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Apologiez :) |
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that looked like a DE coming down and i believe a DD was also the front of that convoy. Neal needs to skirt them merchants for more:yep: the whole atack set up has me pumped up baby!!! thank you very much for that Neal. this looks to be great!! |
i cant understand how you get AOB so dam fast. I have hevy trubel to set up the attack in SH3..speed and AOB are the killer for me. the distans i usely get. It seems more easy to get the range in sh4 than sh3. are it so?
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Well i was looking for jagged edges and saw none cause in one thread some are complaining about the graphics, I thought going by neals vid the graphics are tops especially when shown command room and the AI standing around. Agree with P_Funk, the sounds are the same though.
nice display of doing an attack run. For me i have to have my sub showing :p Wonder what specs your PC is Neal good to know if i should upgrade. Main PC (im sure SHIV will run fine on this pc) 2.8ghz 2gigs ddr2 ram geforce 7800gs 256mb 2nd PC (hoping SHIV will play on this as well for LAN game) 2.4ghz 1gig ddr333 ram Geforce 6200 256mb |
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I estimate the speed, largely based on taking the speed of the class of ship listed in the recog manual, dividing by half, and then making small adjustments as I observe the convoy. After you practice a bit, you get a feel for how fast a convoy is going. The stopwatch does not seem to work (I said the same thing about the sonar :doh: and was wrong), but to be honest, using the stopwatch in SH3 and SH4 to determine speed is a cheat anyway. I mean, it's cool to have a function to perform in setting up a firing solution and I would prefer it worked, but in real life there was a lot more to gauging a target's speed than clicking a magic stopwatch for 10 seconds. The game may as well just have a weapons officer give you the speed, like he did for range in SH3 :lol: If the WO is so damn good, he should be the captain not you, lol. I realize some guys want to play without all the tedious calculations and I applaud that :yep: --it's a game, if that's how you want to play it, ok, have fun, it's all good, matey. But for the guy who has grown bored with sailing around and seeing all the ships laid out on the map for him, a red triangle to tell him when to shoot :/\\!! and an auto TDC to do everything but push the button for near perfect hits, the Romanians have done more for subsims than any other dev team in history. The TDC functions and map and targeting realism options in SH3 and SH4 are utterly fantastic (except for the "Enemy Target Destroyed" notif we cannot seem to get rid of :rotfl: ). Yeah, I hope they fix the stopwatch, I would suggest a cheat in a cheat; that is, fix the stopwatch so that when the player clicks it to get speed, the game gives his the actual speed of the ship, plus or minus an error percentage. Basically the same function as clicking on an officer and asking the range. The longer the player lets the stopwatch run, the less error percent, so 10 seconds would be 50% error margin, 30 secs 30%, 60 secs 15%. Max out the error percent at 10% no matter how long the watch runs. The great gameplay aspect of this is the player wants a good speed estimate, so he needs to keep the scope up longer, but that also increases the risk of detection and counter attack. Those kind of dynamics make a game great. good hunting! Neal |
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yeah that would be cool:D i still dont understand the TDC:oops: ,still using torps with guessing:oops: :damn: . great video btw:up: :rock: |
Great video Neal. Thank you for sharing it and demonstrating how all the items come together on the attack. Seeing the video action helps as I patiently wait for my copy of the game to appear.
BTW, did the Japanese DD find you after the attack and depth charge your sub or were you able to sneak away undetected? |
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It is easier to get range in SH4, with the stadimeter. Also, be sure to check the range a few times as you get closer. The red/white light in the position keeper, when it is red it means the TDC is taking the data you gave it and constantly tracking the target you selected. It is historically accurate and a big step forward in realism for a subsim. That's what really keeps me playing SH3/SH4, the manual targeting, the tactical thinking required to get into firing position. It's terrific NOT knowing whether your torpedoes are going to hit or miss. When they miss, not explosion, just.... silence, frustration. But that's a good part of the game, it means the game is working, you are getting involved. And man, it is fantastic when they do hit. You are really invested in the process, and when they go boom, you will yell out "All right!!" :up: |
When it comes to rangefinding the stadimeter looked rather interesting. Like a semi-transparent ghost image. I'm not sure if that is genuine or a trick of the video but it looked different. Also how accurate is range finding? How much do you have to guess? I recall the stadimeter in SH3 being rather buggy (I say recall since I haven't touched it in a while).
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If the game runs that well with your rig then mine should be fine. That aspect concerned me. The video looks very nice on your computer and looks to play very well also. Again, this video is awesome and should put some minds at ease:up:
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Same question as before...does the ship have to be on the periscope line when you use the stadiumeter, or does it compensate?
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that was great manual tdc :cool: i wish i was as sharp:oops: anyhow i noticed sh3 sounds:oops:
and basicly no crew interaction:oops: nice graphics /eye candy any better than sh3? well i dont know about that A PATCH IS A DEFINATE more likly 2 or 3 patchs and 5 or 6 mods from the great modders here should make sh4 doable:hmm: |
The German Q ship is flying a Greek flag in the museum. Not sure if it's an "easter egg" per se, but it's a nice detail.
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