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In "WOTA: Seehund Type XXVIIB" the sub has a crew of only 2 men.
Basically you are the skipper, but there will be different settings of realism and simulation. In full realism you won't have the external cameras and absolutely no help to aim torpedoes (this sub has no Torpedovorhalterechner). In higher simulation setting it will be possible to manually do the work of your crewman at any time. At the beginning of each mission in your campaign you will receive your orders. (Only late models of this sub got a radio) In "WOTA: Wolves of the Atlantic" you will be the skipper and you give orders to your crew. If you want to you can use several stuff manually - like feeding the Torpedovorhalterechner instead of letting a crewman do it for you. You will always receive orders during your missions and you should better follow these orders because it will affect your reputation and score unless you was really successful while ignoring them, in the worst case you might get fired and the campaign ends. While being on mission the crew management is mostly automatic. But at the end of a shift the crewmen of this shift will be tired and won't work that good as in the beginning of the shift. (same happens aboard enemy vessels, if you are lucky then the ASDIC operator is close to the end of his shift and may make more errors.). Basically crew management is limited to different conditions (surfaced, submerged, silent running, battle stations) but it will also allow some special things like the order to wear/use the escape set. When you walk around the U-Boat you will raise the morale and efficiency of the crewmen of the section in which you currently are - this will decrease time of repairs. And if you are in a dangerous situation for a longer time (all crewmen are on battle stations), tired crewmen located in this section will always work better. This is pretty much nonsense, but the whole thing of a walk trough interior makes much more sense this way. |
All of that sounds outstanding!
So am I to understand, then, the Type XXVIIB boot will be fully rendered as a 3D space that you can walk freely around in -- alá SHV -- and interact with your crewmate? And speaking SHV, I've been watching the "JohnSquared" playthrough on YouTube. Firstly, how it isn't on iPad is a travesty! And no, I DO NOT acknowledge the SH so-called "version" that pollutes the App Store now. Secondly, every so often, JohnSquared pauses play for just a moment or two to point out how this or that graphic texture is much better than the original UbiSoft one's due, in no small part, to the wizards here at SubSim. Just wanted to mention that. |
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I see.
Well, I guess that cuts down on the rendering time, anyway! lol As you were .... |
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When you say: "It will be possible to manually do the work ....", how, exactly, will that interaction function? Will it be like .... 1] "Aces of the Deep" Seperate station "windows" that are touched [instead of being clicked on]. 2] "Silent Hunter 5" The valves//switches/buttons/etc., will all be part of the enviornment itself. To interact with it, you "reach over", as it were, and virtually turn a valve/throw a switch/push a button/etc. Which of these 2 methods will the interactivity in WOTAS -- not WOTA -- be like? |
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A good UI can make or break a game. :hmmm: |
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Try putting them inside that tiny little thing :) |
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If it's small enough that torpedoes need to be outside, that's a pretty small submarine. :up: |
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You release the torpedoes with a lever and they will just go straight ahead - you aim with the boat itself. |
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I'm excited for the PC version more than Seehund though. :D |
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I see.... Quote:
I got it from the Seehund's wikipedia entry. And the only reason I went there is because all the google image returns stink on ice. |
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I'll be waiting. :D |
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