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Old 02-16-10, 09:59 PM   #3
Frederf
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Join Date: Apr 2005
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Periscope View as Momentary

Our common Silent Hunter view of the periscope view is strange and warped. We expect that being at this view is a permanent, homey situation. As such we expect all of the necessary controls for the entire torpedo attack be viewed simultaneously on this "home" screen. It is this view that is fundamentally flawed and creates such a weird, unhistorical, non-immersed feeling.

Instead, I would like to see a Silent Hunter where the Captain (during the attack) is at home near but not looking through the periscope. Looking through the eyepiece should feel like something that is singular in purpose and not a place where one could fall asleep comfortably.

Actions Done Near Periscope
  • Recognition manual
  • Checking TDC data
  • Observing speed, heading, depth repeaters
  • Controlling torpedo tube doors
  • Setting stadimeter horizontal-vertical
  • Setting stadimeter target height
  • Checking periscope bearing
  • Raising/lowering periscope
  • Turning periscope
  • Checking periscope depth meter
  • Plotting or viewing plotted contacts
Actions Done Looking Through Periscope
  • Turning periscope
  • Switching magnifications (with visual effect!)
  • Adjusting split-image stadimeter (mousewheel!)
  • Firing torpedo (GUI order or keyboard)
Lowering or raising the periscope outside of a certain range should kick the player out of that view. It is impossible to look out of the 'scope when it is below the deck plate!

For this concept to fly, navigation of view from periscope-near to periscope-through must be natural, fast, and uncomplicated. I would suggest right-mouse for the toggle if the controls are like SH4. Once for going from "near" to "through" and the same for "through" to "near." Double right-clicking might automatically retract the periscope or extend the periscope to/from a meter or so below the surface for stealth. In real life, addressing the periscope and pulling away from the eyepiece back and forth, back and forth along with raising and lowering must have been natural, second-nature motions for the captain. The control scheme should strive diligently to replicate the ease of switching onto and away from the eyepiece as it's going to happen a lot.


Large Periscope, Magnification, and Resolution


Previous modified Silent Hunter games have struggled with the problem of periscope magnification. Using historical magnification values, coupled with the relatively low resolution of computer monitors has meant a sighting performance below that of real life. Modifications have made the decision to increase magnification to fictional levels desiring to replicate real world results in terms of overall performance when recognizing flags, etc. The lesson in all of this is simple, the bigger the periscope's view on the computer monitor, the better. Only by having the round viewable area meet or even exceed the rectangular box of the computer monitor's frame can Silent Hunter hope to appease both masters of historical magnification and historical sighting performance. Silent Hunter 5's default periscope view makes poor use of available screen space.


Real-World Restrictions

Like the restrictions on at what level of extension it is possible to look through the eyepiece, there are many other subtleties of periscope use that have been missing from previous Silent Hunter games.
  • Vibration due to high speed
  • Flooding and fogging due to battle damage and poor maintenance
  • Damage from unsupported surface high-periscope use in heavy seas
  • Poor low-light performance
  • Unacceptable night performance

Last edited by Frederf; 02-16-10 at 11:08 PM.
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