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-   -   Interior VII uboat walkthru posted by Neal 19/02/2010 (https://www.subsim.com/radioroom/showthread.php?t=162141)

THE_MASK 02-19-10 11:48 PM

Interior VII uboat walkthru posted by Neal 19/02/2010
 
http://www.youtube.com/watch?v=HscHJooBflc&hd=1
I noticed the cook wouldnt look you in the eye LOL .
All Neals SH5 videos are stickied at the top of this forum .

pythos 02-20-10 12:11 AM

Wow. That is actually quite impressive.

One thing to get rid of though is the elecric motor sound, that roar even at flank is just not right. The whine is ok, but the other sounds is :down:.

Weather-guesser 02-20-10 12:18 AM

That guy standing by the sonarman...They have have to fix the expression on his face before I smack him! :03:

FIREWALL 02-20-10 12:22 AM

I also saw a few that need the back of me... ahem I mean the Kplt's hand. :stare::yep:

:haha::rotfl2::rotfl2::rotfl2:

jazman 02-20-10 01:11 AM

Always the guy with the eye patch!

Did it look like there were 50+ men on the boat?

Here's my count:

1: You
3: Fwd Torpedo Room
3: crew quarters
1: soundman
1: radioman
7: control room
5: crew quarters
1: galley
3: engine room
4: aft rorp/elec engine room

4 on bridge?

33 Total!

About 20 men missing. Maybe they're in the head.

msalama 02-20-10 01:25 AM

In the beginning the Chief (I take it) said "shut down diesel engines" or something to that effect. Do we finally have independent port / stbd powerplant control and an option to run on electrics while surfaced?

Highbury 02-20-10 01:27 AM

Looks pretty good, thanks Neal! and thanks for posting it here sober :up:

There are obvious issues for the purists and rivet counters but it's alot better then what we got out of the box in SH3 and SH4, visually at least.

I still want that highlight glow removed when you mouse over something/someone clickable. That bugs the hell out of me. Looks to me like the cursor changes anyways so it is unnecessary, and besides with only one U-Boat type how long will it take to know all the clicky things. If you can't turn it off in options then hopefully it is moddable. For me the glow is damn near the SHV eqivalent of "the red triangle" :o

IanC 02-20-10 02:49 AM

Quote:

Originally Posted by jazman (Post 1274348)
Did it look like there were 50+ men on the boat?
Here's my count:
<snip>
33 Total!

About 20 men missing. Maybe they're in the head.

Actually I'm happy with 33! I was half expecting to see only the officers and chief petty officers.
Also sources show that the Type VII had a crew between 42-46 men. It's the type IX that was more around 50.

walsh2509 02-20-10 03:01 AM

I went onto Uboataces.com and for the 4 class of uboats in SH5 in the details/Specs of each it list the crews as 44 for each.

I counted 26 , if the boat was on the surface 5/6 on watch 31/32 still at least 12 bodies missing.

It no wonder I thought the boat looked very empty compared to what I seen in Das Boot the other week when it was on.

I hope this is because it was the beta but I doubt it , I hope Im wrong. We need the Full crew to give that packed claustrophobic feeling.

If what was in the video is the full crew, then for me the game has lost half of its appeal before its even been loaded onto my drive.


Specs near bottom of page
http://www.uboataces.com/uboat-type-vii.shtml

flakmonkey 02-20-10 03:35 AM

Good stuff, i really wish i had some character animation skills to add crew to my interiors as thay make so much difference.

stabiz 02-20-10 03:42 AM

The guy at 1.15 looks like Kimi Raikkonen! Thats what I call an easter egg.

Nice looking u-boat.

LukeFF 02-20-10 03:45 AM

Please don't tell me that there will be a radar scope in the radio room, regardless of whether or not there is a radar unit installed.

LukeFF 02-20-10 03:51 AM

Quote:

Originally Posted by walsh2509 (Post 1274396)
I went onto Uboataces.com and for the 4 class of uboats in SH5 in the details/Specs of each it list the crews as 44 for each.

I counted 26 , if the boat was on the surface 5/6 on watch 31/32 still at least 12 bodies missing.

It no wonder I thought the boat looked very empty compared to what I seen in Das Boot the other week when it was on.

I hope this is because it was the beta but I doubt it , I hope Im wrong. We need the Full crew to give that packed claustrophobic feeling.

Historical type VII rosters show the following numbers:
  • U-70: 45
  • U-73: 50
  • U-76: 44
  • U-94: 45
  • U-203: 49
  • U-570: 54

Nisgeis 02-20-10 03:59 AM

That does look pretty darned good. Much better than way back when, when you had a 'ghost boat'. I hope the crew will be more vocal in the final version, they're a bit spooky quiet. Good spot about the radar, LukeFF. That's why it pays to be really unobservant like me, that way I don't spot mistakes and I'm in blissful ignorance. I did though click on the SH4 radar and wonder why it wasn't working :haha:.

derblaueClaus 02-20-10 04:00 AM

Problem with more crewmen could be the perfomance so I think around 30 people on the boat is fine with me. The silence is something I dont like at all, hope they change it in the final version otherwise it might be like a sailing in a G-Boat (Ghost-Boat). :P

Florent 02-20-10 04:26 AM

I counted 27, no problem for me if the 42-45 men are not there. Much more immersive than before. Wait 5-10 years to have the full crew.

Frederf 02-20-10 04:56 AM

The submarine was at periscope depth so any crew on deck can hold their breath very well. I would hope that the devs researched how many crew they should have, how many of each rank, what posts there are, and sit down and model every single one separately. If Fritz gets strafed on deck by a Hurricane then he should be gone and someone take his post if he was mission critical (XO, Sonar, etc).

Quote:

In the beginning the Chief (I take it) said "shut down diesel engines" or something to that effect. Do we finally have independent port / stbd powerplant control and an option to run on electrics while surfaced?
Probably not, it looks like it's just the sound file played during a dive when switching from diesels to electrics. I bet we're not even able to run electrics on the surface!

---

Anyone notice that at (-:--) the () dialog shows "Secure from battle stations 1h19m"? Does that mean it takes 1h9m4s to secure from battle stations? Has the crew been at battle stations for 1h9m4s? What does this time mean?

What is lvl1? Does the crew achieve lvl2 actions? How do you improve lvls? Morale, drilling, patrols?

---

1:38... why does the hatch closing sound like a wooden outhouse door and not a big steel clang hatch?!

---

Good to see the planesmen are using the hydraulics buttons and not holding the manual wheels like they are driving a big Cadillac!:yeah::har:

TH0R 02-20-10 05:00 AM

Quote:

Originally Posted by Frederf (Post 1274451)
Probably not, it looks like it's just the sound file played during a dive when switching from diesels to electrics. I bet we're not even able to run electrics on the surface!

In the interview Devs said we will have the option of running electric motors on surface and each engine independently. Can you tell us Neal if this is the case with preview version? :)

piri_reis 02-20-10 05:33 AM

Quote:

Originally Posted by TH0R (Post 1274453)
In the interview Devs said we will have the option of running electric motors on surface and each engine independently. Can you tell us Neal if this is the case with preview version? :)

No they didn't say that independent engine running would be possible, I'm not sure about the electric motors on surface, I don't remember anything like that either.

derblaueClaus 02-20-10 05:54 AM

Dev Q&A from 28.10 says about the control of starboard\port engines :

Quote:

Is it possible to develop the feature to control the Port and Starboard engines of the U-Boat independently?

We’re considering this feature. It should go much deeper than just individual control by allowing the player to use the electric motors while on the surface – for faster response to commands.
Which I think means : "No". ;)

Couldn't find anything about the "electric engines on surface" issue but I also remember that I read something about it.:hmmm:


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