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Old 12-04-07, 10:41 PM   #83
Bubblehead Nuke
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Join Date: Feb 2006
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Quote:
Originally Posted by Molon Labe
I think getting the physics right is a fundamental building block for any simulation. Everything else in some way or another depends on how good that foundation is.

The most exciting aspect about this approach to me personally is the possibility of casualty and emergency procedure modeling that is far beyond anything we've seen in the modern subsim genre--actual accounting for flooding and changes in buoyancy, attitude, performance, etc. That sort of thing wouldn't be possible if too much of the physics is abstracted the way it is in the SCS series of sims. I'd rather see and experience the sub losing depth control than just be told by a voiceover that such control has been lost.
BINGO!

If you start off with a stong foundation, then you will get back in spades what you invest.

Couple this with the work he has done in ray path analysis, spice it up with what some of us can guide others on, and you will end up with something that will be a SIM and not an arcade game.
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