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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: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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Please this time, organize the RM. It's a PITA to have to sift through every single type of merchant or warship just to find the one you're looking for.
how it should be: WARSHIP: -------------- you click the enemy nation, and a menu page appears: ALL BATTLESHIPS DESTROYERS CARRIERS CRUISERS PATROL CRAFT .. etc. MERCHANT: ----------------- You click the merchant section and a menu page appears: ALL TANKERS LARGE CARGO SMALL CARGO TRANSPORT PASSENGER COASTAL VESSELS ... etc. If it's a destroyer im looking for.. why should i have to click through every single type of warship the nation has just to find it? thank you. p.s. it would be nice if after we ID a few ships in a convoy, we could click on the ID name of a locked ship (whever it may be in the new scope view), and have RM manual automaticallly flip to it. Or maybe a key command to show the RM page of the locked ship if it's been ID'd already. Sometimes i want to go back and look at some info for one of the ships i've already ID'd, and have to reflip through the manual to find it again. |
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#2 |
Helmsman
![]() Join Date: May 2009
Location: Germany
Posts: 102
Downloads: 174
Uploads: 4
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i think the feature of opening the rec manual page for an already identified ship is build into sh3 already and not disabled in gwx. it works for me when i click on "ship" ("schiff" for me) left to the ship's type (say "tramp steamer") when the target is locked (again: i have already identified before in the rec manual, but closed it/looked up another page).
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#3 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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well it doesn't work in SHIV. atleast with manual targetting, haven't tried it without assisted targeting.
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#4 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
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Don't hold your breath on this one. It is something that is modable. Was done in SH3 & SHIV.
What we want to see is hardcoded stuff either fixed or made modable. The manual that came with SHIV was best used to level a table leg. ![]() |
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#5 |
The Old Man
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It works in SH4
![]() But the manual needs to change BAAAAAD. Now, just in case the devs haven't figured it by now, WE HATE THE RECOGNITION MANUAL IN SH3 AND SH4!!!!! Any captain could remove the pages from a recog manual and build his own. So create 2 manuals, one that has all the ships, and an empty one. We could create tabs in the empty one such as "Ships I sunk this week", "Ships I'd like to see", or boring names like "Merchants, Tankers, Escorts" etc...and drag pages from the big manual to this one just as we would do with recognition cards. That would be a great idea for the recognition manual in the collector's edition box. Make it a folder with removable pages. Heck, we can print new ones ourselves after that ![]() |
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#6 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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#7 |
The Old Man
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Either TMO or RFB (with OM added)
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#8 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,050
Downloads: 3
Uploads: 0
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Guys, the recognition manual will be completely revamped for SH5, nothing like the previous 2 versions...
from what I've seen so far during the meet it's going to be interactive, you specify a number of features on the ship you're trying to identify and it gives you the most likely candidates based on what you entered, it's not finished yet, but what they showed us was excellent, both for those that have all the ship silhouettes and statistics memorized, like me, and for newbie players that have never seen it before. ![]() |
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#9 |
Pacific Aces Dev Team
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That sounds very good
![]() The ability of the IWO to give you an estimate of distance to the selected target -and not simply of the "nearest visual contact" like in SH3, as it was there an unfinished feature- is also essential. We can practice a lot but after all, judging distance in the real sea is already difficult enough, let alone in a 2D screen ![]()
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One day I will return to sea ... |
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#10 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,050
Downloads: 3
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Hitman, I have no Idea, the version they showed us did not have a working stadimeter yet.
keep in mind that the dev working on this only came home this morning around 1am, from the subsim meet ![]() ![]() |
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#11 |
The Old Man
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Great info Cranky... That the captain wouldn't have his manual in his hand while rotating the periscope, but call out important features so the WO can narrow down the possible id's seems very logical. It was a good decision by the devs, as expected.
The fact that they haven't yet finished the periscopes is also good news, we should underline the importance of having scopes with split prisms and AOBF while we have time (at least as upgrades). If we have those, iI doubt that they won't allow us to input ship mast manually, as we already can through mods in SH4 ![]() Hitman, from your pictures of the TDC I couldn't help notice the Ship Length dial (at least on that version)... Was it linked to a time dial to calculate target speed? Considering that the sub's own course and speed are known to the TDC, a mecanical computer like the TDC could calculate the target's speed for any bearing and at any speed ![]() |
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#12 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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#13 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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#14 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,050
Downloads: 3
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You're right, unfortunately, we got no info on that,
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#15 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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