SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter 5 (https://www.subsim.com/radioroom/forumdisplay.php?f=244)
-   -   Has the simulation been improved at all? (https://www.subsim.com/radioroom/showthread.php?t=162728)

Kapitanleutnant 03-01-10 11:13 AM

Has the simulation been improved at all?
 
So, just off the top of my head, here are some features that I think would constitute an improvement over the previous games:

1: Aircraft Carriers being able to launch their planes.

2: Surface vessels having realistic physics (mass and inertia) so that they no longer accelerate to 30 knots in 10 seconds and turn on a dime.

3: Destroyers and torpedo boats being able to fire torpedoes.

Have any of these things been implemented in SH5? I'm sure other people can think of their own examples of improvements that would make a real difference.

Gunnodayak 03-01-10 11:43 AM

Stay chill, don't be a dreamer. The answer to all your questions is "no". But I understand you, you are probably thinking you are at subsim. I thought that myself as well a long time. Regarding SH5 forum, we both are now at subRPG or subshooter, if you like. If you want some trace of simulation, my advice is to visit SH III forums.

elanaiba 03-01-10 11:49 AM

1. Aircraft carriers have launched aircraft since SH4, you just don't see that in 3D. No change there.

2. No big changes there until now

3. No, but AI submarines are now able to shoot torpedoes. Thats new.

Drifter 03-01-10 11:51 AM

Quote:

Originally Posted by elanaiba (Post 1285892)
1. Aircraft carriers have launched aircraft since SH4, you just don't see that in 3D. No change there.

2. No big changes there until now

3. No, but AI submarines are now able to shoot torpedoes. Thats new.

Hello. In the other thread, could you please clarify on what can and cannot be scripted in Sh5. Thank you. :cool:

vickers03 03-01-10 11:54 AM

Quote:

2: Surface vessels having realistic physics (mass and inertia) so that they no longer accelerate to 30 knots in 10 seconds and turn on a dime.
i'm wondering why this hasn't been touched, there
are mods already for this in sh4.

elanaiba 03-01-10 11:55 AM

I'm not the best person to answer those questions so I'll try to get some of the programming guys lurking around to answer those questions. I suspect they're already on it.

elanaiba 03-01-10 11:56 AM

Quote:

Originally Posted by vickers03 (Post 1285902)
i'm wondering why this hasn't been touched, there
are mods already for this in sh4.

I mean touch them in a real, engine changing way.

walsh2509 03-01-10 11:59 AM

2: Surface vessels having realistic physics (mass and inertia) so that they no longer accelerate to 30 knots in 10 seconds and turn on a dime.



That's the one I want to know about , in 3 and 4 all ships could turn through 10 deg in the same amount of seconds. There was a mod out but it I think was only for Navy ships not Merchants or only some Merchants.

vickers03 03-01-10 11:59 AM

sounds like they have been improved and more is
planned:up:

AVGWarhawk 03-01-10 11:59 AM

I would think just the over all availablity to walk the boat is an improvement! I looked at pictures of ports that look excellent. Word on the street is the campaign editor is the best seen yet. :up:

Sailor Steve 03-01-10 12:14 PM

Quote:

Originally Posted by walsh2509 (Post 1285908)
2: Surface vessels having realistic physics (mass and inertia) so that they no longer accelerate to 30 knots in 10 seconds and turn on a dime.

No one has mentioned that the u-boats in the game were also guilty of this same bad behaviour.



Quote:

That's the one I want to know about , in 3 and 4 all ships could turn through 10 deg in the same amount of seconds. There was a mod out but it I think was only for Navy ships not Merchants or only some Merchants.
Well, a Fletcher class destroyer could accelerate to 15 knots in the first minute. The problem is that they do it in the game in just a couple of seconds.

As for turning, the old 1906 battleship HMS Dreadnought could turn 90 degrees in the first 60 seconds, finally settling into a full turn rate of about 140 degrees per minute. Of course she lost a lot of speed doing it, and could only do that when travelling at her full 21 knots.

A Fletcher class DD was one of the worst-turning destroyers of the war, having only one rudder, but a smaller destroyer or corvette could turn quite rapidly - in the vicinity of 270 degrees per minute at full speed. At 12 knots - the maximum available for good sonar work - the turn rate was much worse.

But you are correct where the merchants are concerned: They start, stop and turn much too quickly in the game.

I'm hoping SH5 is better, or at least modable.

OakGroove 03-01-10 02:40 PM

In my book, a title deserving the prefix simulation, should have focus on faithfully recreating operation and function of RL Hardware and environments. Anything else is bonus. Visuals do contribute to realism, but are no substitute for simulation. In this regard there`s not much available to pass judgement on.

I would be interested in how sophisticated the "Vorhalterechner" (TDC) is recreated, as well as GHG (Sonar) operation and capabilities/ limitations. Optics, weapons and munitions - how do they rate when put against RL operation and data. Being the teeth, eyes and ears of a WW2 submarine, these should receive some extra love.

Just prior to release of "Operation Failpoint - Sleazy Dragon" by CM, an alleged former Dev made a forum entry about the title being more of a realistic "walking simulation", than a "milsim" (i do not like that word anyway). People were booing him, of course - but eventually it turned out he was on target with that assessment.

msxyz 03-01-10 03:02 PM

Are thermal layers implemented correctly this time?

In SH3/SH4, no matter how deep I dived, the destryers were always able to pinpoint my location exactly through the sonar.

What about depth charges? They generate a thick cover of tiny bubbles that blinds the attackers for a reasonable time. Has this effect been implemented correctly?

All the time I played SH3 (and SH4) I had the impression the destroyers crews were watching my sub with a free mode camera :shifty:

Sone7 03-01-10 05:04 PM

Quote:

Originally Posted by msxyz (Post 1286262)
Are thermal layers implemented correctly this time?

In SH3/SH4, no matter how deep I dived, the destryers were always able to pinpoint my location exactly through the sonar.

What about depth charges? They generate a thick cover of tiny bubbles that blinds the attackers for a reasonable time. Has this effect been implemented correctly?

All the time I played SH3 (and SH4) I had the impression the destroyers crews were watching my sub with a free mode camera :shifty:

Exactly.. any news?
Also, do ships' engines disturb DDs' hydrophone? I mean, when they're between our sub and the escort, is it possible that Tommies loose track of you? Or - in the same fashion - do not spot a sub pursuing convoy?
And in the end: sinking ships; can u hear it via hydrophone?

Sone7 03-02-10 06:26 AM

Any thoughts on that??


All times are GMT -5. The time now is 11:29 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.