Quote:
Originally Posted by Sniper297
"...what would be that vital aspect in your opinion?"
Elementary, my dear bubblehead, Buoyancy! The earliest flight simulators had fine control and carefully modded physics for slow flight, turbulence, dead engine, stall - spin and recovery, along with trim controls for pitch roll and yaw, altitude loss in a turn if you didn't add power and raise the nose, you name it they modeled it carefully. Sub simulators have NOTHING for ballast control, no pumping flooding blowing internal tanks to trim and balance the boat at all. Perfect neutral buoyancy at all times unless damaged and flooding, then there's no way to compensate for flooding by trimming the ballast. Undamaged hull and "bulkheads" (which are internal and would have nothing to do with water coming in from outside) means you stop motors and go to zero speed, set depth anywhere and it hovers there indefinitely without slowly rising/sinking and pitching. While waiting for a target to reach the firing point I try to keep some way on and time it to arrive at the firing point close to the perfect position anyway, but it irritates me that you CAN just go to the firing point, stop dead and never have to move. Heavy flooding in the after torpedo room you're down by the stern, no way to compensate with trim tanks?! Flight physics are always considered the most vital aspect of any flight simulator, if that's not realistically modeled it's considered lame whatever else it has. So why all these years since the 1983 Spectrum Holobyte GATO have we accepted sub simulators that don't accurately model the physics and controls for submersible vessels?
"Curious is all."
Good thing you ain't a cat, hey? 
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An excellent response! However, unlike a flight sim, trimming the boat is much more complex and is as much an art as it is science. Specifically when some of us have decided to form a trim party to screw with the diving officer.

Having driven the boat there are many aspects to handling a submarine that I think would be lost and ultimately cause confusion, frustration, and finally loss of all hope of understanding. But that's not all to say a simplified solution couldn't be implemented.
Looking back to SH2 a mod was created that allowed control over the dive planes; and from my experience it proved quite accurate in how the boat would handle. But alas that seems to be the way of not just subsims, but many a video game. Substance gives way to prettiness to appease the ignorant, lazy, masses.