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Imagine if that was possible to model, it would add a whole new dimension to convoy attacks. You'd have to tack/beat/run the course you actually want to go to intercept (Can I use these terms like this? I meant zig-zagging in case the mean course you want to go is perpendicular to the wind/parallel to the waves).
This would make you much slower and you had to really spend a lot of time on the bridge navigating - or an autopilot like your Navigator :O: |
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:yeah: thank you W_Clear for your very good mods in SH4 :yeah: . |
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Silent Hunter 1 had slower top speeds in bad weather. They omitted this feature in SH3 :nope:
Hope it comes back for SH5. |
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What have I done!! :timeout:
OF COURSE I WANT WOLFPACKS!!! I don't know what I'm saying... :nope: |
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On a side note, I have readed already several accounts explaining how Uboats were able to escape on surface from escorts -even destroyers- by racing ahead flank against the sea. Apparently the thin frontal section of the uboat (Which in fact is not a hull, but a hull-shaped fairing around the steel cylinder of the pressure hull) allows them to run faster against the sea than normal warships, hence they might actually be faster on those conditions than a ship which would normally be faster than them in fair weather. Also, I suspect that running paralell to the sea would be way more dangerous for a destroyer (higher center of gravity) than for an uboat, whose center of gravity is below the waterline. In those conditions, the DD would probably be chicken first and turn away, leaving the pursuit :O: |
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An SH player will spend more time looking at the sea and weather than anything else, either from the bridge or through the optics. Consequently, it is essential that dynamic weather and decent sea state behaviour is modeled. Quite why this was not done in SH3 and SH4 is beyond me.
And I very much doubt it will be done in SH5 either. The SH series is a 'game' series, not a 'simulation' series....which is unfortunate and, well, amaturish. But I don't blame the devs. We live in the 'greed' world now-a-days and UBI is just another greed monkey. I wish someone like Oleg Maddox would do a sub sim.....sure it'll take about 6 years but i'd be more than happy to wait for the end result. God I miss the days of writing streams of code in a garage.....the quality was a million times better than the mindless crap that props up the shelves in the local game store. Even my 8 year old has given up buying games, he likens them to scratch cards, they look promising but once you scratch the surface you end up with crap under your nails and nothing underneath. Oh well....monopoly anyone ? |
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You are right Uber Gruber, with the external view is very important to me, for example: The sea: Wave textures (effected by wind), rolling, white caps etc. Coloring - greens & blues, muddy, debris, seaweed etc density below the surface Fish and plants The sky: Clouds differing with the weather & speed depending on wind Coloring depending on clouds & time of day Wind, hopefully this effects the ships smoke as well. Sun, size effected by position and horizon as well as coloring, bloom etc. Stars Lightning And why not toss in the Northern lights!!:o Well many other variables but all critical in the immersion factor!!:yep: |
Quote "On September 18, 1943, U-537, commanded by Kapitänleutnant Peter Schrewe, departed from kiel, Germany on her first combat patrol. It carried WFL-26, codenamed "Kurt", a meteorologist, Dr Kurt Sommermeyer, and his assistant, Walter Hildebrant . En-route, the U-boat was caught in a storm and a large breaker produced significant damage, this included leaks in the hull and the submarine's quadruple anti aircraft canon being ripped off, leaving it defenseless on the surface against Allied aircraft. "
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Interesting quote. Where's it from?
On the subject of weather slowing down the boat, many times while playing SH1 I noticed that my top speed was slower but couldn't figure out why. Then one day I noticed the weather, which wasn't very well represented graphically. After that I started checking the reports first. I've never noticed this in SH3, and still haven't played SH4 enough. |
why worry about big waves its a u boat sim
not a surfboard sim |
Very large waves YES!
I would also like the ablility for large waves to cause damage to your boat over a period of time... And the ability to have crew go overboard... AND I want that stupid weather bug squashed! lol |
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Sometimes you won't be able to go for the course you wanted to because the waves might tip your boat or flush some sailors from your boat. |
winge winge its not the local surf club:rotfl2::rotfl2:
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Ah, but as you said, it's a u-boat sim. This means simulating all the parameters of submarine operations, including the look, feel and effect of weather extremes. Without those it cease to be a sim at all and becomes just another game.
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I sincerely hope that all of these suggestions: wave height, effect on speed, location based wave patterns etc. can be modeled but I think the chances are extremely low. The more I review the released information, screenshots and the past games in the series, I am convinced there is always a trend towards more impressive eyecandy and improvements on the game aspect but hardly any improvement in simulation, mechanics and realism.
Basically, its always better to keep you expectations low and be surprised than have high hopes and be disappointed. I just hope they make it much more moddable. |
The reason I want extreme waves is to see how the ships would react against them, like those videos in youtube of big oilers going thru a storm, its awesome.
But not to see the uboat behaving in those conditions, cos honestly, it can't take it, it will have to submerge. If the sailing behavior and physics are the same as SH3, SH4, then we won't see extreme waves, cos every ship will sink. They just have to come up with new stuff, new physics. |
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