SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 5
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-15-10, 06:58 PM   #1
oscar19681
Admiral
 
Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
Default Why remove perfect features?

I noticed a lot of features that worked perfec for sh-3/4 that were removed in sh-5. Ill sum them up.

* Crew managment. The crew managent in sh-5 has no right to call itself crew managmet. Its more like a crew update screen. I mean in sh-3/4 i loved the crew managment and micro managing them to my liking. It worked perfectly in sh-4 why remove it?
* Bearing displayed in binocialars . Also removed. Again why?
* retun to course
* maximum range at given speed and course
* sonar guy follow warship / follow closest target
* Deck gun attack hull/super struckture/waterline
* unman deckgun
* u-boat rolled at periscope depth when in heavy sea,s (allready removed in sh-4)
* Band at port
* depth under keel (there is a fix for this in mods now)
* estimated range given be crew when on the surface.
* conning tower of the VIIB non existent and is now replaced by the VIIC,s conning tower
* Ping range to target with sonar
* weather situation.
And i,m sure there are lots of other thinks i forgot to mention. What i dont understand is that many of these features worked well and removed anyway. Also it might but removing many of these features takes more time then to leave them in in the first place. After all they were in the game in the first place. I mean havent they heard of the phrase dont fix it if it aint broken?
__________________
we live we die but death does not ends it.

Jim Morrison 1943-1971
oscar19681 is offline   Reply With Quote
Old 03-15-10, 07:43 PM   #2
DragonRR1
Officer
 
Join Date: Mar 2007
Location: UK
Posts: 246
Downloads: 0
Uploads: 0
Default

I have to say that I really like SH5! It is, for me at least, much better than SH4 "out of the box" (excluding the DRM of course!). It's interesting that some of the missing features are actually present:

http://www.subsim.com/radioroom/showthread.php?t=164798

The game does need some serious patching and I suspect that, as with so many games these days, it was not finished in time for release so they simply cut features which weren't working properly or poorly implemented. I'm not condoning this, I would much rather they delayed the release or spent more time honing the SH4/SH3 interfaces rather than adding the iffy RPG/Morale features.
DragonRR1 is offline   Reply With Quote
Old 03-15-10, 08:32 PM   #3
jwilliams
Ace of the Deep
 
Join Date: Nov 2009
Location: New Zealand
Posts: 1,013
Downloads: 124
Uploads: 0
Default

* Crew managment. The crew managent in sh-5 has no right to call itself crew managmet. Its more like a crew update screen. I mean in sh-3/4 i loved the crew managment and micro managing them to my liking. It worked perfectly in sh-4 why remove it?

Yes i miss the crew managment. This new system is useless.

* Bearing displayed in binocialars . Also removed. Again why?

Do binocialars have bearing displays in them?
My RL ones dont.
GWX removed them from SH3. so i dont realy mind if there not in.


* retun to course

Yes very frustration having to plot your whole route again if you use the rudder. this needs to be put back in. (there are mods that put this in btw).

* maximum range at given speed and course

Yes i miss being able to calculate how much fuel i will need to return to port. this also needs to be put back in.


* sonar guy follow warship / follow closest target

I never used this feature in SH3 so i dont really miss it. But he needs to be able to tell me bearing and range to nearest warship/merchant.

* Deck gun attack hull/super struckture/waterline

Yes. Also a cease fire option too.

* unman deckgun

I dont have any problems un-manning my guns. maybe it to do with morale. i have the morale mod installed

* u-boat rolled at periscope depth when in heavy sea,s (allready removed in sh-4)

A uboat should roll in heavy seas. SH5 dosnt roll enough IMO.

* Band at port

harbour life. yes this needs to be added back in.

* depth under keel (there is a fix for this in mods now)

OMG. I cant believe they removed this. What use is a uboat with out the ability to ping for Depth Under Keel.

* estimated range given be crew when on the surface.

Estimate range to target? i just use the UZO stadimeter.

* conning tower of the VIIB non existent and is now replaced by the VIIC,s conning tower

My knoledge of uboats is limited so i would never had noticed.

* Ping range to target with sonar

Could uboats do this????

* weather situation.

Yes would be good to know, without having to go and look for yourself.
__________________
Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz).
Radeon HD4870 (1gb gddr5). 6gb Ram.
jwilliams is offline   Reply With Quote
Old 03-16-10, 10:17 AM   #4
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Quote:
Originally Posted by jwilliams View Post
A uboat should roll in heavy seas. SH5 dosnt roll enough IMO.
He was referring to the fact that submarines that are submerged but near the surface are still affected by the motion of the ocean. In SH3 you would still get some movement as deep as 30 meters in a storm and at periscope depth in any but the calmest weather.

Quote:
* Ping range to target with sonar

Could uboats do this????
The later ones with active sonar could, though it was dangerous if escorts were about. The real question is, did Type VIIs in 1943 have active sonar?
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 03-16-10, 10:20 AM   #5
SteamWake
Rear Admiral
 
Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
Default

He left out the return to course button
__________________
Follow the progress of Mr. Mulligan : http://www.subsim.com/radioroom/showthread.php?t=147648
SteamWake is offline   Reply With Quote
Old 03-29-10, 06:58 PM   #6
shmall
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by SteamWake View Post
He left out the return to course button
yeah needs a button, but if you add one more way point on the end of your course, the uboat will go back to following course
  Reply With Quote
Old 03-16-10, 11:03 AM   #7
Faamecanic
Ace of the Deep
 
Join Date: May 2005
Location: Off your Stb side with good solution
Posts: 1,065
Downloads: 44
Uploads: 0
Default

Quote:
Originally Posted by Sailor Steve View Post
He was referring to the fact that submarines that are submerged but near the surface are still affected by the motion of the ocean. In SH3 you would still get some movement as deep as 30 meters in a storm and at periscope depth in any but the calmest weather.


The later ones with active sonar could, though it was dangerous if escorts were about. The real question is, did Type VIIs in 1943 have active sonar?
Or for that mater why do that have RADAR??

And why would I be hunting Liberty Cargo Ships as a mission in 1939-40.....

Yet more drivel Ubi released....
Faamecanic is offline   Reply With Quote
Old 03-16-10, 11:25 AM   #8
capthelm
Captain
 
Join Date: Jan 2004
Posts: 522
Downloads: 32
Uploads: 0
Default

imo i dont think they where left out , just no time to add them in.

someone pulled the budget plug on them i think.
__________________

"One torpedo ... one ship"
my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo
my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8
capthelm is offline   Reply With Quote
Old 03-16-10, 12:05 PM   #9
SabreHawk
Captain
 
Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
Downloads: 8
Uploads: 0
Default

Quote:
Originally Posted by capthelm View Post
imo i dont think they where left out , just no time to add them in.

someone pulled the budget plug on them i think.
Yes this makes more sense to me than anything, it's a common tale in just about everything.
mfr's and such are just trying to make things too fast period. Deadlines are too unrealistic.
Hurry, hurry hurry. Haste makes waste, a saying that will always hold true. And is more true today than ever.
And I think that the subject in this thread, it from what have experienced so far, and by reading across the forums is the most common thinking amongst us.
That all they had to do for a winning combination was do the graphics as they did, and simply drop in SH3's UI and crew mgmt system with a couple tweaks adn thats it.
But they tried to revamp everything, and got away from what worked right.
__________________
"Chance favors the prepared mind"
SabreHawk is offline   Reply With Quote
Old 03-29-10, 04:11 PM   #10
longam
Admiral
 
Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
Default

Quote:
Originally Posted by capthelm View Post
imo i dont think they where left out , just no time to add them in.

someone pulled the budget plug on them i think.
Agree that they ran out of time, you can tell that by what they implemented in the interface, and what is still being developed (turned off) in the code. But I have faith in the Dev team, they are proud of their work and will finish the job as best as they can.

It will be interesting to see some other interface mods when more people get into modding this game.
longam is offline   Reply With Quote
Old 03-29-10, 05:13 PM   #11
Flopper
Weps
 
Join Date: Jan 2010
Location: Asheville, NC, USA
Posts: 356
Downloads: 107
Uploads: 0
Default

Quote:
Originally Posted by jwilliams;1317895* Bearing displayed in binocialars . Also removed. Again why?

[COLOR=yellow
Do binocialars have bearing displays in them?[/COLOR]
My RL ones dont.
GWX removed them from SH3. so i dont realy mind if there not in.
No, but if I have a clear enough sky or know any bearing, I pretty much can know which general direction I'm viewing through my RL ones. I found it a bother to not have any clue whether I just panned over 20 degrees or 60, with missing binocular bearings. Maybe a cardinal headings only mod...
__________________

Flopper is offline   Reply With Quote
Old 03-29-10, 05:24 PM   #12
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

I love that they're gone with GWX. I always turn to the rough bearing without them, they put them up. Works every time.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 03-29-10, 06:30 PM   #13
Nordmann
Commodore
 
Join Date: Jul 2008
Location: England
Posts: 628
Downloads: 62
Uploads: 0
Default

Many of the aforementioned features are still in the game, they are just disabled, or currently do not have an assigned key. I'm not sure why they did this, but I can only assume that they were meant to be in, but did not make release for one reason or another.

I'm still scratching my head as to why you skip from a VIIA to a VIIC, not to mention the inaccurate towers. This is something you should get right, if you claim to be making a U-boat simulator; it's not exactly difficult, look it up online or *gasp* pick up a book. Honestly, the devs should get themselves some people in the know, at least they would have the historical aspects nailed down, if nothing else.
__________________
"I must confess that my imagination refuses to see any sort of submarine doing anything but suffocating its crew and floundering at sea." - H. G. Wells
Nordmann is offline   Reply With Quote
Old 03-29-10, 07:01 PM   #14
Flopper
Weps
 
Join Date: Jan 2010
Location: Asheville, NC, USA
Posts: 356
Downloads: 107
Uploads: 0
Default

Quote:
Originally Posted by Sailor Steve View Post
I love that they're gone with GWX. I always turn to the rough bearing without them, they put them up. Works every time.
I always do that too, but I wish I could do a proper scan with them.
__________________

Flopper is offline   Reply With Quote
Old 03-15-10, 08:42 PM   #15
Juliano
Helmsman
 
Join Date: Apr 2009
Location: Cruising by you with "EXTREME SPEED"
Posts: 101
Downloads: 139
Uploads: 0
Default

Oscar, I suggest trying the latest mods released as they improve the game 100% already, but it´s still a long hard road to raise this game to an epic level like SH3.

The modders are doing some GREAT work, some are even starting fidling with the campaign files to add and alter several things, and I bet some are trying to build a more realistic form scratch.

Here, take a look by yourself: http://www.subsim.com/radioroom/showthread.php?t=162013

Happy Hunting =D
Juliano is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:38 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.