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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Are you play with or without "No mape update"? | |||
With "No mape update. (hard) |
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28 | 41.18% |
Without "No mape update".(easy) |
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40 | 58.82% |
Voters: 68. You may not vote on this poll |
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Thread Tools | Display Modes |
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#1 |
Stowaway
Posts: n/a
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Who plays the game without "No map update" and who with?
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#2 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
Uploads: 0
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While the game can be sucessfully played with no map contacts there are some glaring issues with it.
Namely lack of adaquate information to be able to plot them yourself. Simple things like ships bearing, speed, and so forth can be difficult to find.
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#3 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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This. Once we have the tools I'll probably try a no map contact mission, but till then I'm happy with contacts on.
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#4 |
Navy Dude
![]() Join Date: Feb 2009
Posts: 171
Downloads: 201
Uploads: 0
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debug stadimeter and i ll play without map contact. In the actual state, it s impossible to get range information !!!!
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#5 |
The Old Man
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The stadimeter isn't as critical as the blind deck crew. Without Map contacts you can pass through the center of a convoy and they won't see anything. Map Contacts are the only way to enjoy the game at the moment. Although I feel so silly using it. Might as well have an autofire button
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#6 |
Captain
![]() Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
Downloads: 8
Uploads: 0
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I play with them on, and no I dont think this is all that unrealistic. It's well known that just like the British, the SS had spies and such that monitored British shipping, and ports and like the Captain in Das Boot said of this sort of espionage "they know exactly we ship out". So too the Germans did the same, and these reports would produce knowlege of when ships left ports and what ports and where they were going. And then infomation on this would be radioed to the warships at sea. The navaigator could then from this info put possible ships and thier likely locations at any given time on the map. It wouldnt always be accurate though for sure, but it was a good idea of where the Captain should be looking.
Adn so it is that this is what in my mind this map contact updating is attempting to simulate.
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"Chance favors the prepared mind" |
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#7 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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No contacts on my map.
Whats the point of manual TDC if the info is given to you? I may as well just go to bed and let the game play itself. Most of my enjoyement of the game is using an AOBWheel and visually trying to sort out his course as i approach. |
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#8 |
Helmsman
![]() Join Date: Apr 2009
Location: Cruising by you with "EXTREME SPEED"
Posts: 101
Downloads: 139
Uploads: 0
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#9 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Germany
Posts: 122
Downloads: 28
Uploads: 0
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no map contacts.
as gutted said, finding the solution yourself is the fun part. Ship's speed is most important, gutted has some excellent tools for finding it (speed solver). |
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#10 |
Mate
![]() Join Date: Apr 2009
Posts: 52
Downloads: 15
Uploads: 0
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Tryed without map update, but nobody warn me for any ship while travelling the long-distances. Just one time i was patrolling in the patrol area with 4000x faster time. I just passed near a well-protected convoy. And they take me down 4000x more faster than normal. My sonar guy better to warn me for any contact at least next time. Else its not fun to watch over sea to much. It makes me more tired than i am. Its just a game we arent real sub captains anyway.
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#11 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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I think the way the A.I. sensors of enemy vessels are displayed graphically is brilliant. I love how he 'range of detection' increases and decreases, depending upon your noise signature and visibility.
However, there is a very strong case for switching this feature off, so there is a more realistic level of uncertainty as to what you can get away with. When the game has been improved, via Mods and patches, to a level I am satisfied with, then I will again take a look at playing it in 100% realistic mode.
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#12 |
Ace of the Deep
![]() Join Date: Nov 2009
Location: New Zealand
Posts: 1,013
Downloads: 124
Uploads: 0
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I tried with No Map Contacts (100% realism). but while under high time compression, my sub struck a ship and sank. Seems to be serious issues with Watch crew and sensors durring time compression.
Theres also problems with the stadimeter and lack of tools to get distance and bearings. (No compass) So now im playing with map contacts on (88% realism) until these issue gets fixed.
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Windows 7, 64bit. Phenom II 965BE (OC 4cores @ 3.8 Ghz). Radeon HD4870 (1gb gddr5). 6gb Ram. Last edited by jwilliams; 03-15-10 at 05:11 PM. |
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#13 | |
Captain
![]() Join Date: Mar 2005
Location: Seattle, Wa. USA
Posts: 530
Downloads: 8
Uploads: 0
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Quote:
And it still give some playability to a larger audience. In fact I think a great deal of things in SH5 are for the sole purpose of widening the audience of this series.
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"Chance favors the prepared mind" |
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#14 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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I still find it a cakewalk to sink tonnage to be in the top %5 of U-boat captains without map contacts, off stadimeter, 100% difficulty, etc. The most annoying thing is putting 2-3 torpedoes in a civilian ship and it limps off with 1% health into the sunset at full speed.
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