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View Full Version : G7e's take after my 'handle'


SteamWake
03-06-10, 04:47 PM
Yup couldent belive it when I saw it.

G7e's leave steamwake :doh:

The whole freakin idea of using these is so they wont see it comming.

(If you dont know G7e's are the electric powered torpedo supposed to not leave any wake)

kylania
03-06-10, 04:51 PM
I'd like to know if the targets can see the wake and be alerted by it or if it's simply graphical.

SteamWake
03-06-10, 04:54 PM
I'd like to know if the targets can see the wake and be alerted by it or if it's simply graphical.

Well they sure as hell did in SH4 espically the DD's which would pop into flank from a standing start.

GreyWolfGhost
03-07-10, 12:58 AM
I noticed that last night too. Was like, WTF?

Capt.Warner
03-07-10, 01:01 AM
Wow messed up:hmmm:

malkuth74
03-07-10, 01:03 AM
Oh yeah. I noticed this too. But to be honest... So many things that are wrong never really crossed my mind to worry about that.

Not like Destroyers or anything actually respond anyway most of the time.

Kresge
03-07-10, 02:10 PM
Oh no! The Brits have infiltrated our torpedo factories and are attaching compressed air canisters to all the electric eels!

gimpy117
03-07-10, 02:34 PM
Oh no! The Brits have infiltrated our torpedo factories and are attaching compressed air canisters to all the electric eels!

cunning! they win this round...at least until the next patch!

elanaiba
03-07-10, 05:41 PM
Until next patch...

http://www.subsim.com/radioroom/downloads.php?do=file&id=1574

Kapitanleutnant
03-07-10, 05:47 PM
Until next patch...

Isn't this the exact kind of thing that should have been picked up in the QA testing before release? Y-you did... You did QA test this game.... right? :cry:

elanaiba
03-07-10, 05:48 PM
Probably somebody added them at the last minute - thinking they are missing ;)

CaptainHaplo
03-07-10, 05:49 PM
Well done Dan. Thats some support right there folks. Likely done in his "spare" time - and offered to the community - for no other reason than because he can.

:yeah:

Kapitanleutnant
03-07-10, 05:49 PM
That is quite funny actually.

I don't work in games development, but here's an idea, just a thought. Maybe before you make Silent Hunter 6 you could organise some kind of reference, maybe call it a "design document"? Perhaps this hypothetical document could include information like maximum speed and dive depth of the boats, notes on the torpedo types etc.. then you could give a copy to everybody involved in the production so they know what is appropriate for your historical simulation. That way maybe the next game won't be such a train wreck.

Sailor Steve
03-07-10, 05:52 PM
Thanks, Dan!:rock:

SteamWake
03-07-10, 06:38 PM
Thanks, Dan!:rock:

Ditto ! :yeah:

AngusJS
03-07-10, 07:54 PM
Thanks, Dan.

Kresge
03-07-10, 08:04 PM
It's interesting that in the game credits they have numerous quality control people and game testers listed, but I don't recognize a single name or see anyone with a handle. Prolly hired a bunch of people who have no experience with subsims to play the game.

sideways
03-07-10, 11:53 PM
i also noticed that the props on the torps don't actually spin, nor does the little spinner on the front...

they just kind of 'levitate' through the water by magic.

kylania
03-08-10, 12:09 AM
i also noticed that the props on the torps don't actually spin, nor does the little spinner on the front...

they just kind of 'levitate' through the water by magic.

Ooh, that explains it all!! All the torpedoes, even the electric ones, are propelled by the sabotaged air canisters! That explains why none of the spinners work AND why the electric fish have a bubble train. Brilliant!

kylania
03-08-10, 12:14 AM
That is quite funny actually.

I don't work in games development, but here's an idea, just a thought. Maybe before you make Silent Hunter 6 you could organise some kind of reference, maybe call it a "design document"? Perhaps this hypothetical document could include information like maximum speed and dive depth of the boats, notes on the torpedo types etc.. then you could give a copy to everybody involved in the production so they know what is appropriate for your historical simulation. That way maybe the next game won't be such a train wreck.

On paper that sounds good. But it doesn't work in practice. Take this quote about Assassin's Creed II:

"I believe in game design bibles. I'm not saying 400 pages of stuff where I explain my view of life, or why we're doing this. Those are the documents that people don't read. Nobody has time to search through 400 pages of documentation."From: http://www.gamasutra.com/view/news/26105/Assassins_Creed_2s_Plourde_On_Why_Fail_Early_Fail_ Often_Is_The_Wrong_Approach.php

Friend of mine is a game designer and one title he worked on started with 400 pages of game design notes and ideas and how wonderful the game was. Once they realized it was an unsustainable amount of plan, they paired it down to 40 pages and made a much better game for it.

That said, for a realism sim it's probably different than an MMO, details would matter a lot more.

Edit: Well, hello there responding in totally the wrong place, how are you?

mchart
03-08-10, 12:27 AM
I haven't noticed any enemy ships noticing the electric torps. I've fired on more then a few DD's in multiplayer games for practice -And they almost never notice the electric torps even though you can see the wake. So yes, it's just a bug with the graphics, and not a bug aflicting the gameplay.

msxyz
03-08-10, 02:53 AM
I though this bug was present also in SH3 and 4 :06:

elanaiba
03-08-10, 03:41 AM
Electric torpedoes not being spotted is not a bug.

Electric torpedoes leaving wakes is a SH5 bug. Its fixed in the file I uploaded earlier.

Propellers (and arming prop) for ALL torpedoes not turning is a problem we have with the animation system. KNOWN BUG.

By the way, for the first time we have quasi-accurate german torpedo models in the game :)