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-   -   So is this the new "SH3" ?? (https://www.subsim.com/radioroom/showthread.php?t=246135)

fastfed 07-31-20 09:21 PM

So is this the new "SH3" ??
 
I've played a demo of this a while back and thought it had a lot of potential, wondering what you guys are thinking since this has been out a while now.

Thanks

catenaccio 08-01-20 03:55 AM

For what I've read (I havent played it yet) is not the same as sh3, it has a lot of rpg elements, and it is more arcade than sh3. However, there is a lot of potential for mods and it is improving a lot with every new patch.

Azazael1 08-03-20 02:37 PM

I have played SH3 since it was released and still playing it with dozens of mods inc GWX etc.
But on an ultra wide monitor its starting to show its age. So I brought UBOAT.
I must say for a pre release game its really good and I am anticipating it to surpass SH3 on its full release.

Things I like:
Quality Graphics
Programmed in Unity (modablity)
Wolf packs and the ability to direct to a limited extent other uboats.
Mod work shop (this alone will allow it to surpass SH3/4/5)
Mods already available (before the games released!!) additional music, port updates, traffic and actual ship names, actual crew member names, etc,etc.

Thing that needs adjusting/some thought:
Is a bit easy to sink stuff due to the initial easy mode set up where torpedoes don’t miss much however:
A brilliant TDC computer is already available (thanks Ruby2000) that transforms the game.
Crew management can be a bit of a pain to keep track of but this has different levels, from crew just do what needs to be done, too I will micromanage them all the time.
Freighters need arming, escorts need to be more intelligent.
I cant believe how good this pre release game is and I am sure it will surpass the silent hunter series in the very near future.

Aktungbby 08-03-20 02:41 PM

welcome aboard!
 
Azazael1!:Kaleun_Salute:

Onkel Neal 08-03-20 03:57 PM

Hi Azazael1, welcome to Subsim and thanks for the first post.

How far have you gotten in the tutorial?

cheers
Neal

Azazael1 08-03-20 04:29 PM

Errm there’s a tutorial ?
No I just jumped straight in after watching the 5 videos by “Lite_ly Salted” that helped a lot.

Especially with advanced crew management bits like what’s the food do & why do I need to equip a helmet whilst on deck. Remember the mess of SH3 crew fatigue ? UBOAT seem to be trying to make that much more realistic.

Mostly if you have played any of the Silent Hunter games then every thing is fairly logical. Using the TDC mod really teaches you to identify the ship before firing, because distance is a function of the targets mast height (wrong mast hight = wrong distance to target). The split prism on the periscope allows you to asses target speed, distance and angle on the bow, much better than allowing the captain just telling you the answer in easy mode.

As I said as its in pre release I think the developers have made it relatively easy to play, with the ultimate intension of moving towards a more full on sim.

Many of the MODS in the steam workshop are turning it into all the things we liked about a fully modded SH3 game. I believe it’s a race between the Devs making it into a super SH3 game and the Mod community doing it for them.
So far mods started in Nov 2019 and there are so far 129 of them and the games in pre-release!

I would like to see a more challenging escorts but I have only just started the game (keep restarting to add mods) so maybe its “Happy time” and the Brits are asleep and the Yanks are not even in the war yet.
I am really pleased I purchased it

Copper_Rooster 08-12-20 03:40 AM

One thing I would like to add, is that the updates are a bit infrequent at the moment. The last one released was the B127 Hotfix 4, which was released on June 18. I am pretty sure the crew making it is not very large, which makes sense of why they aren't putting out much in terms of game changing content.

Aktungbby 08-12-20 11:07 PM

Welcome aboard!
 
Copper_Rooster!:Kaleun_Salute:

JU_88 09-03-20 07:42 AM

The Devs have a road map, i belive right now they are working on overhauling the games map/ grid system and plotting tools amongst other things.
I wouldnt say its more 'arcade' than SH3, its just different, Uboat focuses on crew managment, Sh3 focuses on Combat. Both have varying degrees of arcadeyness and simulation. e.g SH3 give you full TDC out the box, Uboat needs a mod. Uboat gives you manual control over things like food supplies, compass and air compressors, where SH3 does not.

so there is no really simple or crude way to compare them with such different styles of gameplay.

darkdrone 09-23-20 12:34 AM

nope,this is more micromanagement, etc not a bad thing at all. However combat isn't on the same level as SH3, but dicking around with stuff is so much fun


Until you run into something,I was too busy cooking

GalaxianFive 02-17-21 04:26 PM

Now that b128 is working this game is going from strength to strength. Sure there are a few bugs, but nothing to make the game unplayable. This is what SH5 should have been and as such I think it will be a worthy sucessor when it's finished. Very few games are this good in early development, I've just spent 3 days playing with time off for eats and sleep only, The wife moaning that she never see's me! If there's a SH6 this is it. Now if only I can find where the screenshots are stored!

UthervL 02-18-21 07:24 PM

Should be here \Program Files (x86)\Steam\userdata\165688561\760\remote\494840\s creenshots

the 165688561 number may be different for you but the rest should be the same.

Aktungbby 02-18-21 08:41 PM

Welcome back!
 
UthervL!:Kaleun_Salute:

GalaxianFive 02-19-21 01:11 PM

NO WONDER i COULDN'T FIND EM!!!! thanks pal

UthervL 03-05-21 09:14 AM

No problem,took me awhile too!

Schizo 03-05-21 01:38 PM

I played UBOAT a couple of years ago. It definitely has potential. When I bought the game it still needed a lot of work but it was fun none the less. I'm waiting for the full release before buying again since I have a new account that I'm using. Who knows when that will be though. :D

Camaero 03-09-21 06:39 PM

Well I bought it a couple years ago and decided to give it some time before seriously playing. I can say I've been having a lot of fun getting into it now. There are some annoyances still, but the game is beautiful and fun to play right now. :up:


I think it's definitely going to be the new SHIII.

Bloblast 04-28-21 06:00 PM

Yes, this is absolutely the new Silent Hunter III. Fantastic graphics, walk around the boat. The crew management is very well designed. Hit TAB and you can click on one of the officers or directly important commands as turn on water pump. The TDC mod is a must have. Sneaking through the defence if a large convoy, hit and run like in the old SH3 days.

33lima 05-14-21 02:39 PM

Is this the new SH3? It's a matter of taste and there's no point disputing such matters, as the saying goes.

But in my experience, the answer is 'Definitely not' (at least in its admittedly (long-standing) Early Access form). SH3 got justifiably rave reviews from first release and while the mods don't add every conceivable feature, they've made it much better. I can't see UBOAT deserving anything comparable.

Granted it is a different take on the subject. But it's just not for me. In particular, its star feature - the ability to manage crews - is not only still afflicted by a bug which disables it if one of the two available methods of setting priorities is used, it's just a tedious chore to get a satisfactory watch pattern set up. Your boat should have all this squared away long before it passes out from training!

I haven't seen much to change any of the views I posted in the UBOAT feedback forum on Steam after my first few hours play, namely:

1. In patrol, I want to assign 4 specific sailors (kitted with grey leathers, so-called NCO fore & aft caps and binos) to a new 24 hour shift with observation their only task, so they mount a permanent, realistic 4-man bridge watch (which I will reduce to 3 if I find one of the officers/petty officers is permanently on bridge watch). But after creating the new shift, the management dialogue is broken, displaying only the crew tab. [McDewgle has since explained it's just one of the two commands that is broken]
2. UZO pedestal should be central not offset to one side (exceptions on other classes of boat notwithstanding).
3. Flag and mast should either be player-removeable, or removed permanently, as these were taken down when on patrol. [mod now available to take down flag]
4. RDF loop is too thick and should either be player-retractable into its slot, or permanently retracted as it was only extended when in use.
5. Biscay Cross RWR antenna should come down when diving.
6. Bridge watch should default to 1 watch officer + 3 ratings [per Bucheim, I know others say 5 in total], the player should not need to arrange this, it is SOP.
7. Bridge watch should be stood on the bridge, not in the flak platform, with the minimum of moving about.
8. Radio room should be permanently manned by default, the player should not need to arrange this. In fact each watch/shift should have sufficient crew auto-assigned to all necessary stations before undocking, with the player only having to intervene by exception and able to revert. The ability to intervene is one thing; now we have unrealistic micromanagement.
9. Slope to rear of tower, below+behind flak platform/wintergarten, is too raked, should be nearer the vertical; ditto rear walls of bridge [looks more like a Type IX tower].
10. For the missions from about mid-1943 and certainly by 1944, boats should not have a deck gun but should have a two-tier flak platform, with two twin 2 cm on upper platform and either one 3.7 cm or one quad 2 cm on lower platform. Most should also have prominent rectangular bulge to LH rear of bridge, housing retractable Hohentweil radar antenna.
11. Caps - no-one except the commander should have any sort of cap with a white top. And the fore-and-aft cap is not an NCOs cap. NCOs/petty officers should have the option of a peaked, blue-topped cap, similar to that worn by (real) officers but with no braid on the peak.
12. Grey leather jacket (and trousers) should be available in a mid-grey colour (the present grey is too dark).
13. There should be hotkeys for important actions including ordering a crash dive, surface, move to periscope depth. toggle silent running (as per Silent Hunter 3). Even two mouse clicks is a poor substitute.
14. Boats should dive and surface with a pronounced bow up/down angle, not as now, near horizontally.
15. Diving time should be reduced, at least for a crash dive; at present it takes too long to get off the surface.

...and that was before finding that the lame (not nearly SH3 level) torpedo strike and ship damage animations brought the sim to a juddering halt, or learning to hate "Schneller, schneller'' and some other voice clips which sound like they're shouting at you down a well, and the God-view, strategy game-like map, which looks nothing like what I'd expect to see on a real U-boat's map table (unlike the SH3 map).

I do like the ability to dress up crew members, Action Man/GI Joe style, and to move about your boat in first person view, but that's about it for me.

Fair play to those who like it already, but no, not for me, let alone would I rate it in the same league as SH3.

Niume 05-16-21 05:10 AM

Quote:

Originally Posted by 33lima (Post 2747777)
Is this the new SH3? It's a matter of taste and there's no point disputing such matters, as the saying goes.

But in my experience, the answer is 'Definitely not' (at least in its admittedly (long-standing) Early Access form). SH3 got justifiably rave reviews from first release and while the mods don't add every conceivable feature, they've made it much better. I can't see UBOAT deserving anything comparable.

Granted it is a different take on the subject. But it's just not for me. In particular, its star feature - the ability to manage crews - is not only still afflicted by a bug which disables it if one of the two available methods of setting priorities is used, it's just a tedious chore to get a satisfactory watch pattern set up. Your boat should have all this squared away long before it passes out from training!

I haven't seen much to change any of the views I posted in the UBOAT feedback forum on Steam after my first few hours play, namely:

1. In patrol, I want to assign 4 specific sailors (kitted with grey leathers, so-called NCO fore & aft caps and binos) to a new 24 hour shift with observation their only task, so they mount a permanent, realistic 4-man bridge watch (which I will reduce to 3 if I find one of the officers/petty officers is permanently on bridge watch). But after creating the new shift, the management dialogue is broken, displaying only the crew tab. [McDewgle has since explained it's just one of the two commands that is broken]
2. UZO pedestal should be central not offset to one side (exceptions on other classes of boat notwithstanding).
3. Flag and mast should either be player-removeable, or removed permanently, as these were taken down when on patrol. [mod now available to take down flag]
4. RDF loop is too thick and should either be player-retractable into its slot, or permanently retracted as it was only extended when in use.
5. Biscay Cross RWR antenna should come down when diving.
6. Bridge watch should default to 1 watch officer + 3 ratings [per Bucheim, I know others say 5 in total], the player should not need to arrange this, it is SOP.
7. Bridge watch should be stood on the bridge, not in the flak platform, with the minimum of moving about.
8. Radio room should be permanently manned by default, the player should not need to arrange this. In fact each watch/shift should have sufficient crew auto-assigned to all necessary stations before undocking, with the player only having to intervene by exception and able to revert. The ability to intervene is one thing; now we have unrealistic micromanagement.
9. Slope to rear of tower, below+behind flak platform/wintergarten, is too raked, should be nearer the vertical; ditto rear walls of bridge [looks more like a Type IX tower].
10. For the missions from about mid-1943 and certainly by 1944, boats should not have a deck gun but should have a two-tier flak platform, with two twin 2 cm on upper platform and either one 3.7 cm or one quad 2 cm on lower platform. Most should also have prominent rectangular bulge to LH rear of bridge, housing retractable Hohentweil radar antenna.
11. Caps - no-one except the commander should have any sort of cap with a white top. And the fore-and-aft cap is not an NCOs cap. NCOs/petty officers should have the option of a peaked, blue-topped cap, similar to that worn by (real) officers but with no braid on the peak.
12. Grey leather jacket (and trousers) should be available in a mid-grey colour (the present grey is too dark).
13. There should be hotkeys for important actions including ordering a crash dive, surface, move to periscope depth. toggle silent running (as per Silent Hunter 3). Even two mouse clicks is a poor substitute.
14. Boats should dive and surface with a pronounced bow up/down angle, not as now, near horizontally.
15. Diving time should be reduced, at least for a crash dive; at present it takes too long to get off the surface.

...and that was before finding that the lame (not nearly SH3 level) torpedo strike and ship damage animations brought the sim to a juddering halt, or learning to hate "Schneller, schneller'' and some other voice clips which sound like they're shouting at you down a well, and the God-view, strategy game-like map, which looks nothing like what I'd expect to see on a real U-boat's map table (unlike the SH3 map).

I do like the ability to dress up crew members, Action Man/GI Joe style, and to move about your boat in first person view, but that's about it for me.

Fair play to those who like it already, but no, not for me, let alone would I rate it in the same league as SH3.

Flag mast is player removable now without any mods. But I fully agree with all your points. I hope that devs will fix it. In upcoming b129 patch they are reworking the map and gods view.


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