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Did he give you a straight answer? :06:
There just being a general sea-state no matter where you were bugged me a bit too, but I think it's pretty complex to separate a harbour from open sea. You could fairly easily define a harbour "zone" where the sea is always calm, but how would you make the transition between open sea and harbour zones smooth? :hmmm: I hope pitching and rolling of the boat is a result of actual dynamics now as well, instead of a result from a few numbers in a .cfg file, but that would mean modeling of hydro-dynamics is necessary, at least in some basic form. Would get rid of that sub-on-rails effect; was a little ridiculous to see 3/4 of the boat out of the water at times in rough seas. :rotfl: |
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Hm, excited or non plussed? Ill figure it out I guess :)
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After being away from silent hunter for a long time and reading this, its time for me to get back on the forums and get excited about this. :p ( I can't freaking wait !! )
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That trailer was intense! Damn! :rock:
I agree with some comments here that the language of the trailer should have been in German. Even if we don't understand what they're saying it is part of the atmosphere! |
Does Ubisoft ever take note of pre game fans issues?
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UBOAT 48 will be taking part to take down the American and British Ships
Hans Von Beehan OUT:salute: |
Can we have german trailer version to download officially from this thread ?
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http://www.subsim.com/radioroom/showthread.php?t=155399 |
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Good made Promo Video.
But is it just me or is there anybody else out there who thinks the same: Lean back and wait for the Released Game. For me its just a simple Promo Video, which says nothing about the Game. Btw. Wouldnt the Cook fit better in a Pizzeria rather than in a German U-Boot. :har: |
Hi mates been busy! Thanks for the update Neal.
Theres a helmsman driving the boat yay... ...and few crew hanging in the control room looks promising...yet so did sh3 in raw form... Hope the realism and historical perspective are up to GWX standards!? I would surely miss OLC's uber gui and joe grundmans targeting feature of sh3. For me these mods and many other mods bought sh3 upto what it should have been out of the box! Wolfpacks -packs that function at least as good as AOD or as JScones eluded a post or two ago! When was AOD 1991-2? Too complicated for todays stuff? At worst SHV would give some modders a challenge, to bring it up to a GWX - SHCommander standard... yay theres a helmsman driving the boat! :yeah: |
I've just logged in after a long time away from SH3 and SH4. Judging from the trailer it looks as though there may be a great deal of interactivity between the player (you) and the crew - text based ????.
It looks wonderful, but perhaps a little "dark" - the shot of you (the captain) moodily considering his/your iron cross speaks volumes. Perhaps we can look forward to a playable "Das Boot." Of course, it's purely "wait and see." but imho, from what we can see from the trailer, Silent Hunter V will not be a totally direct development of SHIV ( as SH1V was of SH3, to the point that many identical files were used and the developers didn't even bother to rename them). We've yet to find out whether SHV will be based on current engines and structures - and that will ultimately decide on the "modability" of the game. Personally, I'm looking forward to SHV. I've recently spent some time involved with Fallout 3 and can only say that I'm still somewhat blown away by the lengths to which the game seeks to create a free-form environment ( while still, of course, being essentially linear ) and the graphics are to die for - provided you have a totally high-end set-up. If the engine space and torpedo rooms are just eye-candy in SHV it will be a great shame, but, as I've said, we can only wait and see. No matter what, doubtless the Grey Wolves will take Ubisoft's latest offering and, in time, improve it - in which case, we could be looking at the game of the century. |
Thanks Ubisoft :yeah:
And thanks in advance for the whole moding community that will surely do its best again, when the time comes :up: |
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