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-   -   What can we change and what can we not? DAMAGE/Repair/Death (https://www.subsim.com/radioroom/showthread.php?t=85289)

Kpt. Lehmann 10-14-05 03:58 PM

CCIP I like your idea... must have missed it earlier. Even in the movies externally I don't recall subs swaying back and forth.

They appear to sort of "wriggle" to near misses... which I think is much closer to the truth. One can think of a concussive blast wave as an "enveloping" sphere that jars its way through an object. (the u-boat) It would "flex" segmented objects.. (the u-boat)... not grab something by the conning tower and rock it back and forth.

Do it to it! I'll use it! :up: I hope you build it.

Marhkimov 10-14-05 04:06 PM

Ok, so u-boats rocking back and forth in a DC attack is not realistic. We've established that...

But hell, who's to say it isn't fun?? :yep:

Beery 10-14-05 05:20 PM

I must admit I don't find it fun. I generally find overblown special effects kind of insulting (unless they're in a sci-fi or fantasy setting). It's kinda like when a bullet weighing an ounce or two blows a bad guy back 10 feet like he's been hit by a train. The first thing I think when I see such things is "Don't these idiots think I went to school?"

When a drama or history-based game or movie comes along and shoves a situation down my throat that I know is outright fantasy based on what we learn in 6th grade school physics, I don't say "Ooh, wow, cool!". Instead I'm wondering why these folks get paid five figure salaries to treat me like an ignorant child.

Fidd2 10-14-05 11:03 PM

I suspect the reason they have those effects is down the difficulty of modelling the true effects in such a way that a player may distinguish between a close near-miss, and a moderately close near-miss. Volume won't do - as levels are fairly arbitrary - so movement probably made sense?

ICBM 10-15-05 09:02 AM

Quote:

Originally Posted by Beery
I must admit I don't find it fun. I generally find overblown special effects kind of insulting (unless they're in a sci-fi or fantasy setting). It's kinda like when a bullet weighing an ounce or two blows a bad guy back 10 feet like he's been hit by a train. The first thing I think when I see such things is "Don't these idiots think I went to school?"

When a drama or history-based game or movie comes along and shoves a situation down my throat that I know is outright fantasy based on what we learn in 6th grade school physics, I don't say "Ooh, wow, cool!". Instead I'm wondering why these folks get paid five figure salaries to treat me like an ignorant child.

Ok so a rocking U-boat is not that realistic, but what is your take on the special effects, the rare blackouts and sparks I mentioned?

vils 10-15-05 10:36 AM

hm
 
as said before by many, in some cases realism isnt always the best fun. As for example, when a DC hits close to the hull, the noice bang would blow most men's hearings away, and if this was simmed, we should have an completely silenced simulation for a few hours along with some annoying beeping to simulate the hearing damage.. now this has been tried in vietcong game, and wasnt to well successful..

Beery 10-15-05 01:56 PM

Quote:

Originally Posted by ICBM
Ok so a rocking U-boat is not that realistic, but what is your take on the special effects, the rare blackouts and sparks I mentioned?

Bring 'em on. The more the merrier.

Beery 10-15-05 01:59 PM

Re: hm
 
Quote:

Originally Posted by vils
as said before by many, in some cases realism isnt always the best fun. As for example, when a DC hits close to the hull, the noice bang would blow most men's hearings away, and if this was simmed, we should have an completely silenced simulation for a few hours along with some annoying beeping to simulate the hearing damage.. now this has been tried in vietcong game, and wasnt to well successful..

I liked the feature in Rainbow Six, where if you got too close to a flash-bang, you'd hear a big bang, followed by a high pitched whistling until your hearing returned. It was very effective and disorientating.

Hartmann 10-15-05 03:44 PM

in silent hunter 1 or AOD was well modelled. only a little shake with the noise of a moved mechanisms or pieces.

also for the crew effect i like the "call of duty" game

when a tank shell or bomb exploded too near, show a blurred slow motion image with a beep until the image return to normal state.

10-15-05 06:51 PM

Quote:

Originally Posted by gouldjg
Well CCIP not only can we prolong as you have done so, but by reducing the efficiency of the crew in the repair department, we can prolong further and hopefully to a good gameplay effect. [...] Well it is done by reducing the crews overall effects in that single deprtment

Can you tweak crew's efficiency in a specific compartment? How? I've found that the QualEffect parameter does affect that but it depends on crewman's rank rather that compartment type.

Quote:

Originally Posted by gouldjg
Like Kaa, I am using most of your RUB 1x settings [...] Kaa wants to set his similar to your mod, where battle fatigue takes weeks etc.

Actually I've found the crew getting tired too fast for my taste even with Beery's 1x TC model, so I'm experimenting with a whole new set of figures. But I must say that it's Beery's 1x TC model that inspired me to look for what happenned to be the 3DRender parameter, becuase I liked the idea but - like most of us - don't have the time or willpower to play without timecomression.


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