to man the AA guns whilst decks awash, and good periscope sentries whilst under snorkel.
-a manual targetting tutorial that is aimed at the absolute idiot [me, ive never understood it].

thanks.

The Bandit
08-27-09, 12:22 AM
Is it just me or do I remember SH2 giving you independent control over propulsion (you could run on electric motors on the surface) and I also remember after extended periods at flank speed they would overheat. Another neat thing I remember about SH2 is that if you tried to go into a gun fight usually after the first or second hit your OOW would say that the pressure hull was breeched and you had to surface. Some stuff like that I would like to see back. Now, one thing I would really like to see, some of you mentioned beards growing on the crew, well how about WEATHERING on the boat, you start off a patrol looking nice with a new paint job, then as the weeks go by you start to get rusting and then when you pull back in its time for a paint job. it doesn't have to be painstakingly realistic (like 8 different rates of weathering, but 3 or 4 would be nice). One thing I would also like to see is MORE UBOATs. I want a VIIA, or a IA, and most importantly a XXXIII for once!!!! Not like this is going to happen but eventually I would love to see a sequel to Destroyer Command come out. Some of the control you had in that game was GREAT (being able to light or extinguish boilers to build up speed or save fuel) and it would be great to see the full on surface warfare that you could pull off with such a great looking game engine. Honestly I would have settled for SH4's graphics as long as it has the game play. Also I really thing a Convoy Commander type game would be great, you have to decide what tactics your escorts take, how they are deployed, equipped and what to do when under attack. I know I am going on and on here but I would also love to see the Royal Navy as a playable side, so you can experience the Battle of the Atlantic from the other side for a change. Also a useful feature from SH4 Uboat missions that would be nice to see is if you are playing as the Allies you may be able to whistle up a Sunderland or a Liberator or to give you some air cover. The possibilities are endless.

Edit: That decks awash idea is pretty good thruster, that would be nice to see, you can dive faster and are harder to spot but you pay for it with the loss in speed and reduced detection range due to the lookouts not being able to see as far because the boat is lower in the water.

Dimitrius07
08-27-09, 03:28 AM
Playble XXI and XXIII electro boat.
More dynamic campain including historycal missions for some Uboats.
Ability to pick and change Captain face.
Ability to pick up survivors and deliver them somewhere safe in early stages of war and until given orders not to.
More advanced BDU in single player.
AI in late stages of war will be able to pick Uboat radio signals (if player not careful).
AI Submarine, torpidoes with some brain. (If they won`t include Wolfpacks atleast modders can add thise future later on).
Ability to become BDU in multiplayer (can be done if done right).

pluskat
08-27-09, 02:49 PM
I will buy a new computer just for SH5 but most of
all I want a yellow submarine,this is a must .

java`s revenge
08-27-09, 03:01 PM
Does the shv developers read this???? :hmmm:

- marine life (fishes, whales, sharks, algan)
- uboats becomes rusty
- realistic gameplay, for example when i lay still on the
floorbed i should be undectable etc.
- better weather and sea
- better modable
- let be food and water important to the crew.
so when you haven`t it anymore take care that you are
back in base in time.
- better ai crew animations. :yep:
- wolfpacks, but i do know for almost certain that that will
be a difficult task.
- Let sunshine blind you, that you have to take sunglasses
- moonlight must light up the sea


In short, let this version be what we expect from it for the
real dyehearts.

panthercules
08-27-09, 09:21 PM
1. Seasonally appropriate, realistic weather and sea state conditions that vary reasonably and both match graphics and affect AI behaviors and capabilities; e.g., having the sea state and rainfall match the reported wind directions, and making AI lookout and related sensors affected appropriately depending upon whether you are attacking from windward in a rain squall, or from the east at dusk/last light, etc., so you can use the proper positional tactics and have them actually matter.

2. Seasonally appropriate sunrise/sunset and moon phases, rise and set times that match in-game almanac information (as in pre-SH3 games), and a night-time lighting and sensor model that takes all that into account and actually makes it possible to conduct meaningful night surfaced attacks in a historically appropriate manner.

3. Detailed, workable damage control mechanism that's a real part of the gameplay instead of seeming like an afterthought. Segmentation of damage control into multiple teams that can be individually controlled and have multiple simultaneous priorities (and multiple, independent stacks of priorities in terms of what to work on next after their current task has been completed). Realistic repair times and capabilities - graphical representations of the flooding, etc. would be nice, but I'd rather have a damage control system that works and can produce some real touch-and-go, nail-biting tension moments on a 2D damage control party management screen than just some 3-D flooding eye candy that isn't really attached to any working damage control process.

4. The ability to hail/fire warning shots and stop freighters to inspect for contraband, capture and commandeer in accordance with Prize rules, offload survivors to , etc. Also the ability for radio operator to detect and report if target uses radio to send distress or "sub attacking" message, and the possibility of Q-ships to make things interesting. (Would love to try some of this in early war, but also like the way it positions things for possible WWI mods :) )

5. Wolfpacks, either "real" or "simulated". Even if "real" wolfpacks that players could actually interact with and participate in turn out to be too difficult, "simulated" wolfpacks would seem to be possible by simply implementing some scripted/randomized events that have some chance of happening to any given ships or convoys. For example, even if there isn't an actual group of AI subs attacking a convoy in a real wolfpack, just having each ship have an X% chance of suffering an explosion as if it had been hit by a torpedo (with it and others nearby perhaps having an increased % chance of having that happen again once it's happened to any ship nearby, to simulate additional attacks by the same or other u-boats), and/or having the escorts have an X% chance of wandering off and attacking some spot in the ocean as if it had spotted and was attacking another u-boat. That sort of behavior would produce the occasional straggler, smoking/burning ships, and distract escorts and open up opportunities for the player to penetrate the convoys, and at least make it seem like you're not alone out there.

It'd be fine to include simplified versions/options for any of the above, to make the game more noob-friendly, as long as the hardcore/serious folks could get a better feel for the historical realities these guys faced - in other words - immersion!

Task Force
08-27-09, 09:23 PM
Icebergs... lol

The Bandit
08-28-09, 02:56 AM
I'm going to throw another one out here thats bothered me for a while, DAMAGE CREIDT: the game should give you credit/renown points for damage that you inflict every time you hit something with a torp or a gun. Just to keep it simple go slight (you put a few 20mm rounds in it), Light (nothing it can't walk off) Moderate (the ship is now forced to slow down, its taking on water ect ect) Heavy (its immobilized and/or listing pretty bad) Severe (just short of sinking), its kind of a Pi$$ off when you put 2 torps into a merchie but she still manages to stumble away.

Salmandra
08-28-09, 11:31 AM
:woot:

wouldn't it be nice to have
1/ electronic pen support
2/ Touchscreen
3/ improved microphone orders/com ( i think it's already in?.., well improved)

and more...

:doh:

Gorduz
08-28-09, 04:31 PM
I have not played SH4 so I dont know how they have done it with targeting there. But I want realistic targeting. Giving the NCO the range and AOB I want him to plot it onto the map, and put it in to the TDC, then use later measurements to refine the solution. I don't want to plot it manually as I have to do now, or by some "hack".

And I want the ships positions to be updated realistically when the periscope is up i.e with errors and only as fast as the NCO can spot them, and plot them on the map (perhaps a function of crew experience?)

nattydread
08-28-09, 04:38 PM
Do we have dynamically changing routes based on sub activity?

Does radar work this time?

Do we have the increased visual range, can we see smoke from over the horizon?

AI that is smarter, better modeled...but remaining realistic

Acoustics and thermocline modeled better

Crew that provides more valuable information and does their jobs better

Air war content modeled more accurate

A persistent online campaign where we mainly play solo, but can run into other players at sea?

Better plotting tools, with better fidelity

Crew voice overs with german accents...whats up with that American sounding U-boat crew in the trailer...did I see Matthew McConaughey in the background?

DDs FOR ONLINE SKIRMISHES!?!?!?!?

Of course I'll come up with more!

Webster
08-28-09, 04:42 PM
i want to see above waterline damage does NOT cause flooding until you are submerged and water depth determines the rate of flooding speed

Mittelwaechter
08-28-09, 05:59 PM
I'd like to see some life aboard the freighters and the DDs.
Peoplewalking and working on the freighters, Captain and watchcrew on thebridge of a DD, more personnel for the DC racks and the weapons, crewlaunching lifeboats...

"Man battlestations!" should be visible.

The hydrophone operator should give more qualified information - even if the periscope is up.
Correct 'closing, constant distance and moving away'; U-Boot sonar should work properly.

Navigatorshould get a lesson in steering straight. And let him - or thehydrophone operator - do a course in target motion analysis to find thecourseline of a hydrophone contact.

I'd like to order my radiooperator to report all messages, only relevant messages (BdU, area)and/or give me a report all x hours.
Let's have some folders for'local radio stations' - German, British, French, Spanish, American,Italian, Greek, Arabian... - free to customize in amount and content.

Animated external torpedo reloading sequence - only in calm waters.
Inclusive no diving for several minutes while torpedo goes in. :D

Letme paint my conning tower wherever I want. No fixed locations foremblems. And perfect texturing and skinning please - as for the targetstoo. Bow numbers and shipnames!

Give me a duty roaster for mycrew. Once done my officers care for correct execution. To surfacemeans to enter the bridge for the WO on duty.
(btw - someone who knows Dan Dimitrescu should ask for a tiny patch for SH3 :D )

Food supply should limit the cruise.

Give us a white flag - just in case we need it.


... I call it a day....

Platapus
08-28-09, 08:56 PM
Working hydrophones where the number of blades and RPM match the target ship.

SH3/4 allowed bearing, but no calculation/guesstimation of speed.

nattydread
08-28-09, 11:57 PM
Working hydrophones where the number of blades and RPM match the target ship.

SH3/4 allowed bearing, but no calculation/guesstimation of speed.

Could they do that? Did they have the intel and fidelity to count beats...its been awhile sinced Ive read my memoirs. I might remember a captain having one of those piano beat things that sway back and forth.

But my understanding is that it could only be a rough questimation...maybe sufficient for a slow target with a widespread spread of several fish to getg 1, maybe 2 strikes.

Like a 12kt ship could be estimated to be 9-15kts...or a fast mover at 21kts estimated at 15-27kts. Big room for error...especially for fast movers.

tomoose
08-29-09, 06:47 AM
As mentioned also, a finished, tested and polished product will suit me just fine.
Having said that, little things would improve the overall immersion such as;
- crew moving to their surface stations (animated) instead of just appearing/disappearing when diving/surfacing/battlestations (I know it's just eye candy but....:D)
- ability to make notes on nav map/log book
- voice command would be nice (SH4 Speech is excellent, completely different immersion factor)
- engine control
- flooding control (better animation off water (and shutting it off ))
- proper gun crew positions (as done for TMO i.e. 5-6 guys on deck passing ammo etc)

Most of this is eye candy I admit but the immersion factor would be improved.

I'm not sure I understand some of the calls for dynamic radio and wolfpacks. I remember playing SH3 online with some friends and using TS to speak to each other while "underwater" and thinking "this ain't right". There were no underwater comms during the period. Having said that if you are able to play an allied destroyer online then obviously communication would make perfect sense during the battle (i.e. two online players, each in a destroyer going after an online player in a u-boat). Now THAT would be great.

Platapus
08-29-09, 12:42 PM
From reading some of the reviews, it almost sounds like SH5 will be adding a bunch of stuff that non-subsim gamers want.

Orders "costing" your crew morale that then needs to be replenished like mana in Wow?

Plots that give you the audio ranges of hydrophones of the enemy? (sure hope that can be turned off!)

Experience being earn by completing quests.. uh I mean missions, in which the experience can be given to a crew member to level up?

These all sound like ways of introducing sub sims to people more in-tuned with WoW and the like. Now I understand that Ubisoft wants to get more customers to buy SH5 and that is great. Expanding the customer base is part of the business of business. I just hope that this "RPGing" of the game does not detract from what, in my opinion, we like here -- realism.

I don't think I am the only one here who is more interested in the realism and the technical/tactical immersion than is interested in glitzy graphics.

Graphics are nice and there is a certain level of graphics that our desire for realism requires. But, in my opinion, graphics should not take precedence over realism/game play.

Being able to walk though the sub in First person and seeing all the crew snap to attention may be interesting... the first 20 times (I swear if the cook asks me about the f-ing soup every time I walk around, overboard he goes :arrgh!:)

As I have posted before, I am more interested in the more technical aspects of subsims -- hydrophone operation, Navigation, plotting attacks, actual damage control. These are the things that gets my periscope up. Not the glitzy graphics.

I am looking forward to SH5 a lot! I just hope that Ubisoft as not lost sight of the simulation aspect of the games in favour of the graphic/WoW-in-a-sub RPG game.

Sailor Steve
08-29-09, 01:09 PM
I don't think I am the only one here who is more interested in the realism and the technical/tactical immersion than is interested in glitzy graphics.
You're not. I love anything that adds to the immersion. Feeling like I'm there comes first, but "feel" is subjective, and accurate recreation of the way it works and effective gameplay are not.

Arclight
08-29-09, 02:04 PM
Just a bit of simplification to attract more people, get the sales they need to make it profitable. ;)

Morale costs and experience/leveling system will likely be easily modded, and I'm sure those range rings are equally easy to get rid of. Perhaps the vanilla game will be a little more "gamey" than we're used to, but I think Ubi listened to the fans and made the game moddable to a degree that ensures a more hardcore sim is within reach. Either that or the appropriate options to enable a higher level of realism are simply there to begin with.

Call me an optimist, but I really feel like SH5 isn't going to disappoint, core and casual (and everyone in between) gamers alike. :yep:

Iron Budokan
08-29-09, 03:18 PM
1. Immersion
2. Playability.
3. Re-playability.

mookiemookie
08-29-09, 03:35 PM
Could they do that? Did they have the intel and fidelity to count beats...its been awhile sinced Ive read my memoirs. I might remember a captain having one of those piano beat things that sway back and forth.


Dick O'Kane

Dimitrius07
08-29-09, 03:36 PM
Experience being earn by completing quests.. uh I mean missions, in which the experience can be given to a crew member to level up?


Thise is great :woot::03:. I wll level up my Wo officer so he could fire shock ball spell from his ***, but first i will throw that damn annoying cook overboard. A must have i should say:rock:.

Sailor Steve
08-29-09, 03:59 PM
Could they do that? Did they have the intel and fidelity to count beats...its been awhile sinced Ive read my memoirs. I might remember a captain having one of those piano beat things that sway back and forth.
Dick O'Kane
And a metronome.

Platapus
08-29-09, 04:26 PM
Time Control that really works.

TC that kicks me to 1:1 well before I hit that jut of land I thought I would miss.

TC that will go to 1:1 before the aircraft completes its bombing run

TC that will go to 1:1 before the destroyer is just about to slice me in two

TC that will NOT go to 1:1 for every fricking radio message that has no effect in the game. :damn::damn:

For games like subsims, TC is an important part of the playability. Let's make the TC work.

FritzRommel
08-30-09, 01:37 PM
1. Have items be control able (depth gauges, bridge binocular) like in SH3.
2. Wolfpacks
3. Realistic weather and waves
4. Have the ability to have crew members washed overboard by giant waves.
5. More injuries
6. Have the compartment that is flooding actually have water in it.
7. Be able is send/receive meaningful messages from BDU.
8. Be able to play as Italain subs (think it would be interesting)
9. Be able to have full control a destroyers in multiplayer, not like it is in SHIV.

John Channing
08-30-09, 02:22 PM
One thing I have always hoped for is a close to real life plotting sysytem.

First you start with No Map Contact Updates on.

Then if you are at the scope or UZO and you estimate the range at 3000m then that's what shows up on the plot. If you send the bearing as 130 degrees than that what shows up on the plot. If you estimate the AOB at starboard 30 degrees, thats what shows up on the plot. If you estimate speed at 10 kts, then that's what shows up on the plot.

If you are wrong then you are gonna miss by a mile... just like real life.

Radar plots could be accurate +/- 100m.

Dangerous Waters and Fast Attack did this and it added greatly to the realism and difficulty of the game. The always accurate GPS type maps currently in the SH series make it too easy to rack up megatonnage.

Schultz
08-30-09, 02:36 PM
Voice commands, besides english they should put romanian too ,because its made in Romania :haha:

Platapus
08-30-09, 03:45 PM
One thing I have always hoped for is a close to real life plotting sysytem.

First you start with No Map Contact Updates on.

Then if you are at the scope or UZO and you estimate the range at 3000m then that's what shows up on the plot. If you send the bearing as 130 degrees than that what shows up on the plot. If you estimate the AOB at starboard 30 degrees, thats what shows up on the plot. If you estimate speed at 10 kts, then that's what shows up on the plot.

If you are wrong then you are gonna miss by a mile... just like real life.

Radar plots could be accurate +/- 100m.

Dangerous Waters and Fast Attack did this and it added greatly to the realism and difficulty of the game. The always accurate GPS type maps currently in the SH series make it too easy to rack up megatonnage.


I think this is an excellent idea :yeah:

A very good compromise between error-free auto plotting and no plotting at all.

I tried to do manual plotting but I found it too difficult to take the sightings and then manually draw them on the nav screen.

Your suggestion seems to be the best of both worlds. :salute:

CaptainMattJ.
08-30-09, 04:44 PM
I LOVE that idea bout the TC. i hAte It when that happens i run into land or i get Bashed into a million pieces by bombers and i dont want to BE Decompressed For things like Pac News or EVERY SINGLE CONTACT. i wish thre was a buttton in SH5 that will allow you to choose whether or not to be alerted and what you should be alerted for. I think they need to Fix these probs in SH5
1:The Seamen who you cant promote because theyre too many officers or petty officers ,Their ability should still grow some, instead it stays that way and the ability stats dont increase no matter how many patrols you do.

2: I Would like to have An Estimation of the Damage on a Target ship so like say you have a Large oil tanker and you fire 3 torpedoes and the first one hits and just Completely destroys The tanker. you just wasted 2 torpedoes. like an ESTIMATION of the damage. ive seen Dd with Massive blazes all over it and i thought he was gonna sink but he never did and he still managed to come around an DC me.

3:One thing that REALLY bothers me. REALISTIC STOPPING/ SPEEDING UP TIME FOR WARSHIPS/MERCHANTS. I cant tell youhow many times my torps have missed because a Dd going 5 knots went 17 knots in 5 seconds. Ugh.

4: Realistic Damage and 3D view. when i stare into the hole of a merchant ship that was torn by a torpedo i see.........Very Bad looking Unrealistic interior. Plus the compartments that are flooding, should actually have water in them.

5: a STEADY Repair. Ive Had a Deck gun damage to .119 dmg and i surfaced and activated my control tea and the deck Gun DMg didnt go to 0 in 24 hours. Are u serious? They need to fix that.

6: Damage by Fire to make it more realistic, like say theres fires in Compartment 5 or w/e.

7: the ability to have emergency metal patches/Pumps to Buy a very small amount of time to reapir your bulkhead and not flood to death be4 you can repair bulkhead.

8:the OPTION of Hull damage being reapired when you refit your submarine.

9: Realistic Sinking. Like ive Shot 3 Torpedoes into a merchant once and he was listing To port so heavily. and yet he NEVER sunk. i waitied for an hour in game time and he didnt sink at all. or like a destroyer who got slammed w/ a torpedo, has 5 five moderate fires and is listing heavily still manages 15 knots and doesnt sink

10: the option to have the radio man recieve any and all new info on a certain convoy. like you know how you get updates on your map and it shows a ship or a convoy their heading and LAST known positon, not ones you just encounter out of the blue

Mittelwaechter
08-30-09, 07:59 PM
... and give us a little bit of uncertainty. Something that many games lack.

Let the AI surprise me!

The Tribal heading at me starts to zag un-rhythmically and varies speed.
After a DC run it simply stops for several minutes or starts a variation of searchpatterns.
Cruising DDs should sometimes slow down and run a circle to check the area.

DDs that move out of sight after a search, stop for a while and come back again fast.

DDs that don't use their RADAR for some time - to catch me on the surface in poor visibility conditions despite my radar warning equipment.

The zagging of the merchants should be more unpredictable. As a merchant captain I'd try to show my six to 'get away' and vary the speed.

Give us random malfunctions aboard. Jammed tube door or inoperable depth finder...

Highbury
08-30-09, 09:30 PM
My biggest wish is to be able to properly "role play" being the Captain as far as targeting is concerned. I don't want to do manual targeting, the Captain did NOT do this. I want the AI to figure out target solutions. Accuracy and the time it takes to calculate based on crew member experience, weather, etc. Not instant as we have now in SH3/SH4.

Also, we should not take a realism hit for deciding to be just the Captain, not the whole crew. That always seemed backwards.. the games advertise being able to take command of the boat, and we get penalized for doing just that.

nattydread
08-30-09, 10:19 PM
Where appropriate...flourescing wakes, with the applicable increase in detection by the enemy.

Gorduz
08-31-09, 04:30 PM
I totaly agree with Channing and Platapus, thats the way the plots should work. In adition you should be able to plot(not continiously but by selecting WO and asking him to plot TDC solution(or even periscope solution if your not manning it) thus giving you 1 point on the map), that way comparing it at slowly gaining confidence.

Jimbuna
08-31-09, 04:43 PM
I'll settle for as stable a game as possible and one that is as moddable as possible.

karamazovnew
08-31-09, 04:58 PM
I don't want to do manual targeting, the Captain did NOT do this. Oh really?
Let me "quote" the bible of subsimming (for me), Das Boot. In one attack the Captain shoots torpedoes at a DD and misses. In the next Attack the Second Officer conducts the attack on a convoy and hits with 4 out of 4 torpedoes, sinking 3 ships. ALl the captain did was choose a surface attack and mark the 3 targets. The point is, the Captain could do it manually, but he didn't have to.
Being able to click any switch, use any dial (not by clicking on it, if you don't mind, but by dragging a knob) and sit at any station is an important aspect of SH. But having an inteligent crew that you can rely on (regardless of difficulty options) for full navigation/detection/attacks is indeed a must. As we've seen, the main aspect of SH5 is the sub's crew. My only fear is dumbing down the "hands-on" aspect of the game.
So my only wish (apart from all the rest here, ofc) for SH5 is to create immersion by first creating neccesity. I'd like it to be very hard and complex, but also automatised to the players's degree of lazyness, through an inteligent and dynamic crew. That's the point of having a crew in the first place, isn't it?

Platapus
08-31-09, 07:19 PM
I don't want to do manual targeting

Who let him in here? We don't like your types around here.
:har::har::har::har:

Soundman
08-31-09, 07:53 PM
One thing I have always hoped for is a close to real life plotting sysytem.

First you start with No Map Contact Updates on.

Then if you are at the scope or UZO and you estimate the range at 3000m then that's what shows up on the plot. If you send the bearing as 130 degrees than that what shows up on the plot. If you estimate the AOB at starboard 30 degrees, thats what shows up on the plot. If you estimate speed at 10 kts, then that's what shows up on the plot.

If you are wrong then you are gonna miss by a mile... just like real life.

Radar plots could be accurate +/- 100m.

Dangerous Waters and Fast Attack did this and it added greatly to the realism and difficulty of the game. The always accurate GPS type maps currently in the SH series make it too easy to rack up megatonnage.

Yes indeed. :up: Real navigation instead of GPS would add even more to realism and immersion. If we get stuck, as in Dangerous Waters, we could always have the "Show Truth" option.

Highbury
08-31-09, 10:21 PM
Who let him in here? We don't like your types around here.
:har::har::har::har:

Why? I don't understand doing those things, manual targeting, doing the sonar yourself.... did real Captains do that? nah.. so why would I in a game that simulates the role of Captain? The only reason to in past games was the computer was too fast and accurate to be realistic, I just want them to change that. I am sure they can change it and still leave menial tasks like targeting and cleaning the heads for those who want to do it.

nattydread
08-31-09, 10:53 PM
Captains did line up targets and call out target data themselves...what they didnt do frequently was input the data and push the fire button.

Reece
08-31-09, 11:43 PM
Highbury, manual targeting would have to be one of the best parts of the game, would be rather boring if that were gone, if you haven't tried you should give the "quick 90" method a go, very easy!!:yep:

Badger Finn
09-01-09, 02:05 AM
Highbury, manual targeting would have to be one of the best parts of the game, would be rather boring if that were gone, if you haven't tried you should give the "quick 90" method a go, very easy!!:yep:

Master OLC's spinning disks and the whole deal is a few seconds including quick updates with excellent accuracy + realism imho...

As for SH5 improvements well as many have already posted dynamic historical campagn OLC's targeting approach(that stadi thing and note pad were annoying)

A radio with msg's thats got a purpose, better weather, proper ship rosters, etc etc...

Wolfpacks and SH commander type functions...the general GWX approach is a good benchmark for what a sub sim can be...

Bosje
09-01-09, 03:13 AM
realistic plotting would be great, but whatever features they put in the game... my one wish is that they test those features properly before letting us have a go at it.

Mikhayl
09-01-09, 03:58 AM
Speaking of "who's supposed to do what" on the boat...

How about an option "AI 1st WO - on or off", could a realism option with 0 cost on "overall realism %".

If "on", you're the captain you just order "go there", "target this ship", and supervise the operations.

With the option "off", you do all the related tasks yourself, plotting your course, finding firing solutions, and so on.

Torvald Von Mansee
09-01-09, 09:58 AM
I'm going to throw another one out here thats bothered me for a while, DAMAGE CREIDT: the game should give you credit/renown points for damage that you inflict every time you hit something with a torp or a gun. Just to keep it simple go slight (you put a few 20mm rounds in it), Light (nothing it can't walk off) Moderate (the ship is now forced to slow down, its taking on water ect ect) Heavy (its immobilized and/or listing pretty bad) Severe (just short of sinking), its kind of a Pi$$ off when you put 2 torps into a merchie but she still manages to stumble away.

THIS THIS THIS!!!

I should be able to do a hit and run, and maybe find out later that a ship sank, rather than stick around to confirm a sinking (and to keep the ship from magically repairing itself) while DDs are bearing down on me!!

Also, food/water should be limited in some way. As long as I still had fuel, it seemed I could stay out to see for as long as I liked. While I know it might actually be possible to send a shore party onto an isolated island to hunt game, or perhaps fish off the boat, I'm not sure that actually happened very much IRL.

Furthermore, I'd like to be forced to do my own navigation, or have an officer/NCO do it for me (and the results being dependent on his skill). No more GPS!!!

I also would want officers which could do tasks like updating a map of contacts based upon information I've provided through the periscopes, that sort of thing. Having to switch back and forth is tiresome, and unrealistic!!!

FIREWALL
09-01-09, 10:12 AM
Why don't you guys wish for something you might actually get someday.





Like a hard-on. :har: :rotfl::rotfl::rotfl: :O:

Imcraez
09-01-09, 10:40 AM
I wanna wish for a game mode that might let you play a mission as a battleship commander. Just as an addon. I love addons :up:

Bosje
09-01-09, 11:49 AM
Why don't you guys wish for something you might actually get someday.





Like a hard-on. :har: :rotfl::rotfl::rotfl: :O:

because we can get that sorted out without a dev-team, I should imagine :smug:

TDK1044
09-01-09, 12:35 PM
I do think that we need to differentiate between what could feasibly be added at this stage, with only 7 months to the release of the game, and what could be modded later.

This is a great thread, but there are some ideas here that would have needed to have been included in the game build quite a while back in order to be part of the stock game.

Someone with the 'right stuff' should go through this thread and create a realistic wish list for the Devs. :)

danurve
09-01-09, 12:51 PM
Manual control over the dive planes.
It would be cool to stop a ship in early war before you sink it. Maybe take on supplies, fuel, beer, women. :yeah:

Torvald Von Mansee
09-01-09, 02:05 PM
because we can get that sorted out without a dev-team, I should imagine :smug:

Depends on the dev-team, now doesn't it?

HEEEELLOOOOOO, SAILOR!!!

THE_MASK
09-01-09, 03:58 PM
Attn devs , sobers wish for more realism choices .
In the realism options screen there should be a new choice for contacts .
[on]enemy contacts (always on)
[on]friendly contacts (option to have on or off) once a friendy is spotted by visual or hydraphone you may time compress on the surface .
[off]Time Compression while under water(option to have on or off)
[03]number of random non contacts per 24 hours(option to have on or off)
GAME DROPS TO 1 TC 2 GAME TIME MINUTES BEFORE VISUAL OR HYDROPHONE CONTACT IS MADE WITH THE CONTACT . THIS GIVES THE GAMER 2 MINUTES TO DECIDE WEATHER TO DIVE STRAIGHT AWAY OR USE THE HYDROPHONES TO SEE IF THERE IS A CONTACT THERE OR TO TIME COMPRESS IF THEY THINK ITS SAFE .
Explanation of the above choices .
When a contact is made in sh4 you know its the enemy and that is boring . With my options you wont know weather the game has dropped to 1 TC because of an enemy contact or a friendly or no contact . You might say but i can just dive every time but seeing you cannot time compress while under water i guarantee you will start to take risks and stay on the surface and time compress if you think you are in safe territory . Its about what risk you take and more options to use . I am not sure how the non random contacts could be implemented but that is what the devs are for . What do you think . sober out .

THE_MASK
09-01-09, 04:09 PM
I notice in sh4 while on the bridge in stormy or large seas your vision stays the same . Could ther be an option in sh5 where rain and salt spray in heavy seas affects your vision . You would have the option to put a pair of goggles on . Maybe you could press a key pad to wipe your eyes every now and then and the same with the goggles on . Could we have the bow wave if over a certain wave height be linked to splashes on the goggles or in your eyes .cheers sober out .

oscar19681
09-01-09, 06:13 PM
* u-boat pens with more activaty
* Abilaty to have the men on deck when leaving or entering port.
* u-boat flags and pennants
* fish and other life in the ocean
* Nightclub in the harbour and the abilaty to raom the ports in first person
* 3-d dry dock to check for damage after patrol
* malfuncions to the u-boat systems due to bad weather , sabotage or just randomly

Seaman_Hornsby
09-01-09, 10:01 PM
I've been thinking what I'd really like to see in SH5 and here's what I've come up with so far:

-Fix things that did not work in SH4, (lightning, crew voices for certain sounds, weather reports, etc)
-Improved environment with better clouds, ocean coloring, waves, and weather (looking good so far in trailer and screenshots)
-Improved, more realistic aircraft flight behavior (and no lawnmower sounds for them, please!:DL)
-Diesel engine sounds when surfaced
-Graphics engine optimization to improve framerates and allow for a smoother, more realistic ocean
-Better damage/sinking system for targets with compartments and flooding, plus fire damage
-Improved effect for water running off hull of sub when surfaced
-More talkative sonar man, giving out more info about contacts and what they are doing
-Very free free-camera to allow higher altitude and closer-up viewing without need for modification
-Ambient crew noises when in the boat. Plates clanking in the crew's mess, talking, torpedo loading noises, etc. Not too loud, but enough to give the crew "life" while walking through the boat
-Better underwater view, not so distorted or cluttered with "plankton." We like to look at our boats underwater.

That's it for now! :up:

difool2
09-02-09, 09:37 AM
-More talkative sonar man, giving out more info about contacts and what they are doing

I'd like a more competent sonar man, one who is able to perceive all that noise from a huge convoy 25 km distant at bearing 300, and who, when given the order to "follow nearest sound contact", maintains a mortal death grip on the DD 1,000 m away (which is closing fast)-ignoring the slow merchant 8,000 m away...

fireship4
09-02-09, 10:10 AM
Low priority wishes:

The option of taking black & white pictures on deck or through the periscope which are developed and available once you reach port. They would be slightly low quality and maybe salt damaged!

Sound of shrimps or other ocean life. It's amazing if you hear it yourself. Sounds like a hundred frying pans frying when you put your head under the water. I heard a sub navigated using sonar and shrimps while it was near shore.

The General
09-02-09, 10:13 AM
The option of taking black & white pictures on deck or through the periscope which are developed and available once you reach port. They would be slightly low quality and maybe salt damaged!That would be a nice touch and indicative of a well polished product :|\\

himlaviz
09-02-09, 10:16 AM
I would like to see SHV as the foundation for future expansions with maybe a WW1 era subsim, perhaps cold war hypothetical campaign as well. With each new theatre there could be minor tweaks and improvement to the engine.

Make the engine rock solid and feature rich for the hardcore and casual subsim'ers and add on that for a few years.

LiveGoat
09-02-09, 10:24 AM
How about an unlockable NPC journalsist named Lt. Werner who comes with you for a patrol and takes pictures on his own. When you get to port after some time you are presented with a picture portfolio of the mission?

That would be a nice touch and indicative of a well polished product :|\\

Letum
09-02-09, 10:44 AM
unlockable


Please!
No 'unlockable' content.
This is (or should be) a PC simulator, not a console arcade game.

LiveGoat
09-02-09, 10:53 AM
Actually it was more of a tongue in cheek suggestion. I'm sure an NPC Werner isn't gonna happen. I agree that unlockables are evil, though.

Please!
No 'unlockable' content.
This is (or should be) a PC simulator, not a console arcade game.

mookiemookie
09-02-09, 10:53 AM
Please!
No 'unlockable' content.
This is (or should be) a PC simulator, not a console arcade game.

Agreed. The only "unlockable" should be new U-boat equipment, and the only prerequisite to "unlocking it" should be reaching the historical availability date.

Webster
09-02-09, 11:31 AM
Please!
No 'unlockable' content.
This is (or should be) a PC simulator, not a console arcade game.


well unlockable content can be done properly if you do it with a realism mindset and not just for "arcade extras"

if you think about things being unlocked as rewards or awards for doing something great then i can see that could be done without effecting the "sim" feel.

something like if you sink the hood you get upgraded to a newer boat or a choice to transfer in more experienced crew kind of thing. but not for things like secret weapons or special abilities stuff or it will turn it into feeling like an arcade game.

now dont get me wrong, i would LOVE to see some secret weapons showing up as easter eggs in the game and truely hope they have more than a few of these (as they should) to reflect the many projects the germans were doing for that magical weapon that will win the war for them.

Shkval
09-02-09, 11:38 AM
1. This time the game should be simulation of a captain and a crew.
2. Better damage system, flooding.
3. Better rendering distance.
4. Slow sinking and leaning with hull breaking, if you are hit...
5.Better weather, not calm when there is no boat in sight and stormy when a task force is near...
Not too hardware demanding.

LiveGoat
09-02-09, 11:42 AM
Actually, the more I think about it, why not an unlockable Lt. Werner? I mean, they're not gonna send a photo-journalist to cover the exploits of some schlub who's not on the leaderboard yet, are they? Making a journo unlockable after a knight's cross worthy patrol seems fair to me.

I'm against unlockables that impact the simulation aspect of the game (historically and gameplay-wise) but harmless (within reason) fluff that can make the game fun seem okay to me. I mean for god's sake there's a Flying Dutchman in SH4.

Here's an idea for an easter egg, Ubi: Put Captain Stabbin's Yacht in the game. :)

Wild_skipper
09-02-09, 11:50 AM
Growing beards and rusting sub if you are out on sea for a long time !!

ShoCkwaVe
09-02-09, 12:39 PM
1) Rather then warp shifting to seperate compartments
players should be able to move walking freely around in a 3d envorinment.

2) Sea Ports from all over the globe should have life.

3) keep the VIIb & VIIc in ALL future versions along with the German campaigns
or I wont buy / play it period.. U-Boats are what made silent hunter so fun, unique
why anyone would decide to remove them is beyond me pacific theme or not I'm still
very upset about that.

4) ALL German U-boat ports transferable & working.

5) Skin Manager Menu
A way to manage skins so players can have a simple 3d viewport preview window
for optional custom skins from the upgrades menu in game to select from (like IL2-Sturmovik)
for example.

Historicly from what I understand, no 2 u-boats looked exactly alike due to weathering
at which point when returning to base some where dry docked for maintenence
some hulls where re coated as they previously where and some upgraded with unique
camo like U-997
http://www.modelshipgallery.com/gallery/ss/dkm/u997-72-mk/u997-01.gif


So it would be nice to be able to easily use these skins to add to the authentic accuracy & realism. *without* having to become a moderator to figure out how to install/use the skins!

6) More Mission Objectives

examples:

If a ship wont sink and you ran out of torpedos radio for backup - for air support = bombers, for navy support = nearby friendly ships to intercept to eithrer destroy/board & capture
for extra renown.. I'm tired of the game engine teasing me before able to rearm @ base.

perhaps migit subs that can

7) Co-Op Missions
help other uboats in large convoys, or take part & participate in historic special missions like d-day!

8) when I sink a ship I want to see dead sailors & wood floating about on the surface
& floating up from the ship as it heads towards the deep.

9) Better Torpedo Explosion & After Effects Animation
when a torpedo hits a ship I want to see real effects.. have you seen footage of a ship
being hit? imagine someone straping TNT to a small wooden dingy you would get about
the same results..wood debri, metal frags, water, smoke, fire and pieces of sailors
take flight into a plume of instant devistation... the concussion alone would kill many.

10) Sea Life Realism low poly fish schools that follow the ship like guls do
but rather underwater near land in shallow waters only. seeing a hammerhead, reif, Tiger
Shark lurking about now & then couldnt hurt.

Rosencrantz
09-02-09, 03:20 PM
Highbury wrote:
My biggest wish is to be able to properly "role play" being the Captain as far as targeting is concerned. I don't want to do manual targeting, the Captain did NOT do this. I want the AI to figure out target solutions. Accuracy and the time it takes to calculate based on crew member experience, weather, etc. Not instant as we have now in SH3/SH4.


What do you mean when saying, Captain didn't do manual targeting? Ok, Morton gave scope to O'Kane, and when on the surface, German IWOs usually used the UZO. However, there was not such a things like AI or autotargeting in RL... Bearing, range, speed and Ab needed to be estimated/calculated - and most of the times it was pretty much CO's business. Crew made a plot and TDC's the rest.

Maybe our motto should be: "Be careful what you are asking for. You might get it."


Greetings,
-RC-

Webster
09-02-09, 03:33 PM
Highbury wrote:


What do you mean when saying, Captain didn't do manual targeting?


i think a valid complaint with sh3 and sh4 was that there was needed something in between auto targetting and manual targetting where the captain was not doing all of the work for manual targetting.

the captain had help in calculating things and he mainly got all the readings and passed them on to his crew who did the math for him so this is something i think could use a little help so you dont get the feeling your on a one man sub.

many posts mentioned feeling the crew isnt doing their jobs because the captain has to do it all and this needs a little refining so you get the proper amount of help without losing the manual targetting immersion.

Safe-Keeper
09-02-09, 03:48 PM
1) rather then warp shifting to seperate compartments
players should be able to move walking freely around in a 3d envorinment.
Why can't we have both:03:?

2) ports from all over the globe should have life.I'm no expert at the engine, but it seems to me that the easiest way to do this would be to just code the harbours to dynamically create ships near them, taking into account shorelines and whatnot. Then a sort of "air traffic controller AI" would direct the ships, using a pathfinding system, from port to port. The ports, in turn, would have data like "Allied" or "Axis", types of ships that should be arriving and leaving, etc. etc. etc. Sounds far easier to handle than having to plot every single shipping route for every single scripted ship and randomly generated convoy on the map. Instead you'd have to plot only a few select shipping routes, which the AI would then choose from.

Then again, I know nothing of the engine, so I'm probably way off target here:shifty:.

If a ship wont sink and you ran out of torpedos radio for backup - for air support = bombers, for navy support = nearby friendly ships to intercept to eithrer destroy/board & capture
for extra renown.. I'm tired of the game engine teasing me before able to rearm @ base. Agree. An in-depth communication system is high on my wishlist, too. Something like the system used in flight sims, where you use one numerical key to bring up the comms menu and navigate to the desired message.

Webster
09-02-09, 03:55 PM
another thread made me think about a few points to be looked at:

1. lets have the sub crew clear the decks as soon as you give the dive order but not be so quick to appear when surfacing so it looks more realistic.

2. lets have signal lights and ship flags disappear when a ship is sunk so we dont see them underwater

3. lets have crews abandon ships that are sunk so half sunk ships dont continue firing at you after being sunk in shallow water.

4. lets make sure all objects are destroyable and sinkable if they are in the game. no more indestructable subs and if i want to shell a port i want to see the warehouses burning.

5. lets have all craft that carry torpedos be able to fire them with the AI (planes, torpedo boats, destroyers, AI subs)

6. as others have said, the ability to call for and actually get assistance from supporting forces is a definate need to have, and i dont mean that pathetic single plane that shows up in sh4 and doesnt even attack anything

Jimbuna
09-02-09, 04:03 PM
4. lets make sure all objects are destroyable and sinkable if they are in the game if i want to shell a port i want to see the warehouses burning.


Now this bit I don't recall ever having been raised.

I may be wrong but I'd certainly like to see this ingame. http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Rosencrantz
09-02-09, 04:04 PM
Webster wrote:

i think a valid complaint with sh3 and sh4 was that there was needed something in between auto targetting and manual targetting



I know, Webster, I know. And I'm with you. Just wanted to be "wicked" in purpose, to see if Highbury really means what he's talking about. :03:

Greetings,
-RC-

Thunder
09-02-09, 04:37 PM
I looked , but haven't seen one, but is it possible, for someone (moderator mebbe) to take the top 10-20 most common requests and make a poll which the Devs can check out, whilst they are prioritizing thing to go into, or be seen in the game?
if possible give eveyone 3-4 votes in order of priority value?

Mebbe it'll give em a clear idea of what the majority deem important vs feasibility?

Rip
09-02-09, 04:57 PM
I will probably have more when I finish reading Clay Blair's Book, but I have been thinking of one that may not be crazy hard but would add alot to the immersion IMHO.

I would like to see more going on as far as the captain is concerned between patrols. Maybe personnel rotating in and out where he might need to spend some renown to retain people he doesn't want to loose.

Perhaps he must also give up some renown for the condition he returned the boat in orget offered a new advancement early and without renown cost for accepting a dangerous mission.

Maybe have to make decisions with respect to the crew that can effect moral and abilities. Whether to give extended leave, throw a party, or drill their asses off till they get it right.

johan_d
09-02-09, 06:03 PM
Hmm.. a lot of wont be's..

What I like for example:

1. Deck/Flak guns crew, no limit on this, I decide, and when weather is worse there is a chance (random?) who blews with waves the crew or some members away into the sea and they are lost. (morale!)
2. Controls: I want to decide when to recharge batteries, since they are a tactical setback when surfacing, let the machine room guys warn me about when batteries are getting low. Also, for the air, what should lower screw power. Same for venting of course!
3. Propulsion: besides the all ahead, giving an almost exact rpm would be nice.
4. Crew on deck: since there are people on board I want to decide where they go, and, if I want to have the flak, guns AND lookout crew I have them.
No limits on this please!
5. What I greatly missed, stock or gwx or whatever, are the suprises, as seen in das boot.
for example, let a Schooner wander close to your path, base or whatever with a destroyer in the neighbourhood.. the schooner as bait. Same with single cargo ships, add a random follower, just out of hydrophone distance, or maybe just within range, to give it more adrenalin!
Make the random encounters random with a random.

All above would be easy for the dev's, i guess..

then, when we go further I like to see more das boot moments, like a destroyer that have several tactics, like normal, as now, but also dont shoot, get to the datum, and then try to depthcharge, or try to sneak upon your location, or sometimes be utterly dumb, and go its merry way..and suddenly do one of the actions above. Make them more unpredictable, more AI, less sensorily...:-)

The crew settings as we have them now should be more automatic, but with the same screen as in SH3,but setting a certain person somewhere should be possible, and keep him there until I say so. Furthermore, depthcharging should add negative to morale, maybe adding some map locations, like gibraltar, should also lower it.
Giving orders as a morale lowering tool is not like, since Germans were the best in befehl ist befehl, so dont go that way, but use the actions of the captain as a morale lowering. example: attacking a convoy with more than X destroyers, then be depthcharging for X time, lower morale, aka trust in the captain, me, the player.

:arrgh!:

Johan

Payoff
09-02-09, 06:35 PM
Captains quarters

Might be nice to have a little functionality to the captains quarters. Maybe a calender on the wall with moon phases or a logbook laying on the desk that we could jot down a few lines as already mentioned.

I wonder if we'll get to eat with our officers (Markus's special soup of course) and get updates on repairs, supplies, weather, gossip, crew morale and such.


Payoff

The Bandit
09-03-09, 12:00 AM
I was just thinking of this one too. The ability to control weather the compartments are opened up or sealed. this could go both ways, for flooding it could confine it too one area, but if you have everything opened up you would be able to dispatch your DC team to where they are needed. I guess it could be possible to loose a compartment to flooding (but then again with one compartment flooded that would have almost definitely used up any reserve buoyancy the boat might have and send it on its way to crush depth). Just something else I was thinking of.

Webster
09-03-09, 12:16 AM
heres a few more things that really bother me and i hope can be addressed:

1. have the AI with some sort of problem solving ability so we dont see the destroyers bumping into land in forward and reverse because they cant figure out how to go around that strip of land to get to you instead of trying to go through it.

2. have the destroyers (AI) respond to things other than ship damage or being attacked such as a premature torpedo explosion. it bugs the heck out of me for a huge explosion from a premature torpedo to get no response at all from a destroyer.

3. this might seem counter to my last request but i want to see destroyers properly blinded by darkness and weather. the way its modeled in sh4 they act as though they have better capabilities than they should be capable of. uboats rutinely sailed into convoys while surfaced under cover of darkness but in sh3 youd be blown out of the water before you got anywhere near them.

4. i would like to see the destroyers not to have the sniper targetting ability to hit your tiny sub barely sticking above water from 5000 yards away like a darn sniper with a rifle and scope. they need to miss a lot more at distance and get more accurate only when they are much closer. destroyers would rock and roll quite a bit too and while gunners had a more stable platform than a deck gun on a sub, they were no where near as accurate as they were made to be in sh3 and sh4. im not asking this to make the game easier but if we want the game to have more realism then it needs to apply to both sides.

5. when ships collide they MUST do the apropriate damage to each other and destroyers run over by battleships and carriers should be sunk on the spot and not slide off and sail away like nothing happened. this problem includes destroyers raming into subs, when a destrpyer hits a sub they should both get a good deal of damage.

selfhighfi
09-03-09, 08:22 AM
True Anti-Alising

aviatorhi
09-03-09, 08:40 AM
I think an absolutley FANTASTIC feature would be including the ability to be a Kriegsmarine Captain (read: Not only a U-Boat Captain) and include the ability to be a commerce raider/auxillary cruiser... also include the ability to capture ships and resupply the sub's/raider's provisions while at sea allowing a longer patrol before sinking said ship.

Halifax
09-03-09, 09:53 AM
I would like the game to be more historically acurate. I would like to be able to do an actual attack like Kretschmer or Mohr would have done. I want to penetrate the convoy ON THE SURFACE at night, and hull down if required and conduct my attack without being hit with every searchlight in the convoy. The real U men did almost all their attacks in this way, using the low profile of the boat to avoid detection and it would be nice to be able to conduct my campaign in a similar manner, until the advent of radar makes this impossible. Also, it would be nice if the harbour traffic was more accurate:ie I want to go into Scapa in Sept 39 and find the Royal Oak. I want the British fleet to be pulling out of their southern bases in Sept 39 and heading for their northern bases It would be nice to be able to penetrate into the American Harbours and Find more of their Capital Ships.-(I have been searching for 9 months for USS New Jersey and am still looking) Also it would be fun to be able to go to Pearl Harbour if I want to. I am not trying to bash anyone, especially the GWX boys:salute:, I thought GWX 2+3 were FANTASTIC and I can just imagine how many hours and how much work they did to get that developed and going. There is just one thing that bothers me, is the constant irrelevant radio messages. Some messages from other boats in other areas would be nice, but it would be really cool if there were more messages with specific orders from BDU for my boat, IE: orders to patrol nearby squares and then have convoys appear nearby.

There now that I have requested a year or more of work from Ubisofts developers and probably another 2 yers from the indipendant modders I will take my opinions and go.:arrgh!:

mookiemookie
09-03-09, 10:53 AM
4. i would like to see the destroyers not to have the sniper targetting ability to hit your tiny sub barely sticking above water from 5000 yards away like a darn sniper with a rifle and scope. they need to miss a lot more at distance and get more accurate only when they are much closer. destroyers would rock and roll quite a bit too and while gunners had a more stable platform than a deck gun on a sub, they were no where near as accurate as they were made to be in sh3 and sh4.

So true. I've had destroyers put a shell in me on the first shot, 8000 meters away in choppy seas. That seems like it would be a one in a million shot, but the DDs seem to do it pretty regularly.

Arclight
09-03-09, 10:57 AM
More often I've been alerted to a DDs presence by being blown up than shells splahing around me. :yep:

Our accuracy sucks; no fair to have eagle-eye DDs picking us off from miles away without any effort. Believable, if not realistic, gunnery is high on my list. :up:

Mikhayl
09-03-09, 11:51 AM
To Webster, Mookie and Arclight, maybe a "quick fix" that can help, not sure if it works in SH4 though:
In data/cfg/sim.cfg, near the beginning there's this line:

[AI Cannons]
Max error angle=3 ;[deg]

Stock SH3 and most mods use this value of 3, with which you'll get hit nearly 9 out of 10 shells at crazy distances. In NYGM it's set to 4, WAC sets it at 6 which is too much IMO but you can try 4,5,6 and see which feels better to you.

Same for AA guns, they start firing from a lower range but they're ridiculously accurate especially when fired from Elcos.
NYGM sets it to 8 instead of 5, I use both NYGM values for the Sboot mod and it feels fine to me.

Quick edit worth a try :)

Webster
09-03-09, 12:06 PM
To Webster, Mookie and Arclight, maybe a "quick fix" that can help, not sure if it works in SH4 though:
In data/cfg/sim.cfg, near the beginning there's this line:

[AI Cannons]
Max error angle=3 ;[deg]

Stock SH3 and most mods use this value of 3, with which you'll get hit nearly 9 out of 10 shells at crazy distances. In NYGM it's set to 4, WAC sets it at 6 which is too much IMO but you can try 4,5,6 and see which feels better to you.

Same for AA guns, they start firing from a lower range but they're ridiculously accurate especially when fired from Elcos.
NYGM sets it to 8 instead of 5, I use both NYGM values for the Sboot mod and it feels fine to me.

Quick edit worth a try :)

thank you, that is a very nice find and i'll play with those settings :up:

i think the devs have a tough time with it because (im just guessing) i think its an all or nothing thing where you must choose to be accurate or not but it doesnt change enough to get a good version of both accuracy in close but not at distances.

it would be nice if you could set different levels for short, medium, and long distances which would allow us to dial in fairly realistic hit to miss ratios.

maybe that is something they could do with sh5? we can only hope so :salute:

Arclight
09-03-09, 12:14 PM
Shouldn't be too difficult to apply a modifier dependant on range to target. Maybe add in a "shell counter" that effects the modifier, increasing accuracy with each shell fired to "simulate" the gun crew observing splashes and adjusting fire. Or maybe add some AI logic that actually makes them use bracketing to determine range. :hmmm:

Webster
09-03-09, 12:23 PM
Shouldn't be too difficult to apply a modifier dependant on range to target. Maybe add in a "shell counter" that effects the modifier, increasing accuracy with each shell fired to "simulate" the gun crew observing splashes and adjusting fire. Or maybe add some AI logic that actually makes them use bracketing to determine range. :hmmm:

well i was thinking more basic than that so you have say 3 ranges you set the value of accuracy for like ranges of 3500+, 2500-3500, less than 2500

but it would be nice to have them adapt accuracy to your evasive manuvers and such so just running a straight line isnt an option, if you dont alter your heading they zero in and plaster you :yeah:

Arclight
09-03-09, 12:38 PM
I'm a little adverse to using static numbers like that, it creates these "magic lines": you're at 2501 yards away and they're not even getting close, but once you're at 2499 yards away shells suddenly fall a lot closer.

For me, the feeling of crossing over 1 of those thresholds breaks immersion, because I suddenly realize what is going on game-mechanic wise. This is why I think you're better of not knowing the mechanics/seeing the numbers of a game; it makes it much more difficult to buy into the illusion.

When I was D&D DM I never let my players read the DM guide for that reason. :)



Problem is offcoure that ongoing dynamic calculations eat up a lot of CPU cycles. :hmmm:

Sailor Steve
09-03-09, 12:43 PM
I'm a little adverse to using static numbers like that, it creates these "magic lines": you're at 2501 yards away and they're not even getting close, but once you're at 2499 yards away shells suddenly fall a lot closer.
Very true. Another problem was that even when ships had the range and were travelling in straight lines, the percentage of hits was very small, roughly 2% at long ranges and about 12% at close range. Naval gunnery has always been a very imprecise science.

Wild_skipper
09-03-09, 12:50 PM
All uboats types should be ingame and playable !!

Mikhayl
09-03-09, 12:52 PM
In fact, the angle error does account for distance, kind of.
Picture a 6° arc starting from the gun, and a 60m long target presenting its broadside. The closer the gun gets to the target, the better the accuracy, until the 6° arc covers the 60m front presented by the target and the accuracy reaches 100%.
The problem in SH3 (if I'm not mistaken) is that the angle error is the same for all the AI guns in the game, merchant deck gun or battleship main battery.

Arclight
09-03-09, 01:31 PM
Makes sense, but I always get the impression the arc actually widens as the target gets closer. Like I said, I've seen shells fly off to god knows where. :doh:

Hmm, just remembered: the DG AI did not aim the gun while reloading. When you're close to a target, it's relative position can shift pretty fast. After having reloaded, the AI would swing the barrel back to the target, but instead of waiting (actually aiming) it would fire the gun as soon as it was within certain parameters, while the barrel was still swinging around.

Targeting should be made "intelligent": you order them to target the waterline midships, for example. Then the AI should wait for favorable firing conditions before firing the gun, instead of firing as soon as a shell is loaded and it's pointing in the general direction of the target. It should factor in the pitching and rolling of the sub, like a gunnery crew would. :)

Imho this would result in realistic firing rates; in heavy seas you get far less moments where the gun is in the proper "window" that a hit is possible, effectively reducing firing rate. I remember a heated discussion over firing rates on the RFB thread. :D

Very true. Another problem was that even when ships had the range and were travelling in straight lines, the percentage of hits was very small, roughly 2% at long ranges and about 12% at close range. Naval gunnery has always been a very imprecise science.That small?! :o

Is that a combined number for all naval vessels, or is it more specific? Say, for a destroyer, which didn't have FC system (or did they? :doh: ).

hachiman
09-03-09, 03:36 PM
AI Wolfpacks.

THE_MASK
09-03-09, 05:58 PM
Could you add volcanoes to the roster in the mission editor please . There are lots of volcanoes around the pacific rim . 2 types would be good . Ash only ones and lava spewing ones . It would add to the ambiance LOL . Also could we get some generic land battles so i can place them around to add some ambiance LOL . Small battles with gun fire sounds etc , only to be heard from the conning tower please .

THE_MASK
09-03-09, 07:12 PM
I want to have a mission where i have to lay mines .
The crew need a proper damage model , not just tied to the hull damage or something . As a 1st person i need a proper damage model with a health bar .Actually come to think of it my health bar should aslo reflect the combined health of the entire crew also while in 1st person .

THE_MASK
09-03-09, 07:13 PM
When i get rammed by an enemy my sub breaks in half . Being rammed should always be the end of your career / game . If i rununder a ship and hit my conning tower on the hull then the conning tower should be destroyed . Maybe if the polys interact with each other over a certain dimentional size then that can trigger a loss or damage of that object . Say you run under the hull and hit your conning tower then the interaction of that will turn the parts that collided black and the black parts become inoperable (probably just rambling on now) . Also things need to fly of and break on the sub if hit by bullets / shells .

SubV
09-03-09, 09:56 PM
Please, fix the annoying bug (introduced in SH4) when game constantly resets the realism settings.

Also, it would be good to see built-in anti-aliasing option in SH5.

Thanks in advance.

PL_Andrev
09-04-09, 12:22 AM
Do not restrict sub to play in multiplayer mode like SH4!

I know that playing allied submarine in SH5 will be possible, but playing as allied submarine in multiplayer should be possible too!
...and other nation to play which side you want...

For me is not important interior of sub, but if I want to create mission with Japan subs? or with Italian? British? France? why not play in this mission???

Restrictions are false way.

LiveGoat
09-04-09, 04:49 AM
More subdivisions on the in-game Nav Map. Sure the sub is in AN66, but where specifically in AN66? While we're at it, a more authentic paper map like the one that came with Aces of the Deep would be nice.

Mentioned this earlier in a what if kind of way but realistic report times. Meaning that weather reports aren't instantaneous. Same with damage reports, etc... It should take time for the crew to get the needed info.

One last thing. Someone recently made a mod for SH3 that allows one to get the radio reports for the whole day at specific points of that day as a way of reducing TC interruptions. This would make a great option out of the box for SH5.

von schatten
09-04-09, 10:08 AM
I would like to see an option akin to the "Real Nav Mod" where you only know exactly what your position is when you take a sighting. No more sailing for days following your sub's "gods-eye" icon. This would make it especially exciting when navigating in close quarters-I don't find it very realistic navigating underwater in a harbor using the subs icon and knowing exactly where I am.

Webster
09-04-09, 10:45 AM
While we're at it, a more authentic paper map like the one that came with Aces of the Deep would be nice.



ubisoft devs have answered this complaint before and unfortunately its done on purpose even though they wish they didnt have to.

its because of copywrite issues with the map makers so to avoid lawsuits the "have to" alter the map slightly, and in some cases not so slightly, so as to be different enough from the real maps to avoid lawsuits over it.

they understand we want true real maps and they do too but because they would be sued they have their hands tied on this issue.

because of this the only way to get true accurate realistic maps is from a mod

KeptinCranky
09-04-09, 11:11 AM
Hmm, I've just read the entire thread and not seen my wish, you might have just shot it down though :-?

I would like to see a historically accurate gameworld, with harbors in the correct locations and a correct coastline of The Netherlands (and elsewhere).
If you compare a 1939 map with the current one there are noticeable differences, and the sh4 (and sh3) map is somewhere in between, and all wrong because of that. No Uboat has ever sailed to Amsterdam from the north, it simply wasn't possible at the time, and still isn't.

also, the Kiel, Suez and Panama Canals, those are a must-have :salute:

AOTD_MadMax
09-04-09, 03:46 PM
I wish SH5 got an full functionally Multiplayer with Destroyer-Command !

Greets

Maddy

Rapt0r56
09-04-09, 04:10 PM
Somehow everything has been said here already.

But again my specific (most important) wishlist:

1.Diesel and Electric Machines switchable, running.
2.Wolfpacks with intelligent AI Subs.
3.Complete First-Person view (hotkeys switchable.)
4.Inteligent crew interacting.
5.More Emotions in the Crew, in U-boats, people have fíght for their lives!
6.RPG like Crew Leadership.
7.RPG polite ashore, for example. integrated nightclub, chat with other Kaleun, Crew-qartuiers can visitable, to talk superiors.
8.Sun - Moon Calendar information.
9.Editable CL, notebook, KTB.
10.No more GPS, as navigation. WO should be able to use a sextant to obtain the necessary data to be able to, they should then be absorbed by the Navigator and are plotted on the map.
11.Dynamic Campaign.
12.Realistic Radio traffic, with BDU and other Kaleun's.

these are the things that going now trough my mind. :doh:

Anyway... Ubi will make it, i trust :up:


[Edit]

13.Two Versions from the VIIC Boats (Early - Late), the early ones looks like an VIIB Boast but with an VIIC Tower, and the Late as we known from SHIII. (Also with various datas, diving depths, speed. etc.)
14. Modding friendly, (SDK) (SH Commander;))
so subsim's communty has work :D

Hartmann
09-04-09, 06:25 PM
The most important thing in a u-boat simulator, the sense of a real war out there, real radio reports of other submarines and planes, comunication with BDU and wolfpacks ,IA submarines capable of dive, fire torpedoes and evade scorts.

Bilge gauge, with the water level, this could raise during silent running at some deep, the only way to avoid this, switch on the pumps or use a true limited compressed air. ( command aces of the deep )

Realistic fog and not only with heavy rain, moon and real calendar

Arclight
09-04-09, 06:58 PM
Frik, how the heck did I forget about this one?! :damn:

Coloured filters that can be rotated into place to aid visibility under different conditions. Like they had for real. :roll:

Simply put, accurate "modeling" of the rayfilter assembly. :salute:

Arclight
09-04-09, 10:19 PM
Option to keep the game running in the background. After attacking a convoy and shaking the escorts and slowly creeping away from the scene of the crime, it would be nice to alt+tab out of SH to brag on SS.

Getting DC'ed while doing so is at own risk offcourse, but probably best to make it optional.

Oh, and no more bugs related to taskswitching. :D

Task Force
09-04-09, 10:33 PM
ability to run a webpage ingame... like insteam.

IanC
09-04-09, 10:58 PM
ubisoft devs have answered this complaint before and unfortunately its done on purpose even though they wish they didnt have to.

its because of copywrite issues with the map makers so to avoid lawsuits the "have to" alter the map slightly, and in some cases not so slightly, so as to be different enough from the real maps to avoid lawsuits over it.

they understand we want true real maps and they do too but because they would be sued they have their hands tied on this issue.

because of this the only way to get true accurate realistic maps is from a mod

Eh, who's going to sue them, Admiral Donitz?

Annatar
09-04-09, 11:47 PM
I think it was SH3 Commander that added in various bits of war news whilst loading up a new patrol. News that would be updated as the war progressed.

I'd love to see this kind of thing natively in SH5, but expanded to include not only war news, but intelligence reports and so on. For example, what does command know about enemy sonar, shipping movements (particularly of captial ships), development of the Leigh Light and the Hedgehog?
I wouldn't want all of the information to be necessarily correct, but it should represent what the Germans thought was correct at the time.

If such information was updated by the game on a regular basis, but only updated for you the captain once you hit a friendly port, it could be a really neat feature, and would give me something to read on those long patrols.

Don_D_Dwain
09-05-09, 02:49 AM
Hello Guys,
I aggree absolutely with the list left by jdski. I also like the idea in SH-4 where static updates on convoys were given with a time, and position fixed on the map. This brings me to the sextant for use in navigation, good idea I think, and instead of knowing your exact location on the map at every moment, at least please consider the same static position at the time the position is taken, or an option to do this yourself, or the navigation officer. As for the other ideas listed, I see some very nice ones. I especially like the voice command engine to give orders for at least simple commands, depth, heading, speed, or even complexed orders if possible. In any case I hope we all get something that we can say is WORTH IT. A replay in 3d that works would be nice too. See you Guys on the bottom, lol.....I will be waiting there.

Don_D_Dwain
09-05-09, 02:55 AM
By the way Annatar, I don't know if you will like this, but you might try what I do. On youtube, I find old music and some news cast, and play this in the background while running SH4. It is not perfect, but it helps to pass the time. This is an example. http://www.youtube.com/watch?v=KqlKVEn4ThU&feature=PlayList&p=EFD77D54F89EA2C4&index=5 , good luck.

IanC
09-05-09, 05:58 AM
By the way Annatar, I don't know if you will like this, but you might try what I do. On youtube, I find old music and some news cast, and play this in the background while running SH4. It is not perfect, but it helps to pass the time. This is an example. http://www.youtube.com/watch?v=KqlKVEn4ThU&feature=PlayList&p=EFD77D54F89EA2C4&index=5 , good luck.

Or just go to shoutcast.com (you'll need winamp), type 30's or 40's and you'll get free radio stations that play nothing but that type of music. 24/7

If you want to save all that music (to put in your gramophone) there's a utility called streamripper, google for it. All free.

mookiemookie
09-05-09, 07:57 AM
Depth charges that will spoil the enemy hydrophones for a time after detonation.

Indy676
09-05-09, 03:06 PM
The one thing I realy want to have, are wolfpacs. Realistic IA-controlled wolfpacs. Because this is what tactics where about at this time for the U-boats, with everything you need for that. radio-chatter and coordination from BDU
Graphics and first person view is only eyecandy for some houres, but realistic U-boatwarefare is a requirement for enyoing gameplay that will last for month.
Greets Indy

Webster
09-05-09, 04:59 PM
Depth charges that will spoil the enemy hydrophones for a time after detonation.

well since they know they are dropping charges wouldnt they turn down or turn off sonar or remove headphones to avoid having sonar mans hearing to be effected?

i would imagine its us in the sub who would have our hearing dulled by depth charges and not the destroyers sonar guy

Arclight
09-05-09, 06:24 PM
Think it's all the turbulence in the water that affects the hydrophones. :hmmm:

SubV
09-05-09, 07:28 PM
A little suggestion.

Please add the snow and floating ice fields in Arctic.

http://www.csp.navy.mil/asl/ScrapBook/Boats/Harder1959.jpg

Reece
09-05-09, 07:49 PM
I just have to say this out of all seriousness, my wish is that they base SH5 on SH3, the whole feel to SH3 is much better than 4 IMO!:DL This is a real concern to me!:oops:

mookiemookie
09-05-09, 07:52 PM
Think it's all the turbulence in the water that affects the hydrophones. :hmmm:

That's what I've heard. :yep:

Arclight
09-05-09, 09:02 PM
I remember this game on the SNES called P.T.O. (still a great game imho). Long story short, you could throw a banquet to reduce crew fatique while at sea. Maybe something similar could be implemented, to bolster morale after a failed attack or ordering a few too many overcharges.

Offcourse with restrictions; supplies need to be sufficient/max time at sea is reduced, and the boat will be stationary/minimally effective during the celebrations.

Doesn't have to be a banquet or celebration, the idea is for some special event to boost or recover morale.

mookiemookie
09-05-09, 10:44 PM
I remember this game on the SNES called P.T.O. (still a great game imho). Long story short, you could throw a banquet to reduce crew fatique while at sea. Maybe something similar could be implemented, to bolster morale after a failed attack or ordering a few too many overcharges.

Offcourse with restrictions; supplies need to be sufficient/max time at sea is reduced, and the boat will be stationary/minimally effective during the celebrations.

Doesn't have to be a banquet or celebration, the idea is for some special event to boost or recover morale.

Splice the main brace! :arrgh!:

Kptlt. Neuerburg
09-05-09, 11:37 PM
1. Moddablity
2.More human-like ai(i.e ships,subs, planes, ect) so when you hit an enemy ship in a convoy the convoy doesn't auto-zigzag.
3.Seperate engine control
4.The surrender option
5.AI subs/ wolfpacks that shoot torpedos
6.Hiding on the seafloor without taking large amounts of damage
7.Realistic ASW tech based on date/month/year.
8.Random malfuctions
9.Random dud torpedos,depth charges, shells, bombs
10.No "jet powered" ships
11.Rescue ship/sub, pilots and take prisoners
12.Capture enemy ships as prizes
13.Stop and inspect ships cargo
14.Radio?
15.Realistic radio messages/abilty to edit outgoing radio messages from UI sub
16.Realistic navagation charts/navgation
17.Customizable sub skins/flags
18.Playable minelaying subs
19.Real weather based off of season
20.Be able to edit patrol logs/captians log
21. No more reown points, players should be offered new weapons/systems or have the option to pick said weapon/system aka pimp my sub!
22.If the player sinks a ship like the HMS Hood before it was sunk in R/L it stays sunk
23.Walk around the port, go to big cities, go on leave
24.Mail
List based on order of inportance.

Task Force
09-05-09, 11:58 PM
Would be nice to include gradual damage to the submarine, and its different parts...

ex, If you are debthcharged to kingdom come, but get out... some things wont work right, or if your engine room was damaged/flooded, the deisels could have water in them, or have parts damaged from being jolted around.

also for those who like to flank it to there patrol grid, have your engines start to malfunction after 1 and a half, or 2 hours... and if you run the too hard have them possiably be distroyed, or damaged beyond out at sea repair...

also if you let your sub get badly damaged, have the hull get weaker, overtime... untill you go in for a refit...

Arclight
09-06-09, 12:39 AM
It's been mentioned before, just not sure in this thread: setting up a routine/standing orders.

Once I arrive in a patrol zone, I want to make regular dives to make hydrophone checks. Would be nice to activate an option that automatically, for example, dives the boat to PD for 5 minutes every 2 hours and then surfaces again.

Now I either do this manually, which becomes incredably repetitive very fast (come out of TC, dive, make sweeps, surface, back into TC, etc), or I just park the sub at a nice spot, waiting while at PD and dead-stop (not realistic behaviour, from what I gather).

Either make it dynamic, allowing us to define these routines ourselves, or scripted, to reflect procedures that were used by real Kaleuns. Just something to take out the repetitive nature of patrolling in said manner.

(did real Kaleuns make regular dives for hydrophone checks while patrolling?)

Von Talon
09-06-09, 02:42 AM
My wishlist

- I want COMPLETE control of my sub. I want use electric engines on the surface and port engine full back and stb engine full ahead. That would make your subs steering when being depth charged.

- More realistic ocean floor. I want underwater rocks like this:
http://img199.imageshack.us/img199/4516/jhkhi.jpg
- And of course, wolfpacks.
http://img7.imageshack.us/img7/3306/kullie.jpg

Jimbuna
09-06-09, 07:24 AM
I remember this game on the SNES called P.T.O. (still a great game imho). Long story short, you could throw a banquet to reduce crew fatique while at sea. Maybe something similar could be implemented, to bolster morale after a failed attack or ordering a few too many overcharges.

Offcourse with restrictions; supplies need to be sufficient/max time at sea is reduced, and the boat will be stationary/minimally effective during the celebrations.

Doesn't have to be a banquet or celebration, the idea is for some special event to boost or recover morale.

Open up a few bottles, especially after a close shave with danger or a particularly successful attack, like they did in RL.

donut
09-06-09, 09:08 AM
:up:
Hey that's not a bad idea - kinda reminds me of Fable II, which lets you pass time by sleeping.

I like the idea of you sleeping... time skips forward until you wake up or are woken up by crew in a situation. That would be awesome.

Or combine that with the option to exit the game by sleeping.

keltos01
09-06-09, 10:38 AM
Well since we know that Skwasjer won't reverse engineer SH5, if the devs don't give us a modding tool like a lite Kashmir, I don't think SH5 will have such a long life expectancy... at least not long enough for people to wait for the next game if there ever is one..

I saw that Bohemia interactive did release a modding tool suite for ARMA2:

Bohemia Interactive provides continued support to its fans and community
Bohemia Interactive has released the complete editing tool suite for ArmA 2, allowing you to modify and create your own content from camo, models and weapons, thru to vehicles or even whole new environments and share them with hundreds of thousands of people online. The suite requires the ArmA 2 latest patch (v1.03).



link (http://www.gamershell.com/news_82180.html)

this tools suite has people Hooked on the game, and I am not the last of them ! this allows a range of creativity impossible otherwise : french troops, english SAS, Kamov 50 helicopters etc... it covers all aspects of the game.....

Why doesn't Ubisoft do the same ????

keltos

fireship4
09-06-09, 03:34 PM
# A system similar to this:

About that captain's bed....
It would be nice to limit the TC to a low value and only allow time skiping when you click on the captain's bed. Time would pass as fast as your processor can handle it and you'd be woken up if:
- a certain number of hours has passed
- the sub has travelled X miles / the sub has reached the next nav point
- sun rise/set or a certain hour
And during this time, the sub would follow a customisable procedure such as:
- travel 30 miles
- dive to 30 meters and listen for enemy
- surface to recharge batteries
- snorkel travel
- make reports at X hours
etc. And while you "sleep" you'd still be able to walk around the sub in a floaty hazy camera and see people doing stuff (2x or 3x faster than normal).

where you can (maybe have to) sleep every so often and can combine it with a save.


# A partially randomised maximum depth unique to every sub (not sub class). You would only be able to find this out first hand. Would add actual tension to the option of diving deeper during depth-charge attacks.

PL_Andrev
09-06-09, 04:51 PM
Additionally to core game:

1) Play patrols / missions as allied sub vs axis navy
2) Play multi as allied submarine
3) Play multi as axis / allies submarine in teams
4) Play multi as axis / allies navy (escort) as team (not only a host like in SH4)
5) Play patrols / missions /multi as axis DDs vs. allies DDs (great surface battles)
...
99) Build "Destroyer Command 2" add-on for SH5
:yeah:

I hate it in SH4 (bugs?):
1) Impossible to create multimission with German subs with UBM add-on
2) No full ship's control in adversial mode
3) Play escort only as host with other sub players... (no as alone player)

http://img245.imageshack.us/img245/8929/dc2d.jpg

Arclight
09-06-09, 08:12 PM
Open up a few bottles, especially after a close shave with danger or a particularly successful attack, like they did in RL.
:yep:

And then make another attack with a drunk crew. :yeah:

Or maybe get them drunk so they can handle depthchargings better. :)

THE_MASK
09-06-09, 09:01 PM
I would like the option to have no dive menu button so that the diving time is dependant on the animation time the watch officer takes to climb down the hatch and close the lid . If i am in the sub then i should be able to see the watch officer climb down the stairs . If i am down below then i want to hear alarm screamed out and the watch officer climbing down the hatch . As a first person on the conning tower i should be able to sound alarm and then click on my binoculas and coat and goggles to pick them up before i look down the hatch to climb down . The dive time would be dependant on the fatigue of the crew . More fatigued crew or wounded crew = slower time to get off the bridge . Obviously i wouldnt normally put a wounded watch officer on the bridge though . You wouldnt have to animate all the crew climbing up or down the hatch , just the watch officer . Make it that i cannot climb thru the animated officer and he is like a barrier to climbing down or going up if he is first . The extra deck/conning,gun crew auto appear or dissapear as i am climb up or down the hatch . The number of turns it takes the hatch lid to close should depend on the health of myself or my watch officer / watch crew combined health .

Kaleun_Endrass
09-07-09, 01:19 AM
The number of turns it takes the hatch lid to close should depend on the health of myself or my watch officer / watch crew combined health .
I dont think those gimmicks would get into the game ever.
...and the number of turns are in correlation to my health :06::hmmm: It would make much more sense to bind the turning speed to my health :yep:

Don_D_Dwain
09-07-09, 01:55 AM
Hello again guys, I almost forgot about this. I know Milkcows have already been mentioned, but this time, can we at LEAST visit friendly or neutral ports that can give us, or sell us, Fuel. (take points away if you must). Fuel is a BIG problem on long voyages. Thanks for your time, and effort.

THE_MASK
09-07-09, 05:41 AM
I dont think those gimmicks would get into the game ever.
...and the number of turns are in correlation to my health :06::hmmm: It would make much more sense to bind the turning speed to my health :yep:Sorry my english is bad . I meant the number of turns on the hatch
door wheel thingy that you turn .

Morpheus
09-07-09, 06:55 AM
dunno if mentioned, but: (!)

I want the opportunity to enter course/depth data in digital form!

I.E. withe the Numpad, course 135, or depth 225 ... whatever - i like the "analog" way of clicking with the mouse, but often i have to reclick, since i got it wrong ....

cheers,
morph

mookiemookie
09-07-09, 09:09 AM
dunno if mentioned, but: (!)

I want the opportunity to enter course/depth data in digital form!

I.E. withe the Numpad, course 135, or depth 225 ... whatever - i like the "analog" way of clicking with the mouse, but often i have to reclick, since i got it wrong ....

cheers,
morph
Great idea! :yeah:

PL_Andrev
09-07-09, 01:30 PM
dunno if mentioned, but: (!)

I want the opportunity to enter course/depth data in digital form!

I.E. withe the Numpad, course 135, or depth 225 ... whatever - i like the "analog" way of clicking with the mouse, but often i have to reclick, since i got it wrong ....

cheers,
morph

In SH5 (probably) all measurements, views, clocks will be fully scalable.
If that is true, your mistake will be acc. 5 meters or 2 degrees.

Morpheus
09-07-09, 03:03 PM
Deck awash, with electric propulsion... (!)

My dilemma right now (see screenshots) is that i can't radio a spotted convoy without surfacing ...

Surfaced: 3 Meters (http://i625.photobucket.com/albums/tt335/themorpheus2000/deck_awash_3meters.jpg)

Surfaced: 7 Meters (http://i625.photobucket.com/albums/tt335/themorpheus2000/deck_awash_7meters.jpg)

Divestation: 8 Meters (http://i625.photobucket.com/albums/tt335/themorpheus2000/deck_awash_8meters.jpg)


Also gives a good visibility cover: Side profile (http://i625.photobucket.com/albums/tt335/themorpheus2000/deck_awash_7meters_2.jpg)

And the deckgun-crew get wet feet ;): bluBB (http://i625.photobucket.com/albums/tt335/themorpheus2000/deck_awash_7meters_3.jpg)

AA stays dry: Cigarette deck (http://i625.photobucket.com/albums/tt335/themorpheus2000/deck_awash_7meters_4.jpg)

cheers
morph

//Edit: To point it out more - when i run deck awash (like on the 7Meter pic) to radio a contact, i think the "game" just sees me as surfaced. Even when not sure about that, but with deck awash AND electric propulsion on i myself would rather have the feeling of beeing half-dived (visibility detection cover) blabluBB ... and so may the "game" see me as not surfaced and fully detectable...

maby someone else finds better words for describing that issue?

cheers again

Webster
09-07-09, 03:36 PM
i agree about the decks awash, that definately needs to be reworked so we can have better control and ability to use it in the game.

i wanted to remind everyone that we are all having fun with the wish list but lets not forget, at some point in order to put in most of the bells and whistles we have mentioned it would mean the game itself will suffer.

i would hate to have them concentrate their efforts on a real life interior environment and feeling in the game if the actual game itself sucked.

it would be nice to have everything we want and a rich good looking wife too but lets remind the devs that the most important thing we want is the best working bug free game and that should be the priority #1.

lets not give the devs the impression we are more interested in interior views and stuff like talking to the crew than how the game actually fuctions and our playabilty.

i'll take a better working game over atmosphere any day. :up:

[NXH]THEEVIL
09-07-09, 10:16 PM
please be 1000times better in multiplayer than before

-let the players take positions of at least four crew members in multip. mod
-ranking system and Servers,windows+linux (not a dead lobby like right now)
-64 bit + direct x10 also SLI + crossfire video suport.
-voice over IP
-make it possible to respwan as complette U-boat or player during online mod
-add suply ships as U-boats or trawler (were player can watch or even help to
refuel and restock suplys)
-multiplayer mods like versus and coop... were on versus one team controlls the U-boat and the other team the destroyer (the destroyer team needs to
protect a amout of ships...) and give it like 2 rows after one match is teamswitch...that would be nice as clan war...
-on coop that U-boat teams wins which surives or surives and has the most
tons, but if both teams hit the same ship - the points will get shared

-add real Storms for the singel player mod (REAL BIG WAVES) were you have to dive (watch "Das Boot" maybe once more)

-make the crew act way better, let em run throu the boat when crash diving, let em turn into an exhausted view when the player is at see for like
6 weeks

-and like the other guys already said ... more controll at all...like
use E-mashines when ever you want, Dont forget the snorkel
-better hit boxes on Ships..buring oil on water surfaces when an tanker get
hit

-way better acting AI.. LoL noone is relaxed when the ship were they on gets hit by enemy right=? let em run like head-less chickens PANIC
maybe give points in the multiplayer mod for rescuring surivors

-better radio stations + make it posible to hear the radio chat of enemy units ( like S.O.S were under attack at (position) of german submaries

-get better Beta testers... dont sell an incomplette product with 100 bugs+errors PLEASE!

Kaleun_Endrass
09-08-09, 01:18 AM
Sorry my english is bad . I meant the number of turns on the hatch door wheel thingy that you turn .
I think I understood you right. But still, it doesn´t make sense. If you´re sick at home, you dont push to door handle further to get the door opened. Your door can´t know you´re sick and change it´s mechanism. Why would the hatch on a sub have such a "relationship" to the commander? Don´t change the mechanism by varying the number of turns - thats not real. Instead change the speed with that you turn the hatch wheel. That doesn´t bend physics...:know:

Rapt0r56
09-08-09, 11:33 AM
I hope they give us the Function back to swtich between White / Red Light like i SH2 it was!
maybe also Blue for Silent Running... a Man can dream.. :smug::up:

JU_88
09-08-09, 12:28 PM
Every man and his dog know I want AI subs so ill shut up about it.
But i though of some other non-eye candy things.

CREW

1) Would be nice if the Watch officer, Alerts you when you are in thick fog
(in or out of Time compression.)
A simple 'Visibility poor sir' or 'Visibility Nil sir' would do nicely.

2) Can we please be able to order the Flak gunner to target vessels if we desire? handy for dispatching of PT poats and the like.

3) Please can we beable to order the DECK GUN and and Flak crew to READY BATTLE STATIONS, wile submerged so they man the gun as soon as the boat breaks the surface?.. this is really quite important.

ESCORTS

4) Fact Most Uboat Kaptains attacked convoys at night while surfaced. In SH3 this was Sucide, night meant nothing as the escorts had vampire vision.
So for Sh5 can we make Escorts a little less effective at spotting us at night (with out radar obviously)

5) Similarly, Im amazed how well Escorts can somome dectect you (with out ASDIC) when you are submerged near a covoy
It would have been very hard to hear a Uboats soft RPMs using passive sonar - while you have all the merchents making an ENORMOUS racket!

6) In early convoys, it was the actually the Escorts job to protect the convoy by 'scaring off' the U-boats, force them to dive or just mess up their Approach in general.
It was not there job to spend hours depth charging Uboats until they were destroyed or lost contact.
All the while - leaving the unprotected convoy to sail off into the horizon without them,
The Escorts orders were crystal clear 'no matter what, stick to the convoy like GLUE!'
Late War, addtional Destroyers and Hunter killer Groups were assigned the task of 'search and destroy'.

7) Lastly - and probably impossible to do, but It would be nice if we could somehow simulate that the Escorts only escort the convoys for the first and last leg of their journey, so the merchents cross the middle of the Atlantic alone, as this was the case in real life (in the early years of the war)
But this could be hell to script.. so, no expectations on this.

tater
09-08-09, 07:37 PM
Escorts splitting off would be possible if groups could contain other groups.

A special waypoint tag would allow a sub group to join or leave another.


In general, AI behaviors trump all other changes, particularly eyecandy not related to prosecuting targets. Long vis range, and realistic weather are USEFUL eyecandy. Soup pot? Not even a little useful.

To the extent that DCs messed up passive detection for a period of time, it would be nice to see that modeled, too.

Webster
09-08-09, 08:00 PM
i wouldnt mind the destroyers zeroing in on me fairly quickly but when they race in from a range over 5000 away to stop right on top of me then thats just stupid and unrealistic.

i want to see them come in close then have to "find" me not to already know exactly my position, depth, speed, and direction.


another thing missing is underwater views with correct depth perception and modeling. the plants and rocks should not be as big as the sub to make it look like a miniature toy. external view showing depth charges are never seen exploding too far above or below you but always at your exact depth. the chess game of changing depth is of no use in sh3 and sh4 because the game doesnt seem to consider it.

it would be nice for those of us who use external views, if the subs underwater views looked like it was at the correct depth. sh3 and sh4 no matter how deep you go the external view shows your sub as though its still running shallow. it looked like the change from 0-100 meters is all it could visually show

Sag75
09-08-09, 11:34 PM
I'd like more involvement by BdU orders via radio messages, for example I could ask to BdU what next when I finish my patrol..

About the weather. Is it possible make weather areas? maybe with occasional weather reports from other ships.. For instance, you may avoid a storm during a convoy interception or wait for a convoy that is exiting a storm area..

If it's possible, I'd like see ships with more inertia. Actually in SH3 DD and small mechants can accelerate like a Maserati! I know, more reacting ships get the game more exciting but it might be implemented as realism option..

TheDarkWraith
09-09-09, 12:55 AM
Make it use scripts. Give me events and triggers that way it can be modded to use events and triggers. Let modders add events/triggers/new keys.
For instance: event - dive to periscope depth. Use this event to trigger flag lowering.
Dynamic Shadows!! It needs dynamic shadows. SH4 doesn't have dynamic shadows (missing controller) so if it's based off of SH4 this is not good news. Fix this :yep:

JU_88
09-09-09, 06:01 AM
Make it use scripts. Give me events and triggers that way it can be modded to use events and triggers. Let modders add events/triggers/new keys.
For instance: event - dive to periscope depth. Use this event to trigger flag lowering.
Dynamic Shadows!! It needs dynamic shadows. SH4 doesn't have dynamic shadows (missing controller) so if it's based off of SH4 this is not good news. Fix this :yep:

RB, *I think* from the looks of the screenshots released so far, that dynamic shaddows are already in, (at least on the player boats them selves anyway)
But i guess we will see....

SubV
09-09-09, 07:33 AM
More SH5 ideas.

- different weather and ocean water in northern and southern latitudes;
- more cloud textures;
- make the weather change with seasons.

Ouch!
09-09-09, 10:36 AM
All I want is decent multiplayer!

I could never get SH4 to work online without the hamachi thing.

Please let us have dedicated servers for a decent multiplayer experience! :yeah:

SteamWake
09-09-09, 10:55 AM
Something I noticed in SH4 last night and have noticed in previous versions.

The map layed out on the chart table never matches the region you are currently in.

Small thing but it bugs me.

Sailor Steve
09-09-09, 11:55 AM
True, and that was cool thing in SH3.

Jimbuna
09-09-09, 01:17 PM
Far more realistic and a big plus IMO.

Mikhayl
09-09-09, 01:47 PM
Something else from Flight Simulator influence... One big problem in SH3 re historical accuracy is that there is way too much enemy shipping pretty much everywhere, mods or not. I understand it's the same in SH4, except some mods that corrected it.

So the idea: it could be possible in the realism options to adjust a "traffic density" slider.

If the campaign is still structured in the same way the slider would just play on the "spawn rate" of the RND groups.
Maybe with an extra line in each separate layer with 0=not affected by slider and 1=affected by slider, so as to not impact campaign layers containing harbours patrols or hunter killers for example.

Don_D_Dwain
09-09-09, 04:09 PM
Something I noticed in SH4 last night and have noticed in previous versions.

The map layed out on the chart table never matches the region you are currently in.

Small thing but it bugs me.

You are correct, but this worked for me... Put your crew at battle stations, click on the navigator standing at the map, look down, see map now, then go back to 3d view, and look at map, it should be updated. Small things you find by accident, but very good keen sense of observation, excellent idea. Also This is in the German sub, the American sub, is no change.

Elphaba
09-09-09, 04:19 PM
Mac Version

SteamWake
09-09-09, 04:23 PM
Mac Version

With wolfpacks :rotfl:

Dont they have emulators now?

Thaks Don D Ill check that out.

iambecomelife
09-09-09, 04:27 PM
Something else from Flight Simulator influence... One big problem in SH3 re historical accuracy is that there is way too much enemy shipping pretty much everywhere, mods or not. I understand it's the same in SH4, except some mods that corrected it.

So the idea: it could be possible in the realism options to adjust a "traffic density" slider.

If the campaign is still structured in the same way the slider would just play on the "spawn rate" of the RND groups.
Maybe with an extra line in each separate layer with 0=not affected by slider and 1=affected by slider, so as to not impact campaign layers containing harbours patrols or hunter killers for example.

I'm not so much bothered by the traffic density as I am by how easy it is to sink merchant vessels. For instance, U-Boat crewmembers often spotted lone merchantmen travelling too fast for them to attack. Note that a ship rated for 10-11 knots probably has a top speed of about 14 knots in an emergency - something not reflected in SH3-4. Plus, it was difficult for U-Boats to catch up to nominally slower ships if the seastate was rough.

In addition, U-Boat crewmen frequently reported sighting merchants in heavily patrolled regions sailing near trawlers & other small craft. It would have been a simple matter to destroy these ships; however, the small craft would likely radio for help and the U-Boat would be trapped by escorts in shallow waters. In stock SH3, escorts often don't appear even after you sink 2-3 vessels in the Channel.

Plus there's the whole issue of mechanical failures and early aborts, which skewed historical tonnages downward.

In other words, I hope that SH5 makes it so that each action has substantial consequences. Wear out your engines and you might not catch that nice big 5,000 tonner. Attack that tanker in coastal waters and get swarmed by patrol craft. Rambo/speed demon Kaleuns should have short lives. Cautious planners should last longer, even if their tonnage scores are slightly lower than the spectacular 100K we achieve so easily in SH3.

THE_MASK
09-09-09, 09:34 PM
Could you put a pictue frame in the captains room so i can change the photo to a personalised one to give a bit of ambiance please .
Could we have a bit more clutter in the sub interior please , for ambiance of course .

Etna
09-10-09, 02:12 AM
Since the old SH1 we had 3 more editions !
Each time wishing lists full up and never realized one thing wished.
Years and years,awaiting with the illusion and the dream to get
at least 3 or 4 class of italian subs,but this remained a pure
illusion only.
Never mind that our boats they have partecipate to the Atlantic Battle
with many heroic captains and crew sunk with their subs !
Does the UBI really think that I'll buy again SH5 with no italian boat yet ?
Forget it Ubi ! When you'll have more respect for history and gents
I'll be back again with you.
Cpt.ETNA
A proud italian captain !!

Kaleun_Endrass
09-10-09, 02:47 AM
SH5 with no italian boat yet ?
I guess they dont implement an italian boat because of the same reasons they wont implement a french or dutch sub or one from the netherlands. There are only few resources, none boat still exists and they have not the neccessary amount of time. SH3 didn´t even had subs from other countries. SH4 already had some japanese vessels as NPCs.
But you can get semi-italian boats. As far as I know there were sold some Type VII boats to Italy just a couple of month before the outbreak of the war. So all you need is to make a little mod to SH5 :up:

quad5
09-10-09, 04:37 AM
Hi all! The big request: in SH 3 tower "c" had incorrect geometry!
It would be desirable in SH 5 to see more exact models and details! Thanks and good luck in affairs!:salute:

THE_MASK
09-10-09, 06:25 PM
Any chance that modders could add there own crew and be able to mod crew faces easily and add animations to fill up the uboat if they wanted . this would add to the ambiance . Some DX10 whitecaps on top of the waves would be nice .Jellyfish on the surface of water sometimes would be good.Seaweed on the beach here and there would be good.Seaweed on the surface here and there would be good.The ability to make our own trees /palms would be good.

SubV
09-11-09, 03:17 AM
Would you please add some option to disable exact display of hull percentage?

http://img197.imageshack.us/img197/7686/sh4dmg.png

Instead, we can get such information from one of the officers, after pressing some "Hull status report" button on toolbar:

"The condition of hull is nearly perfect, Sir!" (90..99%)

"The hull is in good condition, Sir!" (80..89%)

etc

THE_MASK
09-11-09, 04:44 AM
Would you please add some option to disable exact display of hull percentage?

http://img197.imageshack.us/img197/7686/sh4dmg.png

Instead, we can get such information from one of the officers, after pressing some "Hull status report" button on toolbar:

"The condition of hull is nearly perfect, Sir!" (90..99%)

"The hull is in good condition, Sir!" (80..89%)

etc or maybe we have to wait for calm weather and when all stopped on the surface we can ask for diver damage report . Maybe just an indication if there are any potential problems . Report would be all of hull looks ok etc but no percentage figures please .

kstanb
09-11-09, 09:06 AM
my wishlist:

- wolfpacks, with friendly subs capable of fighting realistically

- zigzag patterns

- navigation tools (protractor, ruler, etc) in the attack map

- capability to ask "plot bearing and range in the attack/ navigation map", useful when using "no map updates", it will create a marker "dot" in your map, based on the sensor used, visual if periscope/ uzo is used (V1, V2, V3), sonar (S1, S2, S3) or radar (R1, R2, R3) so it will be less time consuming to plot speed and course doing manual targeting

- better, less generic communication with HQ

- a lot more ship types,

- mines

- capability to order your AA to fire and to suppress fire from enemy ships,

- currents, and better weather models in general, including weather forecasts

- searchlights,

- some form of ship to ship communication (via searchlight?) so you can order a lone merchant to abandon ship before you shot it, or ask a milkcow to start refueling operation

- merchants should not fight until the bitter end, they should radio for help (so you would expect planes or escorts arriving soon) but when situation becomes hopeless, they should abandon ship

- milkcows and tenders to refuel and resupply

- better immersion in the game, Ubi should borrow best ideas from GW3 mod, like constant radio traffic or heavy traffic at port

- realistic crew transfers and malfunctions as realism options

- better damage models (for both targets and ownship), Ubi should borrow ideas from RFB mod

- Some fast way of travelling the Kiel channel

hope this helps

Elphaba
09-11-09, 05:17 PM
I'm sorry if this has already been requested - I haven't read every post in these last 8 pages....

...but the 1 thing, above everything else, that stops me from play SH3 & SH4 more often is the 'travelling time' where nothing is happening.

Now, I know that in SH4 fuel conservation and planning is very important, and making sure you have enough for the mammoth trip back is key.

But I like to play with all the realism options turned on ( including manual targeting ) but I'd dearly love to be able to leave port and have it warp to the first Enemy Contact INSTANTLY from mission start.

And then when I decide the mission is over, INSTANTLY warp home and dock (unless it detects an enemy on the plotted course)

That way there is an option to sail it yourself, or for those who like the meat and potatoes of the tactical plotting, tracking, hunting and sinking... we can get to it and from it back to the base as quickly as possible.

I've probably upset alot of people here, but the number of times I've spent ages using T/C to get from base to the patrol zone, find nothing of import, and then track back to home stopping for every single contact (grrr) only to have the game crash when I attempt to dock!!! Arrgh.

Or worse, the AI run aground, because it can't auto navigate around an obstacle mean that it's put me off the game sometimes.

Don't worry - I always come back... ;)

Thanks for reading.

Webster
09-11-09, 05:25 PM
travel time is much less a big deal for atlantic side but it could still use some shortcuts

Mikhayl
09-11-09, 05:29 PM
Good idea, I'd like something like that too. Maybe a system like in some combat flight sims (again), where you can either fly all the way by yourself, or use autopilot + TC, or use a warp key "go to next engagement/contact".
So people who like to read whole books while playing can still use normal TC, and people who only have a couple hours to play can have their quick SH fix :)

longam
09-11-09, 06:22 PM
Hopefully this first person interaction will help pass time instead of watching that blip go across the screen.........

SubV
09-12-09, 01:22 AM
Little suggestion regarding weather report.

Please add the current temperature of air (and maybe water) to the report.

"Temperature +10 Celsius, Clouds clear, Precipitations none, Fog none, Wind speed 15 m/s, direction 52."

Morpheus
09-12-09, 04:44 AM
Would you please add some option to disable exact display of hull percentage?

http://img197.imageshack.us/img197/7686/sh4dmg.png

Instead, we can get such information from one of the officers, after pressing some "Hull status report" button on toolbar:

"The condition of hull is nearly perfect, Sir!" (90..99%)

"The hull is in good condition, Sir!" (80..89%)

etc

hey! you! get off my boat :D

THE_MASK
09-12-09, 05:52 AM
I am out of ideas :woot::arrgh!:

Blood_splat
09-12-09, 09:56 AM
I wish for radar :O:. I'm so use to the fleetboats, that I'll have to get use to playing without it.

Task Force
09-12-09, 09:59 AM
I wish for radar :O:. I'm so use to the fleetboats, that I'll have to get use to playing without it.

I believe uboats had radar at the end of the war, but the allies could pick it up.

GerritJ9
09-12-09, 10:22 AM
No specific wishes for SH5 that haven't been mentioned already, but for SH6 (successor to SH4):
Mission Editor- deletion of Russia and France as nations for which one can add bases etc in the Pacific theatre. Neither country played a part in the naval war in the Pacific whatsoever- but the Netherlands, for which naval/air bases can NOT be added, DID. I always considered this to be a serious shortcoming in SH4's Mission Editor. But perhaps this can already be implemented in SH5- add the Netherlands that is.

Truckerich
09-12-09, 11:50 AM
Wish #1
I wish the subs axis would be lowered. As it is on a center axis that sways the sub left to right the same distance on the upper portion as the subs lower section. In reality the subs bottom [floor] should sway left to right but 50% less distance. Lowering the axis to 3/4 than centering the axis would make a smaller swing [ left to right ] If the axis was lowered to 3/4 than centered would look real and make the men stand verticaly while the sub is swinging.:timeout:
Wish 2,
I would like to see the Subs taking water inside when the sub is taking water.:up:

Schultz
09-12-09, 01:23 PM
I want that the NMS Delfinul would be included.

haegemon
09-12-09, 02:33 PM
- Hostile sumbmarines and torpedos.
- Surface and ground warfare scenarios. No more peaceful beaches in D-Day.
- FX cubes to place inland while editing (explosion sounds, flashes, smoke)
. Ability to script everything.

greyrider
09-12-09, 08:12 PM
1 realistic screw sounds of all ships, based on true propeller pitch, of propellers thru out the whole speed telegraph.

2 JK/QB SONARS, this wont happen because this version is german boats

3 the MAGIC EYE of u.s. sonars, ST and SV radars, again this wont happen

should be no problem for the devs to imitate propeller pitch for hydrophone speed estimation.

2 and 3 never will get done as long as its about u-crap, but thats alright, we can walk tru our subs now and be tactical
watching our interiors, occupy our time that way instead of using sensors.:rotfl2:

Schöneboom
09-13-09, 02:20 AM
ASW bombers that use depth charges intelligently, i.e., if they see you crash dive, they drop a pattern along your projected path set for 30 meters. OUCH!

Also, if your boat leaks oil and your guys can't fix it, the enemy will see and follow the oil slick -- or hand off the task to another unit. It's that kind of relentless teamwork that sank a lot of U-boats.

Pwnerator
09-13-09, 08:12 AM
I dont know if its already been mentioned, but i really want a proper damage model, no 5 minute repairs to get almost destroyed engines into perfect condition again.

keltos01
09-13-09, 01:50 PM
ASW bombers that use depth charges intelligently, i.e., if they see you crash dive, they drop a pattern along your projected path set for 30 meters. OUCH!

Also, if your boat leaks oil and your guys can't fix it, the enemy will see and follow the oil slick -- or hand off the task to another unit. It's that kind of relentless teamwork that sank a lot of U-boats.

then you'll really have the fate of most U-Boots :

http://img179.imageshack.us/img179/1104/v6i3a3c.jpg (http://img179.imageshack.us/i/v6i3a3c.jpg/)


http://www.makingthemodernworld.org.uk/stories/defiant_modernism/01.ST.03/img/IM.0302_zl.jpg

http://www.uboatarchive.net/U-761Photographs.htm

you'll be sunk.

and don't forget late war Fido mk24 accoustic air dropped torpedo and sonobuoys (see USS Bogue's planes)

keltos

Schultz
09-13-09, 02:58 PM
I wish that the crew management would be like in sh3 , simple and effective.

Nexus7
09-14-09, 06:34 AM
Implement playability for the air units :D

Torvald Von Mansee
09-14-09, 08:12 AM
I wish that the crew management would be like in sh3 , simple and effective.

You are the first person I've run into who likes the crew management in sh3.

bart
09-14-09, 09:09 AM
Not sure if this has already been said....it's a long thread! But...

What I'd like to see is the different compartments to have some sort of function and not just be eye candy, say load or unload tubes and see the crew carry this out, or specific engine problems arise and be able to give specific orders to effect repairs etc.

Also the radio room to have more function in the dynamic campaign, ie to be able to receive orders to maintain radio silence, or give regular weather reports to which you can order your radio guy to do this automaticaly etc. and maybe have a way of getting involved in say decoding various messages, say a simple version of an enigma to quickly perform a decode of certain command messages.

This maybe will help to create more of an atmosphere of involvment for the player.

Arclight
09-14-09, 10:28 AM
The ability to stroll to the forward torpedo room and bark at the men to "hurry the fudge up or I'll put my boot up yer ass!". :D

Mikhayl
09-14-09, 10:45 AM
You are the first person I've run into who likes the crew management in sh3.

Make that two :D

TheDarkWraith
09-14-09, 01:49 PM
You are the first person I've run into who likes the crew management in sh3.

make that three:yep: Hated crew control in SH4 :down:

PL_Andrev
09-14-09, 03:53 PM
Now... four.
:D

Sailor Steve
09-14-09, 04:12 PM
make that three:yep: Hated crew control in SH4 :down:
Hope you meant SH3. SH4 was a huge improvement over the original.

Morpheus
09-14-09, 05:53 PM
I want different AI Levels:

[x] Easy - Barbecue all along
[x] Medium - Captain! They are firing back?
[x] Hard - Captain! I just sh.it my pants!
[x] Ultimate - A ticket to Gung-Ho!

Sure i will play on the ultimate level, i just want to go sure that the developers make their heads about a good AI structure.

cheers
morph

Kaleun_Endrass
09-15-09, 02:39 AM
I want different AI Levels:
To attract more new gamers to SH5 UBI decided to name the levels:

[x] I'm too young to die (Very Easy)
[x] Hey, not too rough (Easy)
[x] Hurt me plenty (Medium)
[x] Ultra-Violence (Hard)
[x] Nightmare (Very Hard)

:D:arrgh!:

Schultz
09-15-09, 03:28 AM
I recently instaled U-Boat missions , and I must say there is a little improvement on the crew management, but I like it more then the americans :))

THE_MASK
09-15-09, 06:55 AM
As a first person player the weather should affect my and the crews vision . The screen should be my eyes so if its raining then there should be water getting in your eyes . I should be able to put a rain hat on and improve my vision. If its large seas then tie the bow wave to the action of sea water getting in my eyes . I should have the ability to put on a pair of goggles . I should be able to wipe water from the goggles by pressing a key and the same to wipe my eyes . The screen should be my eyes . If there should be water in my eyes then make the screen blurry etc etc etc :rock:

Nexus7
09-15-09, 07:49 AM
To attract more new gamers to SH5 UBI decided to name the levels:

[x] I'm too young to die (Very Easy)
[x] Hey, not too rough (Easy)
[x] Hurt me plenty (Medium)
[x] Ultra-Violence (Hard)
[x] Nightmare (Very Hard)

:D:arrgh!:

Or like seen elsewhere:
[x] I'm too young to die (Very Easy)
[x] Hey, not too rough (Easy)
[x] Hurt me plenty (Medium)
[x] Ultra-Violence (Hard)
[x] You will die (Very Hard)

Nexus7
09-15-09, 07:53 AM
If you want to put some focus into multiplay: then please, pleassse make it confortable to put up/join games.

The best example i can think at is BF 2:
1. log in with username/pw to a central server
2. browse game rooms
3. double click and ya go...

:03:

Jaeger
09-15-09, 10:13 AM
in another thread, i read about periscopes. this brought me to the idea to implement the persicopes speed vibration when the speed of the boat is to high. f. ex at approx. 5 knots, the peri starts vibrating...

Spaz360
09-15-09, 12:59 PM
IMO
MOD's for SHIII meet the demand. I'd like to try operating subs from England, Russia, Italy, France and Japan for the next installment.

ETR3(SS)
09-15-09, 02:26 PM
I'd like to see some of the SH2 realism options make their way back into the game. A certain person of this forum, who will remain nameless, could really benefit from the scalable ship damage setting. Also the limited ammo setting would be nice for the beginners as well. Also when I play a single mission, I don't want a green crew every time. I want to be able to pick their experience level. So for clarity's sake...

1. Scalable sub damage

2. Inf Ammo option

3.Selectable crew veteran levels

Morpheus
09-15-09, 03:09 PM
A post from the SH4 section gave me a idea:

I've noticed that I have much better dive times when I put my crew at "all hands" before I hit the crash dive.

That said, diving in rough water is a bitch.

Ordering a crashdive should acitvate general quarters automatically!

What you guys think?

cheers morph

Arclight
09-15-09, 03:21 PM
Makes sense, you don't order a crash-dive unless there's something to worry about. :yep:

Nice one. :up:

XLjedi
09-15-09, 09:02 PM
I recall in SH3 someone had modded the "C" key to a script that:
1) turned off battery recharge (full power to engines)
2) order ahead flank
3) then crash dive

...may as well go ahead and throw GQ in there too.

Sailor Steve
09-16-09, 10:07 AM
A post from the SH4 section gave me a idea:



Ordering a crashdive should acitvate general quarters automatically!

What you guys think?

cheers morph
Excellent idea!:rock:

mookiemookie
09-16-09, 10:26 AM
To attract more new gamers to SH5 UBI decided to name the levels:

[x] I'm too young to die (Very Easy)
[x] Hey, not too rough (Easy)
[x] Hurt me plenty (Medium)
[x] Ultra-Violence (Hard)
[x] Nightmare (Very Hard)

:D:arrgh!:

Ahh, good ol' id Software :yeah:

TheDarkWraith
09-17-09, 08:52 AM
Let's get a GLOBALWIND controller that actually works! I want to see fire and smoke that is affected by wind :yep: No more of this smoke and fire that goes straight up and is not affected by any type of wind.

Webster
09-17-09, 01:45 PM
Let's get a GLOBALWIND controller that actually works! I want to see fire and smoke that is affected by wind :yep: No more of this smoke and fire that goes straight up and is not affected by any type of wind.


:yeah: i concur, smoke, fire, smoke stacks, and flags speed and direction should all be in the same direction

also lets have a sonar man who we can say follow target "x" and he actually does it!

i am so tired of hearing about where the escorts are or some other ship while i'm trying to sink the damn ship i want

also can we please get realistic flight paths and attack angles from planes. the geometry is all wrong in sh4 and it looks like seagulls hovering then swooping in then flttering up totally fake looking with planes even sliding sideways at times with no reguard to physics.

THE_MASK
09-17-09, 05:26 PM
Could we have a generic coastal village for the Pacific region for when someone expands the game to include the pacific region LOL .
http://img441.imageshack.us/img441/913/origvillageonthesepik.jpg (http://img441.imageshack.us/i/origvillageonthesepik.jpg/)

THE_MASK
09-17-09, 05:33 PM
Could we have the grid system to include the entire ww2 conflict including around australia /new guinea . You know what i mean .

THE_MASK
09-17-09, 06:15 PM
Could we have a terrain editor .

Webster
09-17-09, 08:01 PM
Could we have a generic coastal village for the Pacific region for when someone expands the game to include the pacific region LOL .
http://img441.imageshack.us/img441/913/origvillageonthesepik.jpg (http://img441.imageshack.us/i/origvillageonthesepik.jpg/)

isnt that gilligan's island :hmmm:

mookiemookie
09-17-09, 08:05 PM
I'd like to see new enemy technology phased in to create some uncertainty. Take allied radar for example: If you see an escort in late 1941/early 1942, theres a good chance they wouldn't have radar. But they might. Maybe make the "elite" status units the first to get a radar set, and gradually phase it in so that all units have it by a certain date. Don't make it like "Oh, it's February 25, 1942, that means all allied units now have radar capability"

gutted
09-17-09, 09:50 PM
seperate the option for map contact updates and hydrophone sonar lines into two different toggleable settings.

hydrophone lines save time with plotting a ship.. cause you dont have to draw out your relative bearing to a ship, you can just match the line your drawing down the hydro line. just make sure the tips of the sonar lines are not accurate.

hydro lines are also good for tracking a target down a known plottted path without having to constantly jump to the hydro station to hear where he is when your sonar guy starts slacking in his contact calls.

....but the actual GPS locations of the ships take ALL the work out of the equation.


another idea would be to have a line drawn out of your ship a decent distance for whever your scope is looking. i take a stadimeter reading.. jump to the map and just draw down the line with the ruler to my desired bearing. i dont have to pull out the protractor and figure out what relative bearing the next line i draw needs to be on.

Common sense time/tedium savers... thats one of the big things i want in SHV. not necassirly to make it any less difficult.. but reduce the workload so i dont have to pause it all the time.

vedrand
09-18-09, 10:10 AM
hi all, i took all of discussion up to this moment and generated a word cloud from your wishes :) it is slightly filtered to remove words such as game, nice, ship(s) and most of all LIKE :) multiple copies of the same text (like in quotations) are not included. anyhow, it might be of some use... enjoy

edit: forgot to mention - the frequency of occurence of the word corresponds to the size in the graph (obviously) ;)


ATTENTION: NEW VERSION OF THIS IS AVAILABLE FURTHER DOWN! - I decided to leave this for comparison

http://img40.imageshack.us/img40/4306/sh5wishlist.jpg

XLjedi
09-18-09, 06:11 PM
cool cloud... :|\\

Morpheus
09-19-09, 12:48 AM
nice brainstorming :yeah:, where did the word "love" come from? :o

Love your enemy? :har:

cheers
morph

vedrand
09-19-09, 05:13 AM
here is a new version of the same thing, filtered for some common words. additionally pairs of terms such as realism and realistic, singular and plural of some terms (wolfpack(s), escort(s)) are now one.

graphics don't seem to be an issue. but also the guns and targeting.

multiplayer issues range far beyond the escorts+destroyers (behaviour(?))

radio is of far more interest than sonar.

(interactive) crew (as a new feature), realism, the damage model and of course the weather seem to be dominant issues.


http://img186.imageshack.us/img186/4306/sh5wishlist.jpg

gutted
09-19-09, 11:46 AM
a functiong engima machine would be sweet!

i still remember many many years ago when i was playing Das Boot on my 386 and having to decipher radio messages.

good times.

JU_88
09-19-09, 12:13 PM
Really really REALLY small request regarding aircraft.

Please Animate Turrets and Bomb Doors properly :D
It is very easy to do (as proven by modders) - and it looks really cool :DL

karamazovnew
09-19-09, 12:15 PM
Since there's so much action, a Movie Camera would be a nice addition for all youtube fans. Put the camera where you want and film yourself as you move through the sub. Uuuu, the posibilities :haha:. Das Boot II anyone?