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-   -   Interface theory (https://www.subsim.com/radioroom/showthread.php?t=161246)

Lionman 02-04-10 05:49 AM

Quote:

Originally Posted by Sailor Steve (Post 1257271)
Better than that, all major controls are in the...Control Room! The captain conducts all operations from there. Torpedoes are fired from there. Steering and diving controls are there. The engines are run from the engine room, but that's what the Engine Telegraphs are for. The only time the captain ever needs to leave the Control Room when in combat is if they are surfaced. Then he's on the bridge, and has some duplicate controls there and voice tubes to the Control Room for any communication needs. The control room also has voice tubes to every other compartment so they can report problems and he can ask questions. Every department also has 'runners' to relay messages to the captain. In the book Das Boot they translated the name for these as 'Johnnies'. Don't know if that's an adequate translation, but in fact every ship - even a u-boat - has sufficient personel that some can be detailed as messengers in critical situations.

Bottom line - everything that the captain needs to do can be done from the bridge/control room. Visiting any other compartment is purely fluff candy.

Except for the necessary "morale raising & gauging the mood of the crew tours" I would say that Steve is entirely correct. I must say that live interaction with crew members in the way that virtually ANY passing AI figure can be questioned or greeted in many RPG games and they will respond, would hugely enhance the immersion of the sim. i.e Turning to one's first LT and saying "THAT was certainly a close one!" and getting the response "Damned close Kaptain!" would be seriously cool.

Even better I would love to have sparks come and give the captain the news that the weather was closing down etc. as often happens in real deep sea vessels. i.e crew making comments, taking individual initiative and moving around "going about their business" up and down corridors, crew going to the heads etc.

Look at the vast realm of immersive options raised by simply making a 3D boat interior and moving crew!

I am STILL hoping that they will add a few lines to add AI fish shoals and the occasional pod of whales or school of dolphins to the ocean too. <sound of sea chanties in the background> How about a triumphant crew singing rousing German warrior songs in the torpedo room, just as they did sometimes in real life, when a particularly successful attack occurs?

How about the Kapitan being brought the occasional mug of steaming coffee with schnapps by cookie? LOL

Also under prolonged periods of submergence to avoid pursuers, might the focus become fuzzier, the lights dim and crew reactions slow to simulate the cumulative effects of increasingly stale air and a diminishing oxygen content?

Will wounds, bruising and bandages be simmed after a serious battle?

THE_MASK 02-04-10 06:13 AM

Sailor Steve is correct , Dan already said why would you need to stroll too far from the control room unless on deck .

ReFaN 02-04-10 06:18 AM

Dive!

Klong klonk klonk klonk klonk.

Kliene fhart voraus!

klonkklonk klonk klonk klonk

*Periscope up*

damn, to deep

klonkklonk klonk klonk klonk

Periscope depth

klonkklonk klonk klonk klonk

bah, nothing there :/

klonkklonk klonk klonk klonk

Grose fhart voraus!

klonkklonk klonk klonk klonk

Surface

klonkklonk klonk klonk klonk

frau kaleun 02-04-10 08:24 AM

:rotfl2:


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