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hunter301
03-10-14, 10:10 AM
Why can't I go to other areas of the boat? I can only move from the control room to the conning tower and back.
I have looked thru the controls and I have moved all around the lower control room but can't seem to get to the engine room, the captain's quarters, the sonar room ect. I can pull up the individual stations but not figure out how to move around the ship.

Dread Knot
03-10-14, 02:15 PM
You can't get to those spaces, because they don't exist in the game. The control room, conning tower and bridge are it for a first person view. Occasionally, a brave modder has attempted to add other compartments, but I don't know if there has been any real lasting success at this.

hunter301
03-10-14, 02:17 PM
You can't get to those spaces, because they don't exist in the game. The control room, conning tower and bridge are it. Occasionally, a brave modder has attempted to add other compartments, but I don't know if there has been any real success at this.

Was it only on SH3 that you could move thru the boat?
I could swear there was a game that you could do that.
Course it has been 5 years since I played any of these.

Dread Knot
03-10-14, 02:19 PM
Was it only on SH3 that you could move thru the boat?
I could swear there was a game that you could do that.
Course it has been 5 years since I played any of these.

In SH3 you could stroll through the captain's quarters, radio and hydrophone stations in addition to the control room and conning tower.

In SH5 you have the run of the ship. (a type VII only)

CapnScurvy
03-10-14, 02:59 PM
In Optical Targeting Correction I added the Radio Room to all American subs (TMO 2.5 has it for the Gato interior..... which is also the same modeled interior for the Balao). You can get to it through a Keyboard key click; mousing the Radio Room door when in the Command Room; or simply move through the door to the Radio Room when in the Command Room free camera. The Radio Room comes from SHIII. I made small changes to the room to distinguish them from each sub.

I've messed around with adding additional rooms too but there is a drawback......the more rooms you add, the greater memory usage is required to model them. It could be most computer's today can handle the extra load on memory, its just that the game balks in giving you more memory access over 2 gigs (the SH4 game just wasn't designed for more memory access). SH5 does allow for additional memory access, which gave the developers the idea to have almost the complete sub interior modeled. The only problem in bringing the SH5 modeled interiors to SH4 is the format the models use.....their completely different than the SHIII or SH4 models.

As Dread Knot pointed out, the developers didn't add any rooms to the American subs outside of the Command Room (the same design was used for a couple of the different subs), Conning Tower (not one for the S-Class), or the outside Bridge.

gord96
03-10-14, 03:43 PM
Was it only on SH3 that you could move thru the boat?
I could swear there was a game that you could do that.
Course it has been 5 years since I played any of these.

There was a mod for SH3 where you could walk through a full Type II I believe.

merc4ulfate
03-10-14, 10:27 PM
I love a bow to stern walk through boat. To be able to go to the torpedo room and watch a loading and hit fire from there or walk to the engine room and watch those diesel roar ... it would be lovely.

TorpX
03-10-14, 11:10 PM
Yes, it would be very nice, but also a lot of work. Especially, when you consider things like crew, animations, and the like.

Sniper297
03-10-14, 11:10 PM
From what I've read about it SH5 created a whole new program to allow walking around in the boat talking to crewmen and tasting the cook's soup. Apparently they thought that was more important than finally adding the most vital aspect of submarine simulation.

hunter301
03-11-14, 07:30 AM
It does make it feel a little restrictive when you can only go three places on the entire boat. When you are on a long patrol and you get tired of being on the bridge you get the urge to go below and walk around but then you're stopped once you hit the control room. I'd like to be able to go into the engine room, battery compartment and finally my favorite the torpedo room.

OH well maybe once I get a faster computer and it's gets modded out enough to fix all of the bugs I'll pick up SH5 for the whole effect.
Course then I won't be in the pacific anymore.

ETR3(SS)
03-11-14, 09:14 AM
From what I've read about it SH5 created a whole new program to allow walking around in the boat talking to crewmen and tasting the cook's soup. Apparently they thought that was more important than finally adding the most vital aspect of submarine simulation.Nope, same ole code from SH3&4. And what would be that vital aspect in your opinion? Curious is all.

ReallyDedPoet
03-11-14, 09:44 AM
Captain America started work of a Captain's Room ( I think it's still in the downloads section ), but it is unfinished. He was hoping someone would pick up where he left off.

hunter301
03-11-14, 09:44 AM
And what would be that vital aspect in your opinion? Curious is all.

IMO it deals with immersion into the game. Especially when under attack or taking damage during damage repair times after you have just ducked a serious depth charging and you have suffered damage. Taking on water could put a whole new light on it when you go back to the engine room and see water spraying out of the ceiling.
Oh well just wishful thinking.

TheDarkWraith
03-11-14, 09:52 AM
OH well maybe once I get a faster computer and it's gets modded out enough to fix all of the bugs I'll pick up SH5 for the whole effect.

I wrote a patcher to patch out the bugs. Many mods have been made to really enhance SH5. Tell me what bugs are left to patch out :hmmm:

I've even taken SH5 to another level with my patcher application by adding new things that never existed in any of the Silent Hunter series (air-to-air combat for one for the planes, just finishing up a new patch that will greatly reduce the sonar return strength of sonar with a unit sitting near the bottom, and gave coastal defenses a way to spot submerged submarines using 'sub loops').

So tell me, what bugs are left in SH5 :06:

hunter301
03-11-14, 10:33 AM
I wrote a patcher to patch out the bugs. Many mods have been made to really enhance SH5. Tell me what bugs are left to patch out :hmmm:

I've even taken SH5 to another level with my patcher application by adding new things that never existed in any of the Silent Hunter series (air-to-air combat for one for the planes, just finishing up a new patch that will greatly reduce the sonar return strength of sonar with a unit sitting near the bottom, and gave coastal defenses a way to spot submerged submarines using 'sub loops').

So tell me, what bugs are left in SH5 :06:

I was only speculating that there were a lot of bugs left in the game.
When I saw it for sale on amazon for only $9.00 a lot of people were commenting on how "buggy" the game was that's why it was selling so cheap but it sounds like you have taken it a long way.
Cool now all I have to do is get a faster computer.

TheDarkWraith
03-11-14, 10:39 AM
Cool now all I have to do is get a faster computer.

I am able to run SH5 modded/patched on my crappy Dell work laptop (Celeron processor!) with integrated Intel HD graphics! Yes I had to turn down the shadows to almost nothing and most of the graphical sliders to low but it still works. So it is possible to run SH5 on a very, very low-end system.

hunter301
03-11-14, 10:44 AM
I am able to run SH5 modded/patched on my crappy Dell work laptop (Celeron processor!) with integrated Intel HD graphics! Yes I had to turn down the shadows to almost nothing and most of the graphical sliders to low but it still works. So it is possible to run SH5 on a very, very low-end system.

:hmmm: Maybe I can run it on mine. I have a 17" laptop with 2.5 gig cpu and 4 gig ram. The only area i'm hurting in is video. Being a laptop it's only base video, nothing special.
It would be worth the $9.00 to pick it up and try it. If not I'll always have for later.

TheDarkWraith
03-11-14, 10:49 AM
:hmmm: Maybe I can run it on mine. I have a 17" laptop with 2.5 gig cpu and 4 gig ram. The only area i'm hurting in is video. Being a laptop it's only base video, nothing special.
It would be worth the $9.00 to pick it up and try it. If not I'll always have for later.

You don't even have to pay $9.00 for it. You can find SH5 for < $3 at some places :huh:. Sometimes you pay more for shipping than the game itself.

DO NOT get the Steam version of SH5. My Generic Patcher does not work with the Steam version. If you can't patch your SH5 with my Generic Patcher there's no point in playing it as it's too full of bugs.

hunter301
03-11-14, 11:13 AM
You don't even have to pay $9.00 for it. You can find SH5 for < $3 at some places :huh:. Sometimes you pay more for shipping than the game itself.

DO NOT get the Steam version of SH5. My Generic Patcher does not work with the Steam version. If you can't patch your SH5 with my Generic Patcher there's no point in playing it as it's too full of bugs.

I'll have to see what version they're selling thru Subsim. I like to do that as much as possible.

hunter301
03-11-14, 11:20 AM
I'll have to see what version they're selling thru Subsim. I like to do that as much as possible.

Just checked subsim's Amazon link and it doesn't say if it is "Steam" version or not. How can I tell.
And what's with this constant online connection just to play the game??!!:stare:
Is that part of steam or is it something that I'll be stuck with?

TheDarkWraith
03-11-14, 11:26 AM
Just checked subsim's Amazon link and it doesn't say if it is "Steam" version or not. How can I tell.
And what's with this constant online connection just to play the game??!!:stare:
Is that part of steam or is it something that I'll be stuck with?

You have to be online the very first time you run the game. After that you can tell UPlay to go to offline mode. It's all documented in the SH5/SH5 mods forum. If you have questions just ask there :up:

Sniper297
03-11-14, 11:26 AM
"...what would be that vital aspect in your opinion?"

Elementary, my dear bubblehead, Buoyancy! The earliest flight simulators had fine control and carefully modded physics for slow flight, turbulence, dead engine, stall - spin and recovery, along with trim controls for pitch roll and yaw, altitude loss in a turn if you didn't add power and raise the nose, you name it they modeled it carefully. Sub simulators have NOTHING for ballast control, no pumping flooding blowing internal tanks to trim and balance the boat at all. Perfect neutral buoyancy at all times unless damaged and flooding, then there's no way to compensate for flooding by trimming the ballast. Undamaged hull and "bulkheads" (which are internal and would have nothing to do with water coming in from outside) means you stop motors and go to zero speed, set depth anywhere and it hovers there indefinitely without slowly rising/sinking and pitching. While waiting for a target to reach the firing point I try to keep some way on and time it to arrive at the firing point close to the perfect position anyway, but it irritates me that you CAN just go to the firing point, stop dead and never have to move. Heavy flooding in the after torpedo room you're down by the stern, no way to compensate with trim tanks?! Flight physics are always considered the most vital aspect of any flight simulator, if that's not realistically modeled it's considered lame whatever else it has. So why all these years since the 1983 Spectrum Holobyte GATO have we accepted sub simulators that don't accurately model the physics and controls for submersible vessels? :down:

"Curious is all."
Good thing you ain't a cat, hey? :salute:

hunter301
03-11-14, 11:31 AM
For everyone who says you can't move thru the boat on SH5 check out this video.
https://www.youtube.com/watch?v=iY0lBjrlfT0
This should have been part of SH4.

hunter301
03-11-14, 11:34 AM
"...what would be that vital aspect in your opinion?"

Elementary, my dear bubblehead, Buoyancy! The earliest flight simulators had fine control and carefully modded physics for slow flight, turbulence, dead engine, stall - spin and recovery, along with trim controls for pitch roll and yaw, altitude loss in a turn if you didn't add power and raise the nose, you name it they modeled it carefully. Sub simulators have NOTHING for ballast control, no pumping flooding blowing internal tanks to trim and balance the boat at all. Perfect neutral buoyancy at all times unless damaged and flooding, then there's no way to compensate for flooding by trimming the ballast. Undamaged hull and "bulkheads" (which are internal and would have nothing to do with water coming in from outside) means you stop motors and go to zero speed, set depth anywhere and it hovers there indefinitely without slowly rising/sinking and pitching. While waiting for a target to reach the firing point I try to keep some way on and time it to arrive at the firing point close to the perfect position anyway, but it irritates me that you CAN just go to the firing point, stop dead and never have to move. Heavy flooding in the after torpedo room you're down by the stern, no way to compensate with trim tanks?! Flight physics are always considered the most vital aspect of any flight simulator, if that's not realistically modeled it's considered lame whatever else it has. So why all these years since the 1983 Spectrum Holobyte GATO have we accepted sub simulators that don't accurately model the physics and controls for submersible vessels? :down:

"Curious is all."
Good thing you ain't a cat, hey? :salute:

...................... :sign_yeah::D

ETR3(SS)
03-11-14, 01:39 PM
"...what would be that vital aspect in your opinion?"

Elementary, my dear bubblehead, Buoyancy! The earliest flight simulators had fine control and carefully modded physics for slow flight, turbulence, dead engine, stall - spin and recovery, along with trim controls for pitch roll and yaw, altitude loss in a turn if you didn't add power and raise the nose, you name it they modeled it carefully. Sub simulators have NOTHING for ballast control, no pumping flooding blowing internal tanks to trim and balance the boat at all. Perfect neutral buoyancy at all times unless damaged and flooding, then there's no way to compensate for flooding by trimming the ballast. Undamaged hull and "bulkheads" (which are internal and would have nothing to do with water coming in from outside) means you stop motors and go to zero speed, set depth anywhere and it hovers there indefinitely without slowly rising/sinking and pitching. While waiting for a target to reach the firing point I try to keep some way on and time it to arrive at the firing point close to the perfect position anyway, but it irritates me that you CAN just go to the firing point, stop dead and never have to move. Heavy flooding in the after torpedo room you're down by the stern, no way to compensate with trim tanks?! Flight physics are always considered the most vital aspect of any flight simulator, if that's not realistically modeled it's considered lame whatever else it has. So why all these years since the 1983 Spectrum Holobyte GATO have we accepted sub simulators that don't accurately model the physics and controls for submersible vessels? :down:

"Curious is all."
Good thing you ain't a cat, hey? :salute:An excellent response! However, unlike a flight sim, trimming the boat is much more complex and is as much an art as it is science. Specifically when some of us have decided to form a trim party to screw with the diving officer. :har: Having driven the boat there are many aspects to handling a submarine that I think would be lost and ultimately cause confusion, frustration, and finally loss of all hope of understanding. But that's not all to say a simplified solution couldn't be implemented.

Looking back to SH2 a mod was created that allowed control over the dive planes; and from my experience it proved quite accurate in how the boat would handle. But alas that seems to be the way of not just subsims, but many a video game. Substance gives way to prettiness to appease the ignorant, lazy, masses.

hunter301
03-11-14, 01:52 PM
Looking back to SH2 a mod was created that allowed control over the dive planes; and from my experience it proved quite accurate in how the boat would handle. But alas that seems to be the way of not just subsims, but many a video game. Substance gives way to prettiness to appease the ignorant, lazy, masses.

I would love to be able to put her nose down in a crash dive using the bow planes.

BigWalleye
03-11-14, 02:15 PM
In a flight simulator, the player is put into the role of the aircraft's pilot. The pilot controls the aircraft's attitude and trim (particularly in a single- or two-seat aircraft). In a submarine simulator, the player is put in the role of - what? The boat commander? The dive officer? the planesman? Identification party? Torpedoman? All oif the above? I might like a subsim where the trim of the boat was not perfect (function of the expertise of the diving officer and crewmen), just as I would like an identification party that made mistakes. But to have to do all that myself? Historically, which skippers ever did that? Perhaps, unusually, in an emergency caused by an incompetent diving officer, but that would require that the diving officer be less than 100% competent and reliable. When the diving officer has occasional trim problems or porpoises the boat (possible in modded SH3 and SH5), when the navigator miscalculates a noon sun (possible in modded SH5), then I as a player will have to learn to deal with the uncertainty of relying on other humans, which is part of the job of a sub skipper. AFAIK, a WW2 sub officer did not have to qualify as planesman. Should I?

hunter301
03-11-14, 02:50 PM
In a flight simulator, the player is put into the role of the aircraft's pilot. The pilot controls the aircraft's attitude and trim (particularly in a single- or two-seat aircraft). In a submarine simulator, the player is put in the role of - what? The boat commander? The dive officer? the planesman? Identification party? Torpedoman? All oif the above? I might like a subsim where the trim of the boat was not perfect (function of the expertise of the diving officer and crewmen), just as I would like an identification party that made mistakes. But to have to do all that myself? Historically, which skippers ever did that? Perhaps, unusually, in an emergency caused by an incompetent diving officer, but that would require that the diving officer be less than 100% competent and reliable. When the diving officer has occasional trim problems or porpoises the boat (possible in modded SH3 and SH5), when the navigator miscalculates a noon sun (possible in modded SH5), then I as a player will have to learn to deal with the uncertainty of relying on other humans, which is part of the job of a sub skipper. AFAIK, a WW2 sub officer did not have to qualify as planesman. Should I?

Not being a submariner (IRL) if the boat needing trimming because of taking on water in the aft compartment or some other reason wouldn't that be a command the captain would give?

hunter301
03-11-14, 02:58 PM
Before this gets to crazy (to late.:har:) all I wanted to do was be able to move thru the boat. Once you got to those rooms such as the captains quarters complete with desk and pinup girls you could see the captain's log on the desk and go thru it. Or when visiting the engine room you could see the damage report or manipulate the crew board from there, etc...
I don't want to control every valve and feature that a sub has. It would be unrealistic in a sub. I want to be able to go to the torpedo room and see them reloading torpedos or go to the engine room and see the mechanic keeping watch over the engines, etc....

By the way if you can't go into the the captain's quarters in SH4 then why do we have a pinup girl mod in the mod section??:confused:

BigWalleye
03-11-14, 04:09 PM
Not being a submariner (IRL) if the boat needing trimming because of taking on water in the aft compartment or some other reason wouldn't that be a command the captain would give?

I'm not a submariner, either. My knowledge is based purely on reading - first-person accounts and contemporary training manuals. So what I have to say is fair game for anyone with first-hand experience. But, no, AFAIK, that is not an order the skipper would give.

To quote from NavPers 16160, The Fleet Type Submarine, dated June, 1946, Section 18A3: "The control room is the station of the diving officer who issues the necessary orders during a dive and directs the men at the manifolds, pumps, and diving gear in maintaining the submarine at the desired depth." 18B3: "The diving officer now observes the angle of the submarine." 18B4: "If an excessive angle on the diving planes is necessary to hold a zero bubble, the diving officer orders a readjustment of the ballast in the trim tanks until the planesmen can hold a zero bubble with a minimum use of the planes." 18B5: "The experienced diving officer will, however, recognize both conditions simultaneously, and combine the operations as dictated by his judgment. Thus he may, in a minimum time, return speed control to the commanding officer by his report, 'Final trim.' meaning 'All right over-all and all right fore and aft.'" NavPers 16160 is available online here: http://maritime.org/doc/fleetsub/index.htm

Gene Fluckey in "Thunder Below" describes his experience as diving officer in USSBonita , commanded by "Shorty" Nichols. In this incident, Fluckey displays his ability to trim the boat after transiting from the Panama Canal into the saltier, denser Pacific, under the eyes of the squadron commander.

Herbert Werner in Iron Coffins describes his challenge as a skipper saddled with a diving officer who had no feel for trimming the boat. He tries to give the man opportunities to learn, but finally has to replace him with a junior officer with better skills. This was KM, of course, and not USN, but the operational assignments appear to have been very similar.

Again, I admit that this is all "book-learnin'" and if someone who has actually served in the boats could contribute, I'd certainly relish it.

ReallyDedPoet
03-11-14, 04:23 PM
This was a great thread in it's day:Here (http://www.subsim.com/radioroom/showthread.php?t=147577)

Sniper297
03-11-14, 04:58 PM
In the game the player has to manually do a lot of things that others would be doing automatically by standing orders anyway, all I'm talking about is a simplified ballast control that you could manipulate when needed. And could be set to automatic just like map contact updates and automatic targeting on/off. That's another argument I always lose with the train simulator casual players who want eye candy and fluff - suggest more realistic options and they have a hissy fit even after you try to explain that it could be set up as an OPTION, just like flight simulator has sliders for more or less realism in flight physics and controls. For a sub simulator there could be a simple on/off and a manual override when you think the diving officer or DCA isn't doing enough or doing it fast enough.

TG626
03-11-14, 05:19 PM
Can't tell you how often I've had a leak and had to keep ordering depths just to keep from sinking too low or slowly rising too high...

BigWalleye
03-11-14, 05:59 PM
In the game the player has to manually do a lot of things that others would be doing automatically by standing orders anyway, all I'm talking about is a simplified ballast control that you could manipulate when needed. And could be set to automatic just like map contact updates and automatic targeting on/off. That's another argument I always lose with the train simulator casual players who want eye candy and fluff - suggest more realistic options and they have a hissy fit even after you try to explain that it could be set up as an OPTION, just like flight simulator has sliders for more or less realism in flight physics and controls. For a sub simulator there could be a simple on/off and a manual override when you think the diving officer or DCA isn't doing enough or doing it fast enough.

You want a higher fidelity model of the boat.

I want a higher fidelity model of the boat commander's decision space.

We're not wrong. but we're not right, either. Neither are the people who want eye candy. There's a whole forum around here for people who get off on the beautiful pictures they make with SH4. They aren't wrong either.

But, if I get to choose, I'd rather have effort put into functional modeling of the crew rather than physical modeling of the boat. YMMV.

Sniper297
03-11-14, 07:25 PM
No argument here, different strokes for different folks. :salute:

I would love to have the option to walk like a first person shooter through a complete boat, and the damage control and crew screens include forward and after battery, both engine rooms and maneuvering (motor room), with the interior modeling all those compartments plus the pump room. My priorities however;
1. Ballast balance buoyancy
2. Do SOMETHING - ANYTHING - with the ADHD brain damaged crew AI (supposed to be Artificial Intelligence, in SH4 it stands for Always Incoherent) so they report important things like an escort of the convoy you're tracking suddenly turning toward you and bending on knots. The only thing those blithering idiots are programmed to report are new contacts, and they're not even smart enough to realize the "new" contact they keep reporting over and over is the same escort zigzagging in and out of visual range. It's almost not worth doing an end-around in SH4, if you're not already ahead of the convoy turn away and let them go by.
3. What you said, an SH5 style internal walk around.
4. An options screen to change default settings - radar defaults to 20 kyards and sweep instead of 8000 yards and focus (every time I go to look at the PPI scope the switch automatically changes to focus in the wrong direction), torpedoes can be set to high speed contact 20 foot depth by default so you don't have to tediously set them yourself every time (another crew job that the captain has to perform in SH4), stuff like that. "Put me on the bearing, up scope" the assistant approach officer doing the waltz with you will spin the scope to the bearing on the TDC, in game no option for that.

Lot of other wish lists after that, but your number 1 wish does come in my top 10 at number 3.

TheDarkWraith
03-12-14, 01:19 AM
In the game the player has to manually do a lot of things that others would be doing automatically by standing orders anyway, all I'm talking about is a simplified ballast control that you could manipulate when needed. And could be set to automatic just like map contact updates and automatic targeting on/off...For a sub simulator there could be a simple on/off and a manual override when you think the diving officer or DCA isn't doing enough or doing it fast enough.

Thanks for reminding me about this for SH5. I just figured out how to take manual control of the fore/aft diveplanes in it :D It's not simple to do as requires some patches to the files. Think I located all the ballast tanks also :cool:

ETR3(SS)
03-12-14, 07:37 AM
Just a quick thought here while I have time. Drills. I need the ability to conduct drills so the crew will become better. The ability of the crew is determined by its experience in handling certain situations. A higher rank does not always mean that that individual is better than any other.

Dread Knot
03-12-14, 07:43 AM
Just a quick thought here while I have time. Drills. I need the ability to conduct drills so the crew will become better. The ability of the crew is determined by its experience in handling certain situations. A higher rank does not always mean that that individual is better than any other.

Agreed. This is usually what skippers spent that big chunk of time between leaving and reaching their patrol area on. Having nothing to do besides keeping the time compression pumped up to it's highest level in the two weeks steaming from Pearl Harbor to Japan seems kind of a waste.

Sniper297
03-12-14, 12:11 PM
Missed one,

"Can't tell you how often I've had a leak and had to keep ordering depths just to keep from sinking too low or slowly rising too high..."

Too often. E to blow ballast, then P for periscope depth rising past 100 feet to avoid broaching in the middle of 6 destroyers, waiting for it to sink back down to 300 and blowing again, lather rinse repeat. :down: Until you run out of compressed air. Flooding in the after torpedo room so the stern is down, it WILL stay at periscope depth but with the periscope 30 feet underwater and the bow sticking up 40 feet above the surface. No way to trim by pumping from after trim to sea or putting a bubble in some of the after ballast tanks. This game gives the impression that there's one ballast tank that's either empty or full, and no such thing as trim tanks.

http://usscubera.org/images/sub_tanks.jpg

Just the ability to compensate for flooding to level the boat and/or keep it from sinking would be enough, having emergency blow as the only option is ridiculously simplified for simulating any submersible vessel.

"Just a quick thought here while I have time. Drills."

Second that, every WWII fleet sub article the pundits claim 30 seconds for Das Boot and 60 seconds for US fleet boat. Every account by an actual WWII submariner says 60 seconds for the first few days, but keelhauling for the entire crew if they couldn't get that down to 30 seconds after a couple weeks of drills.

"Having nothing to do besides keeping the time compression pumped up to it's highest level in the two weeks steaming from Pearl Harbor to Japan"

Primary reason I've "Gone Asiatic" and made the mod with the supply bases, that long tedious trek to and from the operating area was just too boring for what's supposed to be entertainment.

Rammstein0991
03-12-14, 12:32 PM
"...what would be that vital aspect in your opinion?"

Elementary, my dear bubblehead, Buoyancy! The earliest flight simulators had fine control and carefully modded physics for slow flight, turbulence, dead engine, stall - spin and recovery, along with trim controls for pitch roll and yaw, altitude loss in a turn if you didn't add power and raise the nose, you name it they modeled it carefully. Sub simulators have NOTHING for ballast control, no pumping flooding blowing internal tanks to trim and balance the boat at all. Perfect neutral buoyancy at all times unless damaged and flooding, then there's no way to compensate for flooding by trimming the ballast. Undamaged hull and "bulkheads" (which are internal and would have nothing to do with water coming in from outside) means you stop motors and go to zero speed, set depth anywhere and it hovers there indefinitely without slowly rising/sinking and pitching. While waiting for a target to reach the firing point I try to keep some way on and time it to arrive at the firing point close to the perfect position anyway, but it irritates me that you CAN just go to the firing point, stop dead and never have to move. Heavy flooding in the after torpedo room you're down by the stern, no way to compensate with trim tanks?! Flight physics are always considered the most vital aspect of any flight simulator, if that's not realistically modeled it's considered lame whatever else it has. So why all these years since the 1983 Spectrum Holobyte GATO have we accepted sub simulators that don't accurately model the physics and controls for submersible vessels? :down:

"Curious is all."
Good thing you ain't a cat, hey? :salute:

Sometimes we have enough going on to deal with (such as during dc runs by DD's)...now we have to keep track of the "gas bladders"? :D

hunter301
03-12-14, 12:50 PM
Agreed. This is usually what skippers spent that big chunk of time between leaving and reaching their patrol area on. Having nothing to do besides keeping the time compression pumped up to it's highest level in the two weeks steaming from Pearl Harbor to Japan......

Yeah that's usually when I get it right up the ol' wazoo.
Just as I get up to go to the bathroom or kitchen, that's when I hear the alarms going off....
"Were taking damage sir!!"
"Flooding in the torpedo room!!"
"Damage to engines!!"

WTF.......:o:o:o
I'm in the middle of the pacific ocean!?

I thought the game was supposed to reduce time compression when an event took place. "Radar contact!" or "Ship bearing....."

Sniper297
03-12-14, 01:43 PM
Problem there is the TC is as brain damaged as the crew AI, it will drop for really IMPORTANT stuff like PAC news and contact reports, and especially sightings of horribly dangerous things like fishing boats, but three destroyers coming at you doing 34 knots with guns blazing is too mundane to bother with until the first HE rounds actually hit. :-?

hunter301
03-12-14, 01:55 PM
Problem there is the TC is as brain damaged as the crew AI, it will drop for really IMPORTANT stuff like PAC news and contact reports, and especially sightings of horribly dangerous things like fishing boats, but three destroyers coming at you doing 34 knots with guns blazing is too mundane to bother with until the first HE rounds actually hit. :-?

and with time compression on by the time you fall, slide, trip and stumble your way back to your keyboard TC has allowed those three destroyers to launch 5" shells at you at the same rate as a mini .50.
.....................http://i219.photobucket.com/albums/cc41/TheBishyOne/Sprite%20Sheet%20Concepts/Karl_Gerat_Boy_Gatling_Fever_Test.gifhttp://i219.photobucket.com/albums/cc41/TheBishyOne/Sprite%20Sheet%20Concepts/Karl_Gerat_Boy_Gatling_Fever_Test.gifhttp://i219.photobucket.com/albums/cc41/TheBishyOne/Sprite%20Sheet%20Concepts/Karl_Gerat_Boy_Gatling_Fever_Test.gif
:lurk:

Sniper297
03-12-14, 02:10 PM
When you start taking damage it doesn't help to have your finger on the backspace key since it DOES automatically drop to 1 at the first loss of hit points. The problem is how long it takes, at the first hit program commands stop TC, it takes 1 second to stop it - if TC is at 1024 1 second is about 17 minutes of game time, which is a lot of banging.

I sneak into Osaka frequently to shoot fish in a barrel (KOBE always has some juicy CVs and BBs sitting at anchor) and often get caught in shallow water by a patrol who promptly summons every subchaser and destroyer in the harbor. Finally sink a few and get the rest biting on a decoy long enough to sneak off a few miles and settle on the bottom while the DC crew repairs damage, but no TC allowed while you're waiting - if TC is higher than 4 while you're sitting on the bottom, the "run aground" program kicks in and starts taking hit points away. Rapidly.

hunter301
03-13-14, 07:13 AM
I sneak into Osaka frequently to shoot fish in a barrel (KOBE always has some juicy CVs and BBs sitting at anchor) and often get caught in shallow water by a patrol who promptly summons every subchaser and destroyer in the harbor.

Which mission is that?
I do the one were you have to sink the Yamato but it takes a long time thru enemy waters and heavy enemy traffic just to get there.
Every time I use TC after setting a predetermined course I get hammered half way there. Not sure by what.

Sniper297
03-13-14, 09:40 AM
It's been a long time since I went Asiatic, but as I recall it was a photo mission out of Pearl to Osaka Bay - after taking the pics and sinking the ships at Osaka I had a few fish left, headed up to Kobe. And found the jackpot.

http://www.subsim.com/radioroom/showthread.php?t=201622

Been going there ever since even if it's not my patrol area - finish the mission, got two small old freighters and some junks and fishing boats and keep running into nothing but junks and fishing boats, ho-hum. Let's go to Kobe and get some serious tonnage. Shallow water, coastal batteries, antisubmarine patrols all over the place, real challenge to sneak in and out but racking up tonnage is fish in a barrel. :rock:

hunter301
03-13-14, 10:26 AM
It's been a long time since I went Asiatic, but as I recall it was a photo mission out of Pearl to Osaka Bay - after taking the pics and sinking the ships at Osaka I had a few fish left, headed up to Kobe. And found the jackpot.
Been going there ever since....... :rock:

Is the Asiatic the asiatic mod or a particular mission in the stock game?

Rammstein0991
03-13-14, 11:21 AM
Which mission is that?
I do the one were you have to sink the Yamato but it takes a long time thru enemy waters and heavy enemy traffic just to get there.
Every time I use TC after setting a predetermined course I get hammered half way there. Not sure by what.

Not a mission persay, just something we do to screw with the IJN :P...I prefer doing it when his majesty is touring the harbor and eyeing his pretty ships :har:

...jk

P.S. "Asiatic" means Asiatic fleet, you start at Manila, then end up in Java and finally in Freemantle (due to the first two being captured by Japan)

Sniper297
03-13-14, 01:20 PM
"Gone Asiatic" is Navy slang for an Asiatic fleet sailor who has "gone native", become so accustomed to Asian culture and the way things are done in the Asiatic fleet that he would no longer fit into other fleets or American society.
Recommended movie "Sand Pebbles" with Steve McQueen and Candace Bergen.
The Gone Asiatic mod is for Asiatic careers, not an actual mission but starts with the player having to fight his way out of Manila against a Japanese invasion then carry out whatever mission was assigned. The mod includes two "secret" resupply bases at Luzon and east of the Celebes Sea so you can restock and refuel after fighting your way out to sea.

The actual Osaka photo recon mission is one of the Pearl Harbor career missions, best I remember - my point was it's been many years since I quit doing Pearl Harbor careers and "went Asiatic", all my career starts now are Asiatic Fleet Porpoise or Sargo so it's hard to remember for sure which mission from Pearl assigns Osaka. Whatever mission I have, with the Spectre 42 resupply base in the islands in Luzon Straits I can go to Osaka and Kobe after completing the main mission if I want.

hunter301
03-13-14, 01:34 PM
"Gone Asiatic" is Navy slang for an Asiatic fleet sailor who has "gone native", become so accustomed to Asian culture and the way things are done in the Asiatic fleet that he would no longer fit into other fleets or American society.
Recommended movie "Sand Pebbles" with Steve McQueen and Candace Bergen.
The Gone Asiatic mod is for Asiatic careers, not an actual mission but starts with the player having to fight his way out of Manila against a Japanese invasion then carry out whatever mission was assigned. The mod includes two "secret" resupply bases at Luzon and east of the Celebes Sea so you can restock and refuel after fighting your way out to sea.

The actual Osaka photo recon mission is one of the Pearl Harbor career missions, best I remember - my point was it's been many years since I quit doing Pearl Harbor careers and "went Asiatic", all my career starts now are Asiatic Fleet Porpoise or Sargo so it's hard to remember for sure which mission from Pearl assigns Osaka. Whatever mission I have, with the Spectre 42 resupply base in the islands in Luzon Straits I can go to Osaka and Kobe after completing the main mission if I want.

So you basically just float around out there in your own "commandeered" sub doing whatever you please with no regard for your superiors or what new orders they may have for you.
:nope::nope: Shame, shame. Were do I sign up....:D

Sniper297
03-13-14, 01:53 PM
All you have to do is "Go Asiatic", primary reason some sailors preferred Asiatic duty was because it was traditionally looser and wilder than the Atlantic or Pacific fleets. :arrgh!: Seriously, a patrol is supposed to last about 3 months, with a Pearl Harbor career half that time is eaten up cruising to and from over those vast stretches of empty Pacific. Asiatic careers you're closer to the action at the beginning, then mid 42 you got a long slog from Australia - unless you download my mod;

http://www.subsim.com/radioroom/showthread.php?t=211844

Which after the fall of Java changes your home port to Phantom 42 in the Celebes instead of Freemantle. Spend a week or two accomplishing your assigned mission, after that contribute to the war effort for another month or two by blowing stuff up before returning to port. :rock:

ETR3(SS)
03-14-14, 08:10 AM
Asiatic was great until Adm. ****tard (spoken Christie) refused to acknowledge the problems with the Mk 14 torpedoes that he helped with back in the day when he was assigned to BurOrd. Uncle Charlie saw that problem solved for SubPac boats long before SubSoWesPac.

Dread Knot
03-14-14, 08:27 AM
Seriously, a patrol is supposed to last about 3 months, with a Pearl Harbor career half that time is eaten up cruising to and from over those vast stretches of empty Pacific.

Happily, for those crews, getting Midway as a sub base does eventually shave about 1,225 miles off that trans-Pacific slog.

The downside---no women in port. :O:

hunter301
03-14-14, 08:36 AM
Happily, for those crews, getting Midway as a sub base does eventually shave about 1,225 miles off that trans-Pacific slog.

The downside---no women in port. :O:

Damn...why even stop just keep going!!:nope: