View Single Post
Old 02-17-10, 06:45 AM   #18
Frederf
Seasoned Skipper
 
Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
Default

Quote:
Originally Posted by finchOU View Post
you forgot to mention that having all that extra stuff can degrade night vision especially if its white light! It makes it harder to break out those are to see targets.
Very good point. Trying to strain to see on a dark night past bright white distractions on the periscope view is a pain. It actually requires more work from the developers to do all of the periscope view in both day and night versions. By making a "universal" simple periscope the developers only need make one version for all times of day. Less work!

Quote:
Sober's Picture
Yes, render-to-texture where the outside view is rendered onto the eyepiece is nice. It may be not super realistic if one normally presses up tight to the eyepiece such that it consumes the full eye's view but at least it keeps the world in one piece for the player. It does take a stronger computer and a more advanced game engine to render-to-texture an outside view as well as an inside scene.

Quote:
voice command
Voice control could be awesome. It's a layer above and beyond what's described here and could just as well be applied to the stock SH5 interface as my alternate "reimagined" one. It seems obvious that a game where the player is a captain of a large crew where most actions are representative of real life verbal orders that harnessing the player's voice to accomplish his tasks is the most natural. Flight sims use joysticks, racing games use wheels, surely naval captain games use a microphone?

I'd like to think of a multi-zone space that is functional practically for real torpedo targeting tasks. I'm a bit lazy to get out photoshop so I'll see what I can do in text. Imagine each box is a station and the lines between boxes show which stations are accessed from other stations. We try to construct a natural flow where each station does its task with adequate focus but there are not so many stations that the overhead of transitioning stations distracts from the job at hand.

Code:
        [REPEATER DIALS]          [TDC]
                  |                  |
                  |                  |
[EYEPIECE]---[PERISCOPE BODY]---[CONNING TOWER]---[CONTROL ROOM]
               |         |
               |         |
    [REC. MANUAL]     [PLOTTING BOARD]
Frederf is offline   Reply With Quote