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View Full Version : New screenshots available (1/14/10)


PL_Andrev
01-14-10, 02:16 PM
http://img231.imageshack.us/img231/9589/33540527.jpg

http://img15.imageshack.us/img15/8169/72039142.jpg

http://img695.imageshack.us/img695/3236/42768479.jpg

http://img15.imageshack.us/img15/9624/36903015.jpg

http://img192.imageshack.us/img192/6718/76274351.jpg

http://img31.imageshack.us/img31/7434/92331606.jpg

http://img31.imageshack.us/img31/9753/85257700.jpg

http://img192.imageshack.us/img192/8946/85974948.jpg

http://img188.imageshack.us/img188/1296/75045028.jpg

http://img13.imageshack.us/img13/7950/18122258.jpg

mookiemookie
01-14-10, 02:18 PM
Soooo how many days after release is it going to take for us to get a "realistic dials and gauges mod"? I bet not many.

karamazovnew
01-14-10, 02:24 PM
Soooo how many days after release is it going to take for us to get a "realistic dials and gauges mod"? I bet not many.

You know, looking at the last pictures it makes me wonder: how would a game looking like THIS fail to become anything but a MAJOR HIT?
Screw the interface, I'm gonna buy the game just to look at the ships man. They should make a "Desktop Mode" and let the game run in the background :D

PL_Andrev
01-14-10, 02:36 PM
It is dark... evening I think...

But... look on the moon... WHERE SHOULD BE / IS THE SUN???

http://img684.imageshack.us/img684/9328/sh52.jpg

:hmmm:

oscar19681
01-14-10, 02:52 PM
Not enough!! MORE MORE!
1.Never mind

Randomizer
01-14-10, 02:57 PM
But... look on the moon... WHERE SHOULD BE / IS THE SUN???

Maybe it was taken during a solar eclipse.

Schultz
01-14-10, 03:00 PM
Looks very good

oscar19681
01-14-10, 03:07 PM
Where are they from? 3 screenshots seem to be missing.

oscar19681
01-14-10, 03:08 PM
It is dark... evening I think...

But... look on the moon... WHERE SHOULD BE / IS THE SUN???

http://img684.imageshack.us/img684/9328/sh52.jpg

:hmmm:

Do people actually realize this is not yet a finished project?

Hitman
01-14-10, 03:20 PM
Now where have I seen that 2D map before :har:?

http://img132.imageshack.us/img132/2584/secretcommando580.jpg

Galanti
01-14-10, 03:21 PM
Why the hell did they go and pooch the interface for? One of the hallmarks of the SH franchise, to me, has been immersive station screens. This doesn't scream 'Das Boot' to me; it looks more like Harpoon 3 for Windows.

Argh, I know it's not finished yet, and as someone pointed out, mods will be out in a few days, but it still sticks in my craw.

And yes, the rest of the screenies are fantastic.

PL_Andrev
01-14-10, 03:23 PM
Do people actually realize this is not yet a finished project?

Better solution if they will improve it now, instead of the first patches.
Let leave patches for playablity bugs...

oscar19681
01-14-10, 03:29 PM
Oke seen tham all now. Damn they grafics look better then i thought they would be!

Task Force
01-14-10, 03:32 PM
Cool 3d wakes... wonder if they are actual physical 3d wakes you can jump on... lol

oscar19681
01-14-10, 03:48 PM
Look at my sweet viic at periscope depth. So crispy!

Gotmilk
01-14-10, 03:53 PM
hey guys look at the dust and scratches on periscope view. They are different on every screen. Good detail ???? :yeah:

EDIT: nevermind. Its same scratches. Only different daytime light hides some stuff..

Topo65
01-14-10, 03:57 PM
Thank you very much for the photos. They are really beautiful. :yeah:

We know that graphic will be great, but I would like to know more about the simulation (controls, sonar, machines, etc). :hmmm:

Ducimus
01-14-10, 04:04 PM
It is dark... evening I think...

But... look on the moon... WHERE SHOULD BE / IS THE SUN???

http://img684.imageshack.us/img684/9328/sh52.jpg

:hmmm:

You can worry about that if you want to, but id be more concerned if its possible to specify a specific knot speed in that UI or not.

java`s revenge
01-14-10, 04:21 PM
Men are looking real now further i am not convinced.

danurve
01-14-10, 04:23 PM
Not enough!! MORE MORE!
1.Never mind

:arrgh!::har:

karamazovnew
01-14-10, 04:40 PM
It is dark... evening I think...

But... look on the moon... WHERE SHOULD BE / IS THE SUN???

http://img684.imageshack.us/img684/9328/sh52.jpg

:hmmm:

Tilt your head to the left and look at the moon. Based on that I think the Latitude is around 55 degrees there in late autumn or early spring.Now you can clearly see where the sun is (offscreen to the right). It must be behind a cloud at around 1 hour before the twilight. It looks great, really.

Deep Dive
01-14-10, 04:41 PM
The graphics are really amazing

I guess the screenshots are from different difficulty levels as in some of them
THERE ARE health bars but in some others NOT

That clears one of the issues :yeah:

mookiemookie
01-14-10, 04:53 PM
The graphics are really amazing

I guess the screenshots are from different difficulty levels as in some of them
THERE ARE health bars but in some others NOT

That clears one of the issues :yeah:

It had already been cleared. A while back one of the devs said (someplace I can't remember) that the health and flooding bars were one of the realism options that could be turned off.

Hartmann
01-14-10, 04:58 PM
I think that this interface is designed for an easy use for the mass of users, while the hardcore commanders would use the 3d view in the tower.:hmmm:

V.C. Sniper
01-14-10, 05:01 PM
a simulator can never appeal to a large audience...

unless its the most realistic thing next to RL

ShoCkwaVe
01-14-10, 05:30 PM
Interface looks clean and easy on the eyes though less authentic

The graphics are rendered in directx10 I would guess and looks very impressive..

cant wait! ...well I guess I can & will

..no wait I changed my mind!

V.C. Sniper
01-14-10, 05:49 PM
Interface looks clean and easy on the eyes though less authentic

The graphics are rendered in directx10 I would guess and looks very impressive..

cant wait! ...well I guess I can & will

..no wait I changed my mind!
lul how u know its rendered in dx10

Alex
01-14-10, 06:28 PM
I like very very much the new aircraft carrier's bow wake, and 3D clouds make me all :sunny: (I'm an eyecandy nut, I admit :D ).
After some modding it looks like we may be finally able to spot convoys's smoke trails (smoke explosions look pretty nice BTW :o ), hopefully ! :yeah:

Tweety
01-14-10, 06:39 PM
That looks very good to my eyes.:yeah:

(I'm an eyecandy nut, I admit :D ).

I am too.

need more!

Tweety

conus00
01-14-10, 06:43 PM
I still can't get over the interface. It looks out of place, completely kills the immersion... it's just wrong: too modern looking including used fonts (maybe fitting for modern nuclear sub simulator).
Why can't they come up with something like this?:

http://www.mediafire.com/imgbnc.php/74e71300535e65c4584e06a79c0918f76g.jpg

(Please do not slam my "composition", the layout is not the best but I put it together as an alternative to the GUI)

JU_88
01-14-10, 06:54 PM
TBH For me personally the interface has to be one thing - and one thing only.
FUNCTIONAL.
It will NOT kill the immerssion for me, as when I am making an attack, Im pretty sure will be paying more attention to what I see IN my scope and the readings ON the instruments
And not all the graphic clutter around it. (or there lack of)

Think of it like this, you might have a cool state of the art flat screen TV at home, but when you are watching your favorite movie on it, are you still paying attention to the 'Frame' of the TV or the living room wall around it?
I don't think so.....

besides....
The is no such thing as a 'realistic interface/HUD' since real U-boat commanders didnt even have one. :haha:

And considering way Merrean_M has said in the past, the interface will be simple enough for modders to customize later on.
Worry about the core game & its major features. not a bunch of photoshop illustrations.

Seeadler
01-14-10, 06:59 PM
Why can't they come up with something like this?:
Because it's harder to port it over to XBox360 and PS3 :03:
One resource base for multiple platforms saves money and development time after the release of the PC version.

oscar19681
01-14-10, 07:02 PM
Seriously NOT THE INTERFACE THING AGAIN! please? I mean they said they would change it didnt they? And if its not the interface? Its the deck dun that 2 cm to long, or the crew is to short etc etc etc.

Rhodes
01-14-10, 07:14 PM
Hummm:hmmm: still using the observation periscope to attack ei...

Tomi_099
01-14-10, 07:39 PM
( ENGLISH )

A Huge thanks to Dan and the UbiSoft Time!
I'm Thrilled!:yeah:
The outdoor shots are perfect:rock:
Now just inside the U-boats to create a hand! :hmmm:

I beg your pardon, these images are brighter and be made aware of the detailed study of the models.
And for the blind among us! .

http://img16.imageshack.us/img16/2518/8597491.jpg

I beg your pardon, these images are brighter and be made aware of the detailed study of the models.
And for the blind among us! .
http://img69.imageshack.us/img69/5989/7627431.jpg

I beg your pardon, these images are brighter and be made aware of the detailed study of the models.
And for the blind among us! .
http://img24.imageshack.us/img24/7500/7504501.jpg

I beg your pardon, these images are brighter and be made aware of the detailed study of the models.
And for the blind among us! .
http://img689.imageshack.us/img689/5930/9233161.jpg





Now, the interior should look like then, the game would be competing the Oleg Maddox Deteils



(This image is not from the Silent Hunter 5 series)
http://205.196.123.230/d6590b8eb2703b6b1bc5c736375802315g.jpg



--------------------------------------------------
( GERMAN )

Eine Riesen Dank an DAN und das UbiSoft Time !!
Ich bin Begeistert!!
Die Außenaufnahmen sind Perfekt
Jetzt nur noch im Inneren der U-Boote die Hand anlegen !!

Ich bitte um Vergebung, diese Bilder wurden bewusst heller gemacht und gelten der Detail Studie der Modelle.
Und für die Blinden unter uns !! .


Jetzt sollte das inne so aussehen , dann würde das Spiel den Oleg Maddox Deteils Konkurrieren

( Dieses Bild ist nicht aus der Silent Hunter 5 Serie )
http://205.196.123.230/d6590b8eb2703b6b1bc5c736375802315g.jpg

I
I beg your pardon, these images are brighter and be made aware of the detailed study of the models.
And for the blind among us! .
http://img42.imageshack.us/img42/6325/3690301.jpg

karamazovnew
01-14-10, 07:39 PM
There's just one thing I really don't like: the bearing on the periscope. It brings me bad memories. It's one of the most hard-coded elements in the game.

flakmonkey
01-14-10, 07:52 PM
Because it's harder to port it over to XBox360 and PS3 :03:
One resource base for multiple platforms saves money and development time after the release of the PC version.

You know, people keep joking around that this may eventually come to consoles, but to be honest id love it if it did, Il2 showed it is possible to have a sim on a console with the full range of options for the hardcore simmers so why not a subsim too???

Task Force
01-14-10, 07:54 PM
Is it just me or does the water look abit soupie... not like water.

Tomi_099
01-14-10, 08:05 PM
There's just one thing I really don't like: the bearing on the periscope. It brings me bad memories. It's one of the most hard-coded elements in the game.
------------------------------


.
:shucks:
Yes, a challenge which should provide UBISOFT,
With a Perfect Interior
.....UBISOFT would get all GAME PRICES for 2010.... .

.

http://img63.imageshack.us/img63/3379/image1px.jpg
.
The expression my wife to DANs pictures!





.
FROM UBISOFT FORUM !!

@ rex.kramer
---------------------
FROM UBISOFT FORUM!

It finally looks into a small eyepiece and I appreciate by 90% of all people would not screw up this reinschauen eye and in this case we see more than shadowy, because the eye focuses on the image in the distance, the inner edge of the eyepiece, and so something can be better represented with a 2D overlay.

Although it's been a while since I programmed with DirectX (was) still a student, but I remember that there are also some computationally circumnavigates when both scenes (3D view through periscope + 3D view in the Tower / Central ) or less in a mix will.

I have here a short time what it illustrates a problem arises, it is not impossible to program but not trivial.

You only have to know a 3D scene in a game is always imaginary of a camera (the eye of the player) from shown.
For example, a camera recorded the visible scene of a 3D world for them in a square called the cone frustum, which presents itself as

Man schaut schließlich in ein kleines Okular und ich schätze mal 90% aller Menschen würden dabei das nicht reinschauende Auge zukneifen und in dem Fall sieht man höchstens schemenhaft, weil sich das Auge auf das Bild in der Ferne fokussiert, den inneren Rand des Okulars und so etwas läßt sich besser mit einem 2D Overlay darstellen.

Es ist zwar schon eine Weile her, seit ich mit DirectX programmiert habe (das war noch als Student) aber ich erinnere mich das es programmiertechnisch auch einiges zu umschiffen gibt, wenn man beide Szenen (3D Sicht durch Periskop + 3D Sicht im Turm/Zentrale) quasi in einer mischen will.

Ich hab das hier mal kurz illustriert was da für ein Problem auftaucht, es ist nicht unmöglich aber auch nicht trivial zu programmieren.

Dazu muß man wissen eine 3D Szene in einem Spiel wird immer von eine imaginären Kamera (das Auge des Spielers) aus dargestellt.
So eine Kamera erfasst die für sie sichtbare Szene einer 3D Welt in einem viereckigen Kegel genannt Frustum, das stellt sich so dar
http://techpubs.sgi.com/library/dynaweb_docs/0620/SGI_Developer/books/Perf_PG/sgi_html/figures/04.3.frustum.gif

#############
Hence the result we are working on a submarine with two cameras must be because the 3D view, the one in the tower / control room has published lies deeper than the view from the periscope above. In addition, the upper one often comes the view still image (Zoom) may, while the lower point of view but must remain the same.
#######
Daraus resultiert das man bei einem Uboot mit zwei Kameras arbeiten muß, denn die 3D Sicht die man im Turm/Zentrale hat liegt tiefer als die Sicht oben aus dem Periskop heraus. Hinzu kommt das man oft die obere Sicht noch vergrößern (zoomen) kann, dabei muß die untere Sicht aber gleich bleiben.

http://s4.directupload.net/images/100104/bga37u7v.png
############
So far one has solved it so that it has changed the view of the periscope, the camera (camera 1 to camera 2) and thus can not be completely up a 3D scene on the ocean has on the screen, you put a 2D overlay over the full size of the image, and had only the transparent portions of the circular section of the 3D scene was visible. If we now both 3D scenes so the camera 1 from camera 2 and have a picture, we must build the image of camera 2 on an area in the field of view of camera 1st It is quite possible in the Black Shark helicopter simulation example is made, then the image of a second camera on a small monitor in the viewing field of the primary camera (the eye of the pilot) is presented.
##########
Bisher hat man es so gelöst, dass man beim Blick ins Periskop die Kamera gewechselt hat (von Kamera 1 zu Kamera 2) und damit man nicht die 3D Szene oben auf dem Meer komplett auf dem Bildschirm hat, legte man ein 2D Overlay über die volle Größe des Bildes und hatte nur den transparenten runden Ausschnitt der Teile der 3D Szene sichtbar machte. Will man jetzt beide 3D Szenen also die von Kamera 1 und Kamera 2 in einem Bild haben, so muß man das Bild von Kamera 2 auf einen Bereich im Sichtfeld von Kamera 1 darstellen. Das ist durchaus möglich, in der Helikopter Simulation Black Shark wird das z.B. gemacht, dort wird das Bild einer zweiten Kamera auf einem kleinen Monitor im Sichtfeld der primären Kamera (Auge des Piloten) dargestellt.

http://img.youtube.com/vi/XEXp0vTKshs/0.jpg
#############
Here you can look around freely in the 3D cockpit and the image on the small screen in the middle can be a completely different view of the 3D world. But it is not quite trivial to implement as I have said something and here at the Black Shark Sim, it is realistic because in the real one Ka-50 also has this monitor. In a modern Ubootsim it could make sense since then the image from the periscope is also applied to monitors, but as already stated in a WWII sim can indeed look into it almost into a small eyepiece and then get to the scene to a surrounding , which is visually not much to do with the eye focused on the scene over the water. If you really want to SH5 gestalltung quite realistic, but it is likely a round hole in the middle of nothing further to see more on the screen, no switches, controls, etc. In other SH2 times they were a mod that really only the view from the periscope represented, everything else was in that moment of seeing through not shown and clickable with the mouse
############

Hier kann man sich frei im 3D Cockpit umschauen und das Bild auf dem kleinen Monitor in der Mitte kann eine völlig andere Sicht auf die 3D Welt darstellen. Aber es ist wie gesagt nicht ganz trivial so etwas umzusetzen und hier bei der Black Shark Sim ist es realistisch da man im echten Ka-50 auch diesen Monitor hat. Bei einer modernen Ubootsim könnte es auch Sinn machen, da dort das Bild aus dem Periskop ebenfalls auch auf Monitore übertragen wird aber wie oben schon gesagt bei einer WWII Sim schaut man ja praktisch in ein kleines Okular hinein und bekommt dann von der Szene die einem umgibt, optisch nicht viel mit das sich das Auge auf die Szene über Wasser konzentriert. Wenn man es in SH5 einigermaßen realistisch gestallten will, dürfte man außer einem runden Loch in der Mitte gar nichts weiteres mehr auf dem Screen sehen, keine Schalter, sonstige Kontrollen etc. Für SH2 gab es mal sie eine Mod die wirklich nur die Sicht aus dem Sehrohr darstellte, alles andere war in dem Moment des Durchschauen nicht dargestellt und mit der Maus anklickbar

oscar19681
01-14-10, 08:06 PM
You know, people keep joking around that this may eventually come to consoles, but to be honest id love it if it did, Il2 showed it is possible to have a sim on a console with the full range of options for the hardcore simmers so why not a subsim too???

Thats enough bring out the firesquad!

http://www.funfacts.com.au/images/execution-by-firing-squad1.jpg

THE_MASK
01-14-10, 08:59 PM
I like a lot .http://img69.imageshack.us/img69/9279/sh5new.jpg (http://img69.imageshack.us/i/sh5new.jpg/)

Sailor Steve
01-14-10, 09:21 PM
These bigger screens are helping me understand the map in the periscope view. The cone shows exactly how much the periscope can see, and it shows which ship you are locked onto.

One of the first things I will turn off, if possible, and one of the first things I'll complain about if not, but still kind of cool for the newer players.

Turbografx
01-14-10, 09:26 PM
Do people actually realize this is not yet a finished project?


If it is releasing in March, as far as a market release is concerned, it is a finished product. It might not be technically "finished" i.e. bugs remain, features left out etc. But it's gold version is release ready and probably going into production.

Sailor Steve
01-14-10, 09:30 PM
Seriously NOT THE INTERFACE THING AGAIN! please? I mean they said they would change it didnt they? And if its not the interface? Its the deck dun that 2 cm to long, or the crew is to short etc etc etc.
Thanks for reminding me. The crew is still too sho...OW! No hitting! OW!

karamazovnew
01-15-10, 01:10 AM
Tomi, remember the UZO screen in SH2?
http://www.4gamer.net/review/sh2dc/img/sh2-4.jpg

These 3d cameras have an immense appeal. I would've like for the periscope cameras to be 3d cameras just like the Periscope Station camera in SH3 and SH4. You'd see and interact with all 3d controls. Then when you hold the mouse button the camera would "Zoom in" and a nice occlusion black rim would isolate the lens image. Releasing the mouse button would "zoom out". To bad they didn't use this method. I was looking forward to having to look above the periscope to read the bearing :|\\

JScones
01-15-10, 01:41 AM
It certainly looks purdy. Just not sure about the US planes (Grummans?) on the Illustrious Class Carrier. :hmmm: At least though that's something (minor) that can (nay, will) easily be corrected by modders. :up:

JScones
01-15-10, 01:44 AM
http://img13.imageshack.us/img13/7950/18122258.jpg
Just one question - anyone know what the white "lights like" dots are in the periscope view? :hmmm:

quad5
01-15-10, 01:51 AM
Why they such high?:shifty::damn:

http://img59.imageshack.us/img59/645/whyej.jpg (http://img59.imageshack.us/i/whyej.jpg/)

Find 10 differences!

http://img35.imageshack.us/img35/3278/68612595.jpg (http://img35.imageshack.us/i/68612595.jpg/)

Kaleun_Endrass
01-15-10, 03:35 AM
Then when you hold the mouse button the camera would "Zoom in" and a nice occlusion black rim would isolate the lens image. Releasing the mouse button would "zoom out". To bad they didn't use this method. I was looking forward to having to look above the periscope to read the bearing :|\\
Me too. I guess they withdrawed that method during consideration because you would need an extra minimal interface in that black periscope background screen to give steering commands and to set up your torpedos and enter target data like speed, course and distance.
But maybe we'll be happy kaleuns in SH5 because to get to that 2D periscope view, we actually have to click the 3d periscope and that would mean, we just mod the 2D periscope interface to my described minimal interface. Then you would need to interact with the 3D interior like real kaleuns did.

Waaaiiiit... That 3d periscope clicking and the fact that we walk around in our sub could explain why the attack map was integrated into the periscope interface. To walk from the peri to the WO wouldn't work in the heat of a battle.

Btw, some SH veterans are complaining about the black background of the periscope interface... I bet my ass they did it to fit the interface into all possible resolutions and resulting aspect ratios. I would say modding the background with an image will be difficult because one plays in 1280x1024 (4:3), others in 1680x1050 (16:10), and some would like to play it on the fullHD TV screen (16:9).

Kaleun_Endrass
01-15-10, 03:42 AM
Cool 3d wakes... wonder if they are actual physical 3d wakes you can jump on... lol
Somewhere in a preview or in one of the many feature lists that spread around on some boards I read that the wakes in SH5 are actually calculated into the mesh of the water surface, which means they are physical 3d wakes.
So maybe someone will build a water ski mod :D.

IRONxMortlock
01-15-10, 04:26 AM
I almost shat my pants in excitement after seeing the screens of the 3D world. :yeah:

Fortunately, the pics of the UI made me vomit in disgust thereby rendering me too tired for violent excretion. :hmph: I'd rather clean up vomit any day over poop.

What is with that? It's like designing an awesome supercar but then making the dashboard, clutch, accelerator and brake pedals out of crushed beer cans. :doh:

Ragtag
01-15-10, 04:57 AM
If it is releasing in March, as far as a market release is concerned, it is a finished product. It might not be technically "finished" i.e. bugs remain, features left out etc. But it's gold version is release ready and probably going into production.

Wrong, the game is still in beta stage where they fix bugs and can add/remove/tweak smaller features. Larger changes/additions to code won't be done at this stage due to the timeframe.
And games usually goes to production 3-4 weeks prior to release date.
I've seen games go gold 2 weeks prior to their release dates and still making the set date.

But there are exceptions like Dragon Age for instance. Dragon Age Xbox360/PS3 versions was finished for months but were held back untill PC version was done :)

Jimbuna
01-15-10, 05:31 AM
Nice shots......no doubt a topic for even more debate. :DL

@Jaesen

At a quick glance they look like small flares...but then again, they could be flying debris from an explosion.

java`s revenge
01-15-10, 05:37 AM
Jetzt sollte das inne so aussehen , dann würde das Spiel den Oleg Maddox Deteils Konkurrieren

( Dieses Bild ist nicht aus der Silent Hunter 5 Serie )
http://205.196.123.230/d6590b8eb2703b6b1bc5c736375802315g.jpg

(This image is not from the Silent Hunter 5 series)
http://205.196.123.230/d6590b8eb2703b6b1bc5c736375802315g.jpg



I
I beg your pardon, these images are brighter and be made aware of the detailed study of the models.
And for the blind among us! .
http://img42.imageshack.us/img42/6325/3690301.jpg[/QUOTE]


This will be the perfect combination that i was screaming from the beginning.

longam
01-15-10, 07:50 AM
Finally, an interface you can actually read and see with ease. :woot:

urfisch
01-15-10, 10:55 AM
thx a lot for the screens!

the interface is extraordinary! great...to be modded ;)

but the water looks nice and the fire effect, etc. looks much better now too. hopefully the campaign is well coded and we have some wolfpacks, or the basic code strings, to add them by ourselfs...like many things will be need to be added.

lets see...

elanaiba
01-15-10, 11:07 AM
Why they such high?:shifty::damn:

http://img59.imageshack.us/img59/645/whyej.jpg (http://img59.imageshack.us/i/whyej.jpg/)

Find 10 differences!

http://img35.imageshack.us/img35/3278/68612595.jpg (http://img35.imageshack.us/i/68612595.jpg/)

On uboat conning towers there are small metal boards that allow the crew to stand up higher, should they wish to do so..

danlisa
01-15-10, 11:09 AM
^ True that but as you can see, the Conn Crew are not standing on those boards.

Nice try.:DL

Jimbuna
01-15-10, 11:10 AM
Too much schnapps before going topside and levitating to keep their feet dry perhaps :DL

Mikhayl
01-15-10, 12:28 PM
The guys in the B&W picture are most likely half kneeling to help keep their balance while they have both hands on the binocs.

mookiemookie
01-15-10, 12:49 PM
Why they such high?:shifty::damn:



They're not. It looks about right to me:

http://users.telenet.be/d.rijmenants/pics/uboat.jpg

http://www.uboat.net/men/uniforms/images/u94.jpg

Kimmers
01-15-10, 01:00 PM
i quite like the pictures, they're very nice :yeah:

The General
01-15-10, 01:50 PM
The guys in the B&W picture are most likely half kneeling to help keep their balance while they have both hands on the binocs.I concur.

elanaiba
01-15-10, 02:21 PM
^ True that but as you can see, the Conn Crew are not standing on those boards.

Nice try.:DL

Oops true. I didn't see the feet of the guy on the left and I couldn't see the one on the right... and remembered having this revelation while visiting u-995 during Subsim meet.

misfitdreamer
01-15-10, 02:37 PM
http://img443.imageshack.us/img443/6499/sh5visualimprovement5.jpg


i feel like the smoke effects we see in these new shots aren't as impressive as the one in this older photo

Schultz
01-15-10, 03:38 PM
Older photo?

V.C. Sniper
01-15-10, 04:20 PM
i feel like the smoke effects we see in these new shots aren't as impressive as the one in this older photo
photoshopp3d!!!

karamazovnew
01-15-10, 04:34 PM
photoshopp3d!!!

A very high probability. Some of SH4's screenshots looked much better than the final game.


By the way, here's the new SH5 crew management screen:
http://www.gamespot.com/pc/sim/silenthunter4/images/0/1/

Oh no, wait. It's actually a SH4 UBM preview pic :haha:

Carotio
01-15-10, 08:13 PM
On uboat conning towers there are small metal boards that allow the crew to stand up higher, should they wish to do so..

*Ahem*
http://larsbundgaard.dk/Privat/pdf/2009-09-16_subsim.pdf#page=98
Password= S0ms1m

So, do you remodel the towers then? :03:
You know, the Laboe museum technician would love you for it... :woot:

Onkel Neal
01-16-10, 02:16 AM
They're not. It looks about right to me:



http://www.uboat.net/men/uniforms/images/u94.jpg

Wait, why are they so high in that picture? They shouldn't be that high, the guys in that U-boat are wrong, they should be lower.

quad5
01-16-10, 04:03 AM
They're not. It looks about right to me:

Attentively we look!:ping::yep:

http://img32.imageshack.us/img32/4445/68863432.jpg (http://img32.imageshack.us/i/68863432.jpg/)

quad5
01-16-10, 04:04 AM
On uboat conning towers there are small metal boards that allow the crew to stand up higher, should they wish to do so..

It is absolutely right!

Wolfling04
01-16-10, 05:34 AM
Look closely their different conning towers.

The conning tower that Mookie posted and the tower that quad posted are different.

elanaiba
01-16-10, 05:41 AM
Yeah they gotta be able to look like tall german ubermensch should they wish to do so. Or look for enemy contacts. Something along those lines :)

GreyOctober
01-16-10, 06:22 AM
They appear to be so high because they stand on retractable pedestals. Problem solved.

quad5
01-16-10, 06:58 AM
They appear to be so high because they stand on retractable pedestals. Problem solved.

Very good! But...
Question: Then why this problem is not solved till now in game?:shifty:

GreyOctober
01-16-10, 07:03 AM
No ideea...ask the devs :)

quad5
01-16-10, 07:08 AM
This problem is easy for eliminating - it is necessary to lower only a bridge deck as it was on the original!:up:

kemeri
01-16-10, 07:31 AM
This problem is easy for eliminating - it is necessary to lower only a bridge deck as it was on the original!:up:

I do not see any problem here.
Threre are a lot of more important things, really AFFECTING the gameplay, to work at.

quad5
01-16-10, 08:46 AM
I do not see any problem here.

I see a problem!
It is a simulator u-boat or GTA?!! The developer is obliged to adhere to historical conformity!

Jimbuna
01-16-10, 09:44 AM
http://www.uboat.net/men/uniforms/images/u94.jpg
Wait, why are they so high in that picture? They shouldn't be that high, the guys in that U-boat are wrong, they should be lower.

It's those bloody Churchill hats I tell ya :stare:

http://4.bp.blogspot.com/_JGyMlGQKTSM/SdpVQg8RNzI/AAAAAAAAAUI/cOlRcBF46Tg/s320/winnie.jpg

:DL

karamazovnew
01-16-10, 10:09 AM
So... first we complained that the interior was too big. Now we're complaining that the tower is too small. Forget it devs, you can't do anything to please us :har:

BTW, Quad's image seems to be of a type IX... look at the holes on the sides.

Blood_splat
01-16-10, 10:22 AM
Attentively we look!:ping::yep:

http://img32.imageshack.us/img32/4445/68863432.jpg (http://img32.imageshack.us/i/68863432.jpg/) LMAO

Snestorm
01-16-10, 10:25 AM
I see no problem here.
They have all kinds of things to stand on that will effect their height.
Therefore (derfor), whatever the devs decide, can be considered correct.

Gunfighter
01-16-10, 10:35 AM
Graphics look great but that interface ugh ! Get cracking Modders you have to change that interface.PLEASE.

mookiemookie
01-16-10, 10:39 AM
On uboat conning towers there are small metal boards that allow the crew to stand up higher, should they wish to do so..

http://imgur.com/UNQRC.jpg

quad5
01-16-10, 11:10 AM
BTW, Quad's image seems to be of a type IX... look at the holes on the sides.

The expert.:har::yeah: You are not right is type Vll.

Schultz
01-16-10, 11:47 AM
He is right it's a type IX

Delareon
01-16-10, 02:53 PM
is it just me or does the crew still look like american navy in combination of a bad comic style? (just like sh4 the same ugly crew)

Onkel Neal
01-16-10, 03:01 PM
Yeah they gotta be able to look like tall german ubermensch should they wish to do so. Or look for enemy contacts. Something along those lines :)


Maybe Doenitz had a ubermensch mod going on... :hmmm:

Catfish
01-16-10, 04:22 PM
Towards the end of the war, they rose above themselves ..

Greetings,
Catfish

Sailor Steve
01-16-10, 04:47 PM
is it just me or does the crew still look like american navy in combination of a bad comic style? (just like sh4 the same ugly crew)
You must be the only one who feels that way. Every other comment I've ever heard about the SH4 crew is how much better they looked than SH3's. Back then it was "The SH3 crew look like robots." "The SH3 crew look like cartoons."

So I gues it is just you.

Kapitanleutnant
01-16-10, 05:11 PM
Well it isn't just him, I feel the same way. The SH4 and SH5 crew don't look very good to me. They're too "deep" (in the height, width, depth sense), it's unnatural looking. That's not to say SH3's crew looked good either, but SH5's are still pretty crappy.

karamazovnew
01-16-10, 05:45 PM
The expert.:har::yeah: You are not right is type Vll.

I admit, I'm wrong... I thought the spaces just above the ballast tanks were better separated. It's actually the other way around. The Type IX has those. Plus I couldn't spot the rounded curvature of the tanks themselves. After a lot of searching I've only found one more image of this turm. And unfortunately I don't know which turm it is. It's clearly a VII C, but no idea which variant.

http://www.shipcamouflage.com/images/TypeVII.jpg

What I can be sure of is that:
1. other turms are slightly lower (visually estimated only), turms with a doubled wave breaker are about 15 cm taller. You can see this if you follow the line of the top rim. It drops suddenly as it nears the railing section.
2. the tower in the official pic is not the same as the one in your image
3. the guy you took as reference is 20-25 cm shorter than the other guys on the deck.


Also look again at this image:
http://www.uboat.net/men/uniforms/images/u94.jpg[/QUOTE]

Notice that here the men on the deck almost touch the lateral rim with their heads. The one in your pic would do tat too if he was a head taller.

karamazovnew
01-16-10, 05:58 PM
Btw, some SH veterans are complaining about the black background of the periscope interface... I bet my ass they did it to fit the interface into all possible resolutions and resulting aspect ratios. I would say modding the background with an image will be difficult because one plays in 1280x1024 (4:3), others in 1680x1050 (16:10), and some would like to play it on the fullHD TV screen (16:9).

Since I'm the only one that actually did this... I completely disagree. The scaling of objects in SH4 is very versatile.
- You can have objects that retain their size in pixels, thus becoming smaller as you increase resolution. (scaling factor 0)
- You can stretch an object unevenly (scaling factor 2)
- You can have objects that scale uniformly up with resolution thus always occupying the same amount of screen. (scaling factor 1 or 5)
- You can choose weather to scale either to the lateral sides (scaling 5) or to the top/bottom (scaling 1) and so choose weather an image gets cropped (5) or has side gaps (1).

Granted, in the original SH4 interface (I mean the periscope screen) they didn't use a single visible object with a scaling of 1. All objects had a scaling factor of 0 (they all get smaller as you increase resolution) except for the background which had a scaling factor of 5 (which gets cropped on wide screen resolutions and forces the viewfinder image to get bigger). But you can actually do anything and create very complex relations of position and scaling between objects of different scaling factors. It's complicated but I've done it in Notepad and ended up with a single mod that works for all resolutions and sub types. I'm not sure they had to use Notepad :haha:

Also in SH4, the devs chose to "glue" all interface items to the sides. They can also be glued to the middle and even arbitrary positions. For example in my interface I had to force a non scaling item (the bloody periscope bearing dial) to remain in the same spot and put 2 scaling buttons (the stadimeter and AOBF button) to its sides... Try on any resolutions, they never become wrong.

If you're interested in checking it out yourself, use this info:
http://www.subsim.com/radioroom/showpost.php?p=1157028&postcount=7 (Lol, I should've added images, it's quite hard to follow).

So, if I could do it (it was my first real mod) after finding out the rules by myself, why do you think the devs wouldn't be capable of achieving this too?

EgoApocalypse
01-16-10, 06:39 PM
Amen brother, Amen....................:yeah:

Einsman
01-16-10, 08:29 PM
If these images belong to the new interface of Silent Hunter 5 ... Bad start. Personally, I like the interface of Silent Hunter but with high resolution textures

oscar19681
01-16-10, 10:04 PM
Towards the end of the war, they rose above themselves ..

Greetings,
Catfish

LOL:haha:

I dectect a hint of black humor on my asdic!

quad5
01-16-10, 10:52 PM
Also look again at this image:
otice that here the men on the deck almost touch the lateral rim with their heads. The one in your pic would do tat too if he was a head taller.

Ok. Look! :know::yep:

http://img34.imageshack.us/img34/5065/u94copy.jpg (http://img34.imageshack.us/i/u94copy.jpg/)

http://img8.imageshack.us/img8/4449/u2041.jpg (http://img8.imageshack.us/i/u2041.jpg/)

http://img97.imageshack.us/img97/6499/attachmentu.jpg (http://img97.imageshack.us/i/attachmentu.jpg/)

Questions?

Now look this!
Where is small metal boards?

http://img189.imageshack.us/img189/9595/26431073.jpg (http://img189.imageshack.us/i/26431073.jpg/)

Look on what height UBI have made bridge protection "a winter garden"!
Simply compare to the original on a photo!

The bridge deck should be lowered downwards!

quad5
01-16-10, 11:41 PM
Compare to the original!

http://img97.imageshack.us/img97/6449/uviic.jpg (http://img97.imageshack.us/i/uviic.jpg/)

"Having eyes yes will see, having ears yes will hear" the Holy Bible

modisch
01-17-10, 03:36 AM
There may be no step stools in the in-game model... but I think this falls into the rivet counting category.

Ideally, everything should be as historically accurate as possible. Realistically, every game's dev team has a to-do list that outstretches resources. It's necessary to prioritize and cosmetic fine tuning like the proportions of player models to uboat model components probably goes low on the list.

If the devs had near infinite resources, I would expect them to produce a near perfect product. But as they don't... I have lower expectations. My expectations demand more of gameplay and function. I'll spend more time looking at maps and the periscope than an outside 3D camera of my uboat on the surface.


As for the interface... it's clean and uncluttered, which is nice. But on the flipside, it loses the flavor of those beautiful german dials. I'll look forward to modders adding dials to the interface. But I don't need the clutter of SHIV's instrument pile on the nav map. So I hope a balance can be struck between the slick but spartan interface from the devs and the technical artistry of the German u-boat dials and mechanicals.


Screenshots are nice for wetting the appetite. But it always comes down to gameplay. I hope SHV can deliver the total package without too many bugs... and I hope that they leave enough of the game open to modders to satisfy every demanding tweaker ;)

-m

andycaccia
01-17-10, 07:23 AM
Theese screenshots are impressive, to say the least...but the interface shown at the periscope station is a bit "cold". However, it appears to be clear and polished...which is not bad.

karamazovnew
01-17-10, 10:27 AM
Look on what height UBI have made bridge protection "a winter garden"!


Now I see :o. You're right. The wave breaker should be part of the deck, structurally separating the tower plating. It should be flush with the deck.
I rest my case... Give the man a beer :yeah:.

quad5
01-17-10, 12:38 PM
Now I see :o. You're right.Give the man a beer :yeah:.

Jesus has heard me... аnd thanks for beer!:D:salute:

karamazovnew, Ask this question UBI, finally they your compatriots!!! For the present it is possible to correct this problem.

karamazovnew
01-17-10, 01:57 PM
Jesus has heard me... аnd thanks for beer!:D:salute:

karamazovnew, Ask this question UBI, finally they your compatriots!!! For the present it is possible to correct this problem.

Shh please, I'll wait until I'm 33 before I announce myself to the world and usher in a new era :haha:

I'm far from being an expert on uboats, I just love a good argument and you've provided one. I take pleasure in learning new things and find out that I'm being wrong about something. The devs might be my compatriots and their office is just a few kilometers away from my home, but I've never had contact with them, outside of this forum. A PM from you would have the same effect as one from me.
Moving the vertices up a few units is very easy to do but they might not be willing to do that because of design issues. Who knows, maybe the deck camera was too claustrophobic so they decided to raise the deck to allow for better visibility. At least it's very easy to mod if we have access to the 3d models. :yep:

elanaiba
01-17-10, 02:20 PM
Dudes, are we talking about the wintergarten rail level or about the deck height level?

Mikhayl
01-17-10, 02:34 PM
Hi Dan, here's my take, given the pics:
http://i49.tinypic.com/2v84tnr.jpg

http://i45.tinypic.com/1536zpz.jpg

1: the angle of the rail looks very different, much steeper on the blueprint

2: the deck on the model looks fairly level with the 1st wave breaker, as to the blueprint, looks fine to me

3 & 4: hard to tell from the picture. If the height of 3 is accurate, then it means that the height of 4 is too small on the 3D model compared to the blueprint, which would explain the flatter angle of the upper rail in #1, and by extension why the crewmen seem to be 10/20cm higher on the model than on the B&W pictures.

karamazovnew
01-17-10, 07:10 PM
Dan, is this how the game really looks? I mean... no Photoshop? No "Artists rendition"? Because it that case... G'DAAAAAAMN :o
In this very picture we're bickering about the deck height, I'm just struck by how realistic (and artistic) the railings look. And the planking of the main deck... and the water spray.... and the lights G'DAAAAMN :))

HundertzehnGustav
01-17-10, 07:49 PM
impression... Wintergarten is about 20 cm too high...
still... jaw droppinh quality.

karamazovnew
01-17-10, 08:58 PM
Gustav, what's with that sig bro? Why not use it after you actually play SH5? It might even be "SH5 is the shizzle, yo"

quad5
01-17-10, 11:29 PM
impression... Wintergarten is about 20 cm too high...

30 cm...For a simulator it is inadmissible! :down:

Let's ask Tomi_099, what he thinks of it?:cool::yep:

quad5
01-17-10, 11:43 PM
Once again: This problem is easy for eliminating - it is necessary to lower only a bridge deck as it was on the original!:up: Hand-rail of "winter garden" too to make more low, as on the original.

Sgtmonkeynads
01-18-10, 04:45 AM
" Up scope....."
"Merchant spotted..,range..500 meters,30 degrees port"
"Ready tubes 1 and 3...fire on my mark...FIRE....."
"Sorry Sir, our Wintergarten is about 20 cm too high....."
" Dang....abandon ship.":dead:

TDK1044
01-18-10, 10:17 AM
GKane over at the Ubi site is promising more content is being released this week.

martes86
01-18-10, 10:31 AM
Those are some nice pictures, but the UI design seems to have a not so good look (kind of mid-high tech look) to lots of members in the community. My personal opinion is that, since it will be moddable, that we focus on other more important stuff (since we'll be able to change the UI later), like gameplay and realism, which we have yet to see in detail.

Cheers

flakmonkey
01-18-10, 01:23 PM
1: the angle of the rail looks very different, much steeper on the blueprint

2: the deck on the model looks fairly level with the 1st wave breaker, as to the blueprint, looks fine to me

3 & 4: hard to tell from the picture. If the height of 3 is accurate, then it means that the height of 4 is too small on the 3D model compared to the blueprint, which would explain the flatter angle of the upper rail in #1, and by extension why the crewmen seem to be 10/20cm higher on the model than on the B&W pictures.


Given the amount of variation on real type7 boats thanks to different ship yards building them and occasionally even material availability and shortages a paltry 20cm difference from the original blueprint is perfectly feasible, do people really imagine that every type7 was an exact clone of every other?!?

Mikhayl
01-18-10, 01:36 PM
I posted that just to help with the question, but I'm totally with you on that :)
Besides, it's possible that the drawing isn't even accurate, if we put the average guy shoulder line on the level of the edge of the tower, the gun mount on the drawing is way too low.

MH
01-18-10, 01:48 PM
May be this willbe of some help




http://img503.imageshack.us/img503/527/91434445.jpg

MH
01-18-10, 02:00 PM
http://img101.imageshack.us/img101/2195/64478948.jpg


http://img517.imageshack.us/img517/4717/12082758.jpg


http://img215.imageshack.us/img215/3279/97882772.jpg


http://img517.imageshack.us/img517/3939/69311748.jpg

PL_Andrev
01-18-10, 02:35 PM
GKane over at the Ubi site is promising more content is being released this week.

I hope that it will be screenshots others than at the first post of this subject - because UBI forum (and other english source) does not have them...
:rotfl2:

HundertzehnGustav
01-18-10, 03:06 PM
Gustav, what's with that sig bro? Why not use it after you actually play SH5? It might even be "SH5 is the shizzle, yo"

just havin a little fun...
and spreadin neg-uh-tiviti around...:O:

Sailor Steve
01-18-10, 03:06 PM
30 cm...For a simulator it is inadmissible! :down:
More like trivial.

" Up scope....."
"Merchant spotted..,range..500 meters,30 degrees port"
"Ready tubes 1 and 3...fire on my mark...FIRE....."
"Sorry Sir, our Wintergarten is about 20 cm too high....."
" Dang....abandon ship.":dead:
:rotfl2::rock:

HundertzehnGustav
01-18-10, 03:11 PM
to me the question is compared to the Men - the Men would need rails to keep them falling from the deck in storm conditions, but these rails seem to be chest-high, compared to "Peter the average-tall Kriegsmarine watchman"

A thing that comes to mind: can we point the Oerlikon anyway we want, and shoot? i mean
-lower than horizontal
-horizontal to the front, endangering our own watchcrew

or will we be prevented to shoot the WO by error?

kapitan_zur_see
01-18-10, 03:51 PM
Am I the only one to find this height question of mere interest, mundane if not of trivial matter, and going too far in this thread?? :yawn:

People, you're not going to die over this... I sometimes wonder how devs still find the enthusiasm to release screenshots if not for marketing purpose only given the amount of criticism generated for mere details

mookiemookie
01-18-10, 04:00 PM
Am I the only one to find this height question of mere interest, mundane if not of trivial matter, and going too far in this thread?? :yawn:

People, you're not going to die over this... I sometimes wonder how devs still find the enthusiasm to release screenshots if not for marketing purpose only given the amount of criticism generated for mere details

The funny thing is to see how outraged some people get over it.

psykopatsak
01-18-10, 05:08 PM
and how everyone mentions some random Tomi-guy like he was a god. GO PROGRAM THE GAME YOURSELF!

MH
01-18-10, 06:28 PM
The funny thing is to see how outraged some people get over it.


size matters :yep:

kapitan_zur_see
01-18-10, 06:45 PM
size matters :yep:

:rotfl2:

and how everyone mentions some random Tomi-guy like he was a god. GO PROGRAM THE GAME YOURSELF!

Tomi has done a very good work with his 3d engine room, no doubt about it!, but one that rose many bitter expectations and "frustrations" since it has more or so stayed as a WIP since the cancellation of GWX4... Hence it has gone some sort of "what if" legend, thus the quoting of Tomi everywhere...
Now I agree that he's not god himself, and that his work, though very good indeed could very well be made by some other guys. Still, his commitment to details that looks already beyond what SH5 looks like in those interior screenies serves as a standard to "judge" what SH5 should/could achieve.

Anyway I still get your point. No need pesting about mundane details and turns angry and bitter about anything just because some are over-reacting toward SH5 cheesy marketing.

People, lighten up and wait&see for the small details... As far as development is not finished, only the big pictures should matter! Don't waste your day over this!!

HundertzehnGustav
01-18-10, 07:00 PM
never. the raiils we can do ourselves if it bugs us so much...

V.C. Sniper
01-18-10, 10:19 PM
I h8 subs on rail

quad5
01-19-10, 05:55 AM
Given the amount of variation on real type7 boats thanks to different ship yards building them and occasionally even material availability and shortages a paltry 20cm difference from the original blueprint is perfectly feasible, do people really imagine that every type7 was an exact clone of every other?!?

Show me at least one archival photo on which type 7 "С" corresponds to game model?!!:|\\

quad5
01-19-10, 06:09 AM
Am I the only one to find this height question of mere interest, mundane if not of trivial matter, and going too far in this thread?? :yawn:

Interesting position...
I cannot understand a simple thing: if UBI used contemporary records and real drawings why they cannot make exact the deck on the model in game?:shifty:

It is a simple question.:yep:

kptn_kaiserhof
01-19-10, 09:18 AM
on the forth pic what class carrier is that

Apos
01-19-10, 11:32 AM
on the forth pic what class carrier is that

I bet it is Illustrious, but why it has UK flag and american planes on it?

Kapitanleutnant
01-19-10, 05:10 PM
I thought you were all being a great big bunch of whiners, groaning about a 30cm difference in turm height.
That is, until I found out that the VII will be the only type in the game. The fact that there's only one boat type, and that they can't even get that right, is astonishing to me.

BulSoldier
01-19-10, 05:14 PM
At this point the bad news somehow seem funny in a very tragic way :hmmm:

Jimbuna
01-19-10, 05:16 PM
I won't be making my final analysis until I've seen the game and loaded it on the rig.

There is a lot of room for further speculation now though :hmmm:

BulSoldier
01-19-10, 05:19 PM
There is indeed alot of uncertanty but it doesnt seem to have a good start.

Jimbuna
01-19-10, 05:37 PM
There is indeed alot of uncertanty but it doesnt seem to have a good start.

You certainly have a valid point :yep:

CM_Beagle
01-19-10, 10:44 PM
So far this is looking good. I have played all of the games in the SH series, and they keep getting better, with one little exception. I enjoyed the SH2 version the most due to the inclusion of the separate title that centered around Destroyers, though for the life of me I can't remember the exact title. I read that there is a bit of RPG elements being introduced in this version. One thing I would like to see at some point, though I have no idea how difficult it would be to implement (my current programming knowledge extends to being able to fill the end of a pin in 4' block type) but I would like to see the ability to step in as a member of the crew and do various work within that rate class. Me personally I would love to be able to work as a MoMM or EM (or KM equivalents of these), I'm at least glad to see that the engine room is modeled. Certainly being able to do some of the work that goes on to make the sub go would help pass the time while in transit to a patrol area.

One thing I thought was great in SH4 (I just recently obtained a computer that could run it, so I was a bit behind the times) was when sailing out of Pearl Harbor I was sailing past what appeared to be a Northampton class CA and I could actually see sailors moving about on deck. That was a really nice bit of detail I thought. I've worked with gaming before, albeit from an artwork side, and I can appreciate the problem of wanting to add things in but having to balance it out vs. performance cost and dev time cost. That sort of thing helped the scene to come alive.

Sailor Steve
01-20-10, 12:18 AM
It was Destroyer Command. Thanks to Subsim getting somebody who could make the two work together properly we had some wonderful battles back in those days. Many are the members here who have begged for a DC2 to go along with SH3 or SH4.

Interesting idea about being able to do the ratings' work. It's not something I would ever want to play, but I can see the merits.

Oh, and WELCOME ABOARD!:sunny:

JScones
01-20-10, 01:09 AM
I thought you were all being a great big bunch of whiners, groaning about a 30cm difference in turm height.
That is, until I found out that the VII will be the only type in the game. The fact that there's only one boat type, and that they can't even get that right, is astonishing to me.
:up: Fair call, IMHO. If they are going to model only one boat for whatever reason, then it better be darn accurate. Otherwise it makes a mockery of claims that "because we are only focussing on one u-boat, it will be more accurate" (still, the cutting board and sink will be correct).

Jimbuna
01-20-10, 04:41 PM
Welcome aboard CM_Beagle http://www.psionguild.org/forums/images/smilies/wolfsmilies/welcome.gif

quad5
01-21-10, 03:12 AM
:hmmm::D:haha:

http://img34.imageshack.us/img34/2032/sh5screen11.jpg (http://img34.imageshack.us/i/sh5screen11.jpg/)

Rhodes
01-21-10, 06:58 AM
:hmmm::D:haha:

http://img34.imageshack.us/img34/2032/sh5screen11.jpg (http://img34.imageshack.us/i/sh5screen11.jpg/)

What? Since I can not confirm what model of the type VII is, I can't see what is so funny. If it's a VIIA and a B, the laught should be the lack of the superior net cutter. I do no know if the VIIC when they removed the superior one still had the inferior in the bow line!

PS: Love my new avatar!

Mikhayl
01-21-10, 07:35 AM
If you zoom in you'll notice that the rivets are barely 5mm large, when in reality those rivets had a diameter of 8mm. UBI listen up, you just lost a customer!

elanaiba
01-21-10, 07:48 AM
Quad5 is obviously more interested than others in some technical details and dimensions. Those are of course important. Not always easy to sort out given conflicting pictures/versions, etc. Many people don't rate them as important as "gameplay or simulation issues". Still, being informed of an issue is better than not knowing that the issue exists.

I'm not sure what he is pointing at in this picture, though.

elanaiba
01-21-10, 07:49 AM
P.S. LOL @ Mikhail :)

Mikhayl
01-21-10, 07:53 AM
I think he's pointing at the "teeth" of the net cutter, on the VIIC these were supposedly removed early in the war. I'm sure no VIIC/41 would have them at all, but I guess it's not impossible that some VIIC kept them throughout.

PS: I agree that those details count, but it seems that Quad is more interested in mocking than in constructive comment.

PPS: to avoid rivet counting, I suggest you stop posting pictures of exterior and only post pictures of the interior, map view, TDC view, damage control and such :D

GertFroebe_neu
01-21-10, 08:14 AM
Flood holes show that this is a VII-B since a VII-C had a different number of flood holes. A VII-A looks much more different than B or C.

Tomi_099
01-21-10, 08:16 AM
PPS: to avoid rivet counting, I suggest you stop posting pictures of exterior and only post pictures of the interior, map view, TDC view, damage control and such :D


......YES SIR .... !!!:yep:

quad5
01-21-10, 11:56 AM
I think he's pointing at the "teeth" of the net cutter

You are right! Such teeth was not on VII "С". Such teeth was established only together with a net cutter. :|\\

quad5
01-21-10, 12:03 PM
I love accuracy in simulators, look on "IL-2"!:up: