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-   -   Ubisoft announces Silent Hunter 5 (https://www.subsim.com/radioroom/showthread.php?t=155001)

JMV 08-17-09 02:36 PM

I bet you that 75 % of us will have to buy a new PC with top notch graphic card... Well, for those that will be able to afford it...

+ German U-Boat crew not having even the slightest german accent... It's starts badly. It's gonna be all eye candy probably, and will leave a heap of unsolved bugs... If only they could lean from SH3 and 4.

Thank you I stay with SH3. Can't buy a 3000 or 4000 Euro new PC anyway,
sniff... http://l.yimg.com/us.yimg.com/i/mesg/emoticons7/47.gif

Contact 08-17-09 02:37 PM

Quote:

Originally Posted by Boris (Post 1152599)
Don't fret about the voices, I'm certain there will be German audio in game... check out the German trailer on the German site...

http://silent-hunter.de.ubi.com/silent-hunter-5/

Thank you man for showing this!!! Now the trailer is right and very cool !!! :yeah:

conus00 08-17-09 02:38 PM

Quote:

Originally Posted by Contact (Post 1152606)
Thank you man for showing this!!! Now the trailer is right and very cool !!! :yeah:

I agree, makes a hell of a difference!

JMV 08-17-09 02:41 PM

That is much better, I had a fright...

Contact 08-17-09 02:49 PM

Can't help falling in exitement trance it's like this trailer got a soul with German accent suddenly! Very nice! TOP 10 :yeah::rock::salute::cool::shucks::sunny:
In my favourites :yep:

TriskettheKid 08-17-09 02:51 PM

AHHHHH!

OMG OMG OMG OMG OMG!

YES!

I cannot wait for SH5.

cjbeattie 08-17-09 03:02 PM

wow
 
i got the news via email i was shocked :)

something really to look forward too....

thanks subsim for sending me the news :DL

Pit 08-17-09 03:04 PM

OOOOOOOOOO.... I Can't wait!!! Gotta pre order this one when it's available :yeah::woot:!!!

Seaman_Hornsby 08-17-09 03:05 PM

Looks pretty intriguing to me. :up:

The General 08-17-09 03:08 PM

First Impressions
 
The German Trailer plays much, much better. It gave me the jolt of excitement a new Silent Hunter title should.

That being said; SH5 was supposed to be written from scratch using all-new code. Close inspection of the trailer footage seems to feature a slightly enhanced SH4 engine (with dynamic-shadows finally enabled), which was in turn based on the SH3 engine. That code is atleast 6 years old and it's starting to show. I understand the economic reasons for this, but as we all know, SH4 was heavily flawed upon release and now resembles a battle-scarred warship limping back to Port after being patched at sea. The aircraft campaign model being one issue that has never been satisfactorily resolved (a hard-coded problem?), even by the extremely talented Modding Community.

However, this trailer may in fact be nothing more than a marketing tool utilising a jazzed-up version of SH4 just for promotion purposes. This trailer may even have been put together before any new code had been written.

Anxious to see more screen-shots of actual gameplay, rather than the full-motion video we'll all skip passed during the loading sequence.

[ISI]tshock9325 08-17-09 03:11 PM

I kind of wish it was cold war but oh well, this looks like it will still be sick:DL

Tomcat84 08-17-09 03:12 PM

Exciting news!

Am looking forward to it!

CybrSlydr 08-17-09 03:13 PM

Downloading the trailer right now - got me all excited. :D

ST.Rage 08-17-09 03:13 PM

YES!!!!! I can't wait!

Klaus_Doldinger 08-17-09 03:16 PM

Wiating for it... Hope that it will not be "Bugs of the Atlantic" like SHIV was "bugs of the Pacific".

Ishigami 08-17-09 03:19 PM

Very nice feature set and defiantly the scenario I like more.

The General 08-17-09 03:20 PM

An excellent list...
 
Frederf posted this on another thread discussing SH5:
  • Global scope
  1. 3000BC to 3000AD. Limiting the time via hard coding makes absolutely no sense. Let the campaigns determine the stop and start dates. Even if the base game is '41 to 45, having flexibility never hurts.
  2. Every drop of water on the planet. Make allowances to map water environment for all points on the globe. The Arctic, Pacific, and Atlantic all look different so build your game to match. Use map "painting" techniques along with procedurally generated distance-offshore/depth algorithms to produce the sea color with blending for zone transitions.
  3. Weather. Again manually "paint" the world with typical weather patterns for every month or season and let a blending happen so for a given location the probability values for weather would be averaged between the defined values at the adjacent time points. Implement a diurnal weather cycle as well.
  4. Round Earth. The Earth is round in reality and thus it should be in the game. This makes 1:1 almanac values for the sun and moon much easier. Distances can match real life values. Develop point to point visual displays where you drag your course line out and it actually curves on the map due to the projection method. The local rendered attack "stage" might remain flat. Also nix all those pesky bugs when crossing the IDL.
  5. Units. Don't assume anything about what units are going to be used in the game. Go ahead and program the game in meters and seconds but let the campaign and submarine configs define exactly what units are used. Seeing the map scale read weird numbers of nm because they are hardcoded to be round numbers of km (converted) is just shameful.
  • Submarine Systems
  1. Failures and misalignments. Mechanical problems are some of the most significant and interesting issues faced by submarines. Lost an engine, mistakenly poured 1000 lbs of diesel over the side, SD radar out of commission for a day, periscope flooded. When you read patrol reports you get a feeling of how much of being a submariner was occupied and defined by this. Depth charging should have a tiny chance of death and a large chance of small failures.
  2. Sound. The hydrophone and sonar stations are cartoons of their real life selves. Recreate the speed/noise penalty. Give tick noises to pings. Allow people to prop turn count. Make a random squeak in merchant propellers. Give frequency filter adjustments as well as a volume knob.
  3. Radar. Similar upgrades here, range, miscalibration, proper output (range counter, A-scope knob), radar cross section, terrain reflection, other radar interference. Sensors that gives range and no bearing or bearing and no range or just presence should be easy.
  4. Engines. Give advanced control over engines, edit what ahead std. 2/3rds, etc equate to, differential propulsion, which engines are online, which shafts are online, battery use on the surface. Go ahead and hide it from the new players and give an easy interface but control over the boat is just as important as flight controls in a flight sim.
  5. Radio. Model encrypting/decrypting delays. Direction-finding for intercepting transmissions. Fix the simplistic system where you are playing stored audio files when you should be having realtime-tied reception. Load up on gramaphone records in base based on if it was available yet. Give volume, track, shuffle, etc commands for the radio and the gramaphone.
  6. Periscope. Stadimeter both directions. Can only view when the eyepiece is reachable. Murky water. Light gatering difference based on apature.
  • Map and Navigation
  1. Option for manual or navigation officer ownship plotting with uncertainty based on weather, submergence, sunrise, sunset.
  2. Map marking expanded to draw various symbols (ship, ship sunk, airplane, etc), one of which has to be a current-timestamped "X."
  • TDC and Plotting
  1. Make it a teamwork or crew affair. Have a dialogue box that can mark the attack plot (navmap tools) with a mark based on user/crew-generated bearing/range/time information.
  2. Make sure any periscope-TDC ties are functioning.
  • Crew Function and Standard Operating Procedures
    1. Replicate the function, limitations, and mistakes of their real life counterparts.
    2. Have settable "alarms" for various crew like "Reduce TC to 1x and give alert when this tracked contact is at 270 bearing." or "Alert when warship contact closes to medium range." This is stuff you could say to a person and it would be easy.
    3. Track any contact specified. Tracking should only update information that changes for brevity. Why would a sonarman tell me "Closing!" every time? Give any sensor the ability to track, radar, visual.
    4. "Drills" during patrol like set up an SOP to ":00 90' dive, :10 ahead 1/3rd, :20 surface, raise radar antenna, radar 1 scan and off, 2:30 repeat" so I can do regular sonar dives on 3 hour intervals while on patrol for days on end without having to micromanage. Have a "Drills" page where you can drag various simple functions from a library together into long drills that can be executed 1 through infinity times when enacted. This would be powerful.

AVGWarhawk 08-17-09 03:53 PM

I'm a Pacific fan but in the spirit of submarines in general I will purchase SH5. Looks like this could be a good one and enough to draw me back to the dreary impending Atlantic theater. Then again, it all depends if the motor men wear coconuts shells like a bra and dance for me:o :06::hmmm:

Blacklight 08-17-09 03:54 PM

That thing looks like it would MELT my current computer. I can't even handle Silent Hunter 4 here. I won't be going there unless I manage to miraculously get enough cash to get a hot new gaming rig and I don't see that happening for QUITE a while.

I wonder if Ubi will actually release this one in a "finished" state.

conus00 08-17-09 03:56 PM

Did you guys notice that there is no name yet? Just "Silent Hunter V".
Makes me wonder what's the official title gonna be?


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