Quote:
Originally Posted by AkbarGulag
the number of pipes and level of 3D modeling has always impressed me.
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My point exactly. The devs have already gone to great lengths to model the interiors to a reasonable level of accuracy. All I'm saying is that the engine and torpedo rooms would require a level of accuracy and complexity not seen with the interiors we have right now.
Let me put it this way: I've done modeling of cockpit interiors in the past myself (I made the 3D mesh for the He 162 cockpit in IL2). Any modeler will tell you that modeling fighter cockpits is far easier than modeling a bomber cockpit, because the complexity and the number of compartments goes up dramatically for these types of planes. It's a big reason why IL2 was slow to implement bomber cockpits, because they take so much time and effort. In SH4's case these extra compartments, while they no doubt would be nice to look at, don't really add anything in terms of gameplay.
And actually, I'm in agreement with capthelm's post: the animations are a bit too basic. The crew just stand there when a pipe bursts as if nothing is happening, so that we have to listen to and see the animation going on for the rest of the patrol. The watch crew doesn't call and point out ship sightings (other than the OOD) like they used to in SH3. The OOD doesn't lean over and look through the TBT when you ask him for a bearing to a target. AAA gunners don't bend/kneel when elevating their guns in order to fire at an incoming target. The sonarman doesn't have his hand on the handle while scanning for targets. It's things like that that make the crew animations lacking in detail and would make the submarines feel more lifelike if they were there.
Hopefully things like this have been addressed in the add-on, but I'm not holding my breath.