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The graphics are really amazing
I guess the screenshots are from different difficulty levels as in some of them THERE ARE health bars but in some others NOT That clears one of the issues :yeah: |
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I think that this interface is designed for an easy use for the mass of users, while the hardcore commanders would use the 3d view in the tower.:hmmm:
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a simulator can never appeal to a large audience...
unless its the most realistic thing next to RL |
ooo aaa
Interface looks clean and easy on the eyes though less authentic
The graphics are rendered in directx10 I would guess and looks very impressive.. cant wait! ...well I guess I can & will ..no wait I changed my mind! |
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I like very very much the new aircraft carrier's bow wake, and 3D clouds make me all :sunny: (I'm an eyecandy nut, I admit :D ).
After some modding it looks like we may be finally able to spot convoys's smoke trails (smoke explosions look pretty nice BTW :o ), hopefully ! :yeah: |
That looks very good to my eyes.:yeah:
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need more! Tweety |
I still can't get over the interface. It looks out of place, completely kills the immersion... it's just wrong: too modern looking including used fonts (maybe fitting for modern nuclear sub simulator).
Why can't they come up with something like this?: http://www.mediafire.com/imgbnc.php/...9c0918f76g.jpg (Please do not slam my "composition", the layout is not the best but I put it together as an alternative to the GUI) |
TBH For me personally the interface has to be one thing - and one thing only.
FUNCTIONAL. It will NOT kill the immerssion for me, as when I am making an attack, Im pretty sure will be paying more attention to what I see IN my scope and the readings ON the instruments And not all the graphic clutter around it. (or there lack of) Think of it like this, you might have a cool state of the art flat screen TV at home, but when you are watching your favorite movie on it, are you still paying attention to the 'Frame' of the TV or the living room wall around it? I don't think so..... besides.... The is no such thing as a 'realistic interface/HUD' since real U-boat commanders didnt even have one. :haha: And considering way Merrean_M has said in the past, the interface will be simple enough for modders to customize later on. Worry about the core game & its major features. not a bunch of photoshop illustrations. |
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One resource base for multiple platforms saves money and development time after the release of the PC version. |
Seriously NOT THE INTERFACE THING AGAIN! please? I mean they said they would change it didnt they? And if its not the interface? Its the deck dun that 2 cm to long, or the crew is to short etc etc etc.
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Hummm:hmmm: still using the observation periscope to attack ei...
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Thanks to Dan and the UbiSoft Time!
( ENGLISH ) A Huge thanks to Dan and the UbiSoft Time! I'm Thrilled!:yeah: The outdoor shots are perfect:rock: Now just inside the U-boats to create a hand! :hmmm: I beg your pardon, these images are brighter and be made aware of the detailed study of the models. And for the blind among us! . http://img16.imageshack.us/img16/2518/8597491.jpg I beg your pardon, these images are brighter and be made aware of the detailed study of the models. And for the blind among us! . http://img69.imageshack.us/img69/5989/7627431.jpg I beg your pardon, these images are brighter and be made aware of the detailed study of the models. And for the blind among us! . http://img24.imageshack.us/img24/7500/7504501.jpg I beg your pardon, these images are brighter and be made aware of the detailed study of the models. And for the blind among us! . http://img689.imageshack.us/img689/5930/9233161.jpg Now, the interior should look like then, the game would be competing the Oleg Maddox Deteils (This image is not from the Silent Hunter 5 series) http://205.196.123.230/d6590b8eb2703...375802315g.jpg -------------------------------------------------- ( GERMAN ) Eine Riesen Dank an DAN und das UbiSoft Time !! Ich bin Begeistert!! Die Außenaufnahmen sind Perfekt Jetzt nur noch im Inneren der U-Boote die Hand anlegen !! Ich bitte um Vergebung, diese Bilder wurden bewusst heller gemacht und gelten der Detail Studie der Modelle. Und für die Blinden unter uns !! . Jetzt sollte das inne so aussehen , dann würde das Spiel den Oleg Maddox Deteils Konkurrieren ( Dieses Bild ist nicht aus der Silent Hunter 5 Serie ) http://205.196.123.230/d6590b8eb2703...375802315g.jpg I I beg your pardon, these images are brighter and be made aware of the detailed study of the models. And for the blind among us! . http://img42.imageshack.us/img42/6325/3690301.jpg |
There's just one thing I really don't like: the bearing on the periscope. It brings me bad memories. It's one of the most hard-coded elements in the game.
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Is it just me or does the water look abit soupie... not like water.
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. :shucks: Yes, a challenge which should provide UBISOFT, With a Perfect Interior .....UBISOFT would get all GAME PRICES for 2010.... . . http://img63.imageshack.us/img63/3379/image1px.jpg . The expression my wife to DANs pictures! . FROM UBISOFT FORUM !! @ rex.kramer --------------------- FROM UBISOFT FORUM! It finally looks into a small eyepiece and I appreciate by 90% of all people would not screw up this reinschauen eye and in this case we see more than shadowy, because the eye focuses on the image in the distance, the inner edge of the eyepiece, and so something can be better represented with a 2D overlay. Although it's been a while since I programmed with DirectX (was) still a student, but I remember that there are also some computationally circumnavigates when both scenes (3D view through periscope + 3D view in the Tower / Central ) or less in a mix will. I have here a short time what it illustrates a problem arises, it is not impossible to program but not trivial. You only have to know a 3D scene in a game is always imaginary of a camera (the eye of the player) from shown. For example, a camera recorded the visible scene of a 3D world for them in a square called the cone frustum, which presents itself as Man schaut schließlich in ein kleines Okular und ich schätze mal 90% aller Menschen würden dabei das nicht reinschauende Auge zukneifen und in dem Fall sieht man höchstens schemenhaft, weil sich das Auge auf das Bild in der Ferne fokussiert, den inneren Rand des Okulars und so etwas läßt sich besser mit einem 2D Overlay darstellen. Es ist zwar schon eine Weile her, seit ich mit DirectX programmiert habe (das war noch als Student) aber ich erinnere mich das es programmiertechnisch auch einiges zu umschiffen gibt, wenn man beide Szenen (3D Sicht durch Periskop + 3D Sicht im Turm/Zentrale) quasi in einer mischen will. Ich hab das hier mal kurz illustriert was da für ein Problem auftaucht, es ist nicht unmöglich aber auch nicht trivial zu programmieren. Dazu muß man wissen eine 3D Szene in einem Spiel wird immer von eine imaginären Kamera (das Auge des Spielers) aus dargestellt. So eine Kamera erfasst die für sie sichtbare Szene einer 3D Welt in einem viereckigen Kegel genannt Frustum, das stellt sich so dar http://techpubs.sgi.com/library/dyna....3.frustum.gif ############# Hence the result we are working on a submarine with two cameras must be because the 3D view, the one in the tower / control room has published lies deeper than the view from the periscope above. In addition, the upper one often comes the view still image (Zoom) may, while the lower point of view but must remain the same. ####### Daraus resultiert das man bei einem Uboot mit zwei Kameras arbeiten muß, denn die 3D Sicht die man im Turm/Zentrale hat liegt tiefer als die Sicht oben aus dem Periskop heraus. Hinzu kommt das man oft die obere Sicht noch vergrößern (zoomen) kann, dabei muß die untere Sicht aber gleich bleiben. http://s4.directupload.net/images/100104/bga37u7v.png ############ So far one has solved it so that it has changed the view of the periscope, the camera (camera 1 to camera 2) and thus can not be completely up a 3D scene on the ocean has on the screen, you put a 2D overlay over the full size of the image, and had only the transparent portions of the circular section of the 3D scene was visible. If we now both 3D scenes so the camera 1 from camera 2 and have a picture, we must build the image of camera 2 on an area in the field of view of camera 1st It is quite possible in the Black Shark helicopter simulation example is made, then the image of a second camera on a small monitor in the viewing field of the primary camera (the eye of the pilot) is presented. ########## Bisher hat man es so gelöst, dass man beim Blick ins Periskop die Kamera gewechselt hat (von Kamera 1 zu Kamera 2) und damit man nicht die 3D Szene oben auf dem Meer komplett auf dem Bildschirm hat, legte man ein 2D Overlay über die volle Größe des Bildes und hatte nur den transparenten runden Ausschnitt der Teile der 3D Szene sichtbar machte. Will man jetzt beide 3D Szenen also die von Kamera 1 und Kamera 2 in einem Bild haben, so muß man das Bild von Kamera 2 auf einen Bereich im Sichtfeld von Kamera 1 darstellen. Das ist durchaus möglich, in der Helikopter Simulation Black Shark wird das z.B. gemacht, dort wird das Bild einer zweiten Kamera auf einem kleinen Monitor im Sichtfeld der primären Kamera (Auge des Piloten) dargestellt. http://img.youtube.com/vi/XEXp0vTKshs/0.jpg ############# Here you can look around freely in the 3D cockpit and the image on the small screen in the middle can be a completely different view of the 3D world. But it is not quite trivial to implement as I have said something and here at the Black Shark Sim, it is realistic because in the real one Ka-50 also has this monitor. In a modern Ubootsim it could make sense since then the image from the periscope is also applied to monitors, but as already stated in a WWII sim can indeed look into it almost into a small eyepiece and then get to the scene to a surrounding , which is visually not much to do with the eye focused on the scene over the water. If you really want to SH5 gestalltung quite realistic, but it is likely a round hole in the middle of nothing further to see more on the screen, no switches, controls, etc. In other SH2 times they were a mod that really only the view from the periscope represented, everything else was in that moment of seeing through not shown and clickable with the mouse ############ Hier kann man sich frei im 3D Cockpit umschauen und das Bild auf dem kleinen Monitor in der Mitte kann eine völlig andere Sicht auf die 3D Welt darstellen. Aber es ist wie gesagt nicht ganz trivial so etwas umzusetzen und hier bei der Black Shark Sim ist es realistisch da man im echten Ka-50 auch diesen Monitor hat. Bei einer modernen Ubootsim könnte es auch Sinn machen, da dort das Bild aus dem Periskop ebenfalls auch auf Monitore übertragen wird aber wie oben schon gesagt bei einer WWII Sim schaut man ja praktisch in ein kleines Okular hinein und bekommt dann von der Szene die einem umgibt, optisch nicht viel mit das sich das Auge auf die Szene über Wasser konzentriert. Wenn man es in SH5 einigermaßen realistisch gestallten will, dürfte man außer einem runden Loch in der Mitte gar nichts weiteres mehr auf dem Screen sehen, keine Schalter, sonstige Kontrollen etc. Für SH2 gab es mal sie eine Mod die wirklich nur die Sicht aus dem Sehrohr darstellte, alles andere war in dem Moment des Durchschauen nicht dargestellt und mit der Maus anklickbar |
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http://www.funfacts.com.au/images/ex...ing-squad1.jpg |
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