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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Meine Wunschliste
First off, me being a Yankee Doodle Dandy from the USA the first thing I'd like to see for SHV is a USN expansion pack, me like Pacific war. Being a U boat skipper is a fun change of pace (for one thing it's a LOT more challenging to be on the losing side) but I love my US fleet boats.
My first subsim was a DOS based game called Gato, I also had Microprose Silent Service 1 and 2, as well as Silent Hunter 1, 2, 3, and 4. No real big complaints about any of them, all were pretty realistic for their times given the limitations of software. But. ![]() The main thing that's always been missing some of the hardcore gamers have mentioned many times before - you can't sit All Stop at periscope depth indefinitely. What I'd really like to see in the ultra realism setting is some type of variable ballast tank management screen, so you could do a trim dive and flood or empty all the different internal ballast tanks, both to balance the boat and get as near neutral buoyancy as you can. "Hovering" at periscope depth or 100 feet or whatever would be possible for a few minutes anyway, how long you could hover and how fast the boat rose or descended would depend on how good your trim is. A good diving officer might be able to hold motionless at periscope depth for 15-30 minutes. The whole point to a submarine simulator is submerging, so more realistic control over that aspect don't seem like too much to ask. Settings could easily be dumbed down for casual players, turn on "automatic perfect neutral buoyancy" and even have an intermediate setting where you could turn control over to the diving officer, and how well they can hold depth depends on their skill and experience. That way you'd get better depth control as you progressed in your career, inexperienced diving officer and planesmen wobble up and down between 50 and 60 feet while trying to hold periscope depth, can't catch a decent trim so they need at least 4 knots to hold within 5 feet. As they gain experience they only need 1/2 knot to hold within 6 inches of the ordered depth. I'd also like to see something where you could type in an actual NUMBER, I want 61 feet I click on the dial and get 59 or 63. Other ideas have been mentioned before, direct control over the diving planes, an inclinometer showing the dive or ascent angle, throw in your favorites here. ![]() |
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#2 |
Eternal Patrol
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"The whole point" is an easy phrase to misinterpret. "The whole point" of a submarine is indeed to submerge. You are correct - there is a whole lot more than that to be simulated - but Sniper never actually said that was all he wanted, just that it was something important that shouldn't be left out. Perhaps "The main point" might have been better wording, but his intent is easily understood, at least by me.
I agree with both of you. Yes, there is a whole lot more to worry about, but that is something that has been lacking from every subsim except Aces Of The Deep. As to typing in the actual number, I'm not sure I agree. The captain wants a specific depth, and where using the periscope is concerned he can tell when that's not right, and order a change. But at seventy meters I would think it's kind of hard to know exactly, seeing that it's based on water pressure that changes from time to time. I could be wrong on that, and being that specific wouldn't hurt. I do think it's something long lacking from the rudder, though. The course should be precise, and the compass should make it relatively easy. If I order a course of 310, I don't want 309 or 311. A few hundred miles of that can get you lost pretty quickly.
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#3 | |
Previously 4Para
![]() Join Date: Sep 2009
Location: Britain
Posts: 609
Downloads: 51
Uploads: 0
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#4 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
Uploads: 19
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Judging by the phrasing I'm guessing that English is a second language for SilentHunterV, hence misunderstanding the meaning. I meant what I said though, the whole point of a simulator is to simulate something, but the whole point of a SUBMARINE simulator as opposed to a torpedo boat simulator is underwater operations, it's the primary thing that makes it different from a torpedo boat simulator. In my opinion a submarine simulator should put the physics of operating a submersible vessel at the top of the priority list rather than just faking it.
And I agree, normally the captain isn't involved, he also don't have to look up the ship type in the book, set the mast height, enter range and bearing and AOB into the TDC, keep a running plot on the chart, set the torpedo depths and open the outer doors himself either. All that is optional because some people like to do it, trimming for neutral buoyancy, pumping from the forward to the after trim tank and adding a couple hundred gallons to the Q tank or whatever could also be an option that you wouldn't have to use if you're not interested. In fact an option to turn it off completely and ignore buoyancy physics would be absolutely required, since there are probably quite a few players who LIKE being able to stop the boat dead at any depth and remain completely motionless. |
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#5 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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Its already a click fest in SH4 just to do manual targeting. I couldn't imagine adding controls for trim and ballast, this would be way to much to handle during an attack run.
On the other hand if your just stalking and plotting it could serve to ad to the realism. |
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#6 | |
Previously 4Para
![]() Join Date: Sep 2009
Location: Britain
Posts: 609
Downloads: 51
Uploads: 0
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If you cant be a good example, then you'll just have to be a horrible warning! |
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