Quote:
Originally Posted by Steeltrap
Another factor not covered by the sim is that USA subs suffered periods of blindness through their periscopes. This was due to the attack scope having a narrow head (to minimise chances of it being spotted) which meant they were unable to draw a great deal of light through them. So in periods of low light they were, effectively, blind.
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I'm not sure, but if you mean this was a problem limited to "USA scopes" it would be bollocks though. Nazi periscopes had the same problem. This is why both sides also introduced observation scopes, which would allow more light to get through than the narrow attack scopes (and could be tilted upwards for searching the sky, too).
Problem in these modern games with lightsources/light conditions is that it's difficult to consider the human factor as well as the AI in how "good" the visibility is. In the old games, with no "real" lightsources, visibility was either 0 or 1. In good conditions, you and the AI would both see like 20km, while during a dark night the enemy ship would appear on the screen at 5km or whatever, and would then also be there for the AI. Today, you, the human, might see or might not see something on your monitor, depending on your gamma settings etc., but the AI still has the old "0" and "1" parameters to decide whether or not it can see and what. So there will be arkward results like you seeing ships in the night which are not spotted by the crew, or vise-versa. To avoid that, the game would also have to incooperate a simulation of the human eye - which is not going to happen anytime soon in gaming.