![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
|
![]()
Looking at the periscope views in Silent Hunter 5 videos has gotten me down. The design philosophy that has started in Silent Hunter 3 (or before? I haven't played anything previous) has unfortunately fallen into a narrow-minded rut with regards to the periscope interface. Small tweaks and addons have grown from SH3 to SH4 to SH5 when what's really needed is a whole new breath of fresh air to the concept.
![]() If this doesn't strike you as wrong, I don't know what will. Too long the idea has been to bog down the player in a bevy of 2D GUI elements that really have no basis in reality. If real Kaluns and Captains of WWII managed to sail their vessels without the benefit of a 2D GUI, surely us video game players can manage keeping such effrontery to a low roar. The 3D submarine interior art is getting better all the time... why aren't we utilizing it properly?! I present to you a tasty glimpse of beautiful focus and simplicity. ![]() Ahh, isn't that better? But what about those functions that are stripped, won't they be missed? Here we take a case-by-case basis view of all the commands & displays on the original periscope interface and either move, hide, or delete them. ![]() The offenders that need to go aware (red) and the annoyances that don't need to be permanent (green).
If you think of the Captain giving orders to the crew, you think of a conversation. Do conversations happen in rusty, bolted on steel panels with dials? No. Do options for conversational topics hang in the air all the time waiting to be said? No. Conversations are initiated, constructed, executed, and then dismissed. Naturally SH5's orders should follow these guidelines. As captain I should be able to raise my voice out of notion, quickly get to the point, speak the command, and then let the conversation "close" back again to nothing so I can continue my tasks. From nothing... This means any interaction with the boat & crew other than real, physical touching of controls by the captain himself should be invisible and absent until such a time as that interaction is called for. Breaking the silence... When the captain speaks he commands. Holding down a large, friendly key such as space bar, a semi-transparent overlay pops up giving the captain power to construct a verbal command with the clarity and immediacy that mimics real vocalization. Making it happen...As the order interface is clicked on or the orders overlay is dismissed (by releasing the held space bar or by dismissing a toggled arrangement), the captain verbalizes his order and the chain of events that makes that happen begins. Often this means time will pass until the effect occurs. This is good as it makes the player feel that he is on a 2000 ton submarine with 60 men and not an iPhone app. Back to nothing... As the order is finished the captain returns to observing only the 3D world around him, making the player feel at one and "there" on the boat. ![]() A very rough design of what the orders overlay might look like |
![]() |
![]() |
![]() |
#2 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
|
![]()
I gotta say I agree with you. But I gotta say what would do the sim wonders is voice commands instead of click here or click there.
![]()
__________________
USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
![]() |
![]() |
![]() |
#3 | |
Seaman
![]() Join Date: Apr 2009
Posts: 37
Downloads: 133
Uploads: 0
|
![]() Quote:
![]() Chaoic out... Last edited by Chaoic16; 03-04-10 at 12:39 PM. |
|
![]() |
![]() |
![]() |
#4 |
Neptune's daughter
![]() Join Date: Apr 2007
Posts: 325
Downloads: 164
Uploads: 0
|
![]()
bump
Is this 'project' still alive? Or have the 'crappy' SH3/4 2D toolbars negated it? ![]() Elphaba |
![]() |
![]() |
![]() |
#5 |
An able master
![]() Join Date: Jan 2010
Location: England
Posts: 274
Downloads: 121
Uploads: 5
|
![]()
Go for it Fred ive been reading through this thread and your ideas are both excellent, realistic and true, about time a view like this is implemented, i believe this would be a leap in the right direction. Very immersive and of course historically accurate, your ideas are spot on mate. Sure many would favour your approach and pull us away from the small view arcade like portal we have seen many times in the past. Anyways nuff said. Look forward to your updates in the future mate, thanks.
|
![]() |
![]() |
![]() |
#6 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
|
![]()
Originally this was not really a project, it was a general SH5 forum thread that was moved into the SH5 Mod forum as its first topic since it was the most "mod-like" at that time. That being said, the release of SH4-like UI mods has done anything but satisfy me. It's a good stopgap measure but it would pain me if that "comfort zone" was as far as UI ideas ever progress. I will try to integrate the ideas shown here into a larger mod package.
|
![]() |
![]() |
![]() |
#7 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
|
![]()
Periscope View as Momentary
Our common Silent Hunter view of the periscope view is strange and warped. We expect that being at this view is a permanent, homey situation. As such we expect all of the necessary controls for the entire torpedo attack be viewed simultaneously on this "home" screen. It is this view that is fundamentally flawed and creates such a weird, unhistorical, non-immersed feeling. Instead, I would like to see a Silent Hunter where the Captain (during the attack) is at home near but not looking through the periscope. Looking through the eyepiece should feel like something that is singular in purpose and not a place where one could fall asleep comfortably. Actions Done Near Periscope
For this concept to fly, navigation of view from periscope-near to periscope-through must be natural, fast, and uncomplicated. I would suggest right-mouse for the toggle if the controls are like SH4. Once for going from "near" to "through" and the same for "through" to "near." Double right-clicking might automatically retract the periscope or extend the periscope to/from a meter or so below the surface for stealth. In real life, addressing the periscope and pulling away from the eyepiece back and forth, back and forth along with raising and lowering must have been natural, second-nature motions for the captain. The control scheme should strive diligently to replicate the ease of switching onto and away from the eyepiece as it's going to happen a lot. Large Periscope, Magnification, and Resolution Previous modified Silent Hunter games have struggled with the problem of periscope magnification. Using historical magnification values, coupled with the relatively low resolution of computer monitors has meant a sighting performance below that of real life. Modifications have made the decision to increase magnification to fictional levels desiring to replicate real world results in terms of overall performance when recognizing flags, etc. The lesson in all of this is simple, the bigger the periscope's view on the computer monitor, the better. Only by having the round viewable area meet or even exceed the rectangular box of the computer monitor's frame can Silent Hunter hope to appease both masters of historical magnification and historical sighting performance. Silent Hunter 5's default periscope view makes poor use of available screen space. Real-World Restrictions Like the restrictions on at what level of extension it is possible to look through the eyepiece, there are many other subtleties of periscope use that have been missing from previous Silent Hunter games.
Last edited by Frederf; 02-16-10 at 11:08 PM. |
![]() |
![]() |
![]() |
#8 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
|
I have to say - a well thought out arguement for removing alot of the clutter. However, remember who the game is aimed at - not just the sim buyer - but the casual gamer crowd. Because of that - the accessibility needs to be there.
However, I do like the idea of OPTIONS to turn it all off and select a overlay effect as you suggest. If it doesn't come out like that - expect it to be modded in!
__________________
Good Hunting! Captain Haplo ![]() |
![]() |
![]() |
![]() |
#9 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
|
![]()
Excellent post Frederf
![]() ![]() QUOTE=CaptainHaplo;1270259]I have to say - a well thought out arguement for removing alot of the clutter. However, remember who the game is aimed at - not just the sim buyer - but the casual gamer crowd. Because of that - the accessibility needs to be there. However, I do like the idea of OPTIONS to turn it all off and select a overlay effect as you suggest. If it doesn't come out like that - expect it to be modded in![/QUOTE] I couldn't have said it better Capt.H ![]() |
![]() |
![]() |
![]() |
#10 |
Commodore
![]() |
![]()
Wow... That's some inspired imagineering. The first person perspective really lends itself to a different way of looking at things. In the previous games, you were the captain, but you were also more than just the captain, if that makes any sense?
I really hope you'd consider going ahead with this line of thinking for the rest of the UI and sharing it with us. Even if you don't mod it yourself, it's great inspiration.
__________________
- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
![]() |
![]() |
![]() |
#11 |
Ace of the deep .
|
![]()
Now this is the sort of post i like . Imagine this with voice recognition and Nividia 3D hardware and 120hz monitor.
![]() Last edited by THE_MASK; 02-17-10 at 01:52 AM. |
![]() |
![]() |
![]() |
#12 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
|
![]()
The thing is, I don't believe the clutter to be very "casual-friendly" either. I think the clutter is no good for anyone. A complex and, let's be frank, clinical interface is exactly the opposite to what the casual audience would want. Making Silent Hunter look like MS Office with buttons, drop downs, and such can't appeal to the predictable visceral, visual, real wants of the so called casuals.
Clicking this abstract representation, clicking that 2D dial... how unemotional. Isn't it a baser, more emotional instinct to grab the real world controls as they appear before you in 3D instead of letting them be a pretty backdrop for an in-essence 2D adventure? |
![]() |
![]() |
![]() |
#13 |
Born to Run Silent
|
![]()
Great concepts, Fred, hope you don't mind if I make this the inaugural threads in the SH5 Mods forum.
![]() Carry on.
__________________
SUBSIM - 26 Years on the Web Last edited by Onkel Neal; 02-16-10 at 11:30 PM. |
![]() |
![]() |
![]() |
#14 |
Swabbie
![]() Join Date: Oct 2009
Location: Bend, OR
Posts: 12
Downloads: 36
Uploads: 0
|
![]()
Just need to petition a company like logitech or saitek, a company who makes joysticks and panels for other games, to make us a periscope, tdc, and engine order telegraph. Now THAT would be somethin! (Not that I believe they would do it)
![]()
__________________
ET2/SS Billy Lane ![]() Nav Div USS Kentucky SSBN 737 2006 (1 patrol) USS Henry M. Jackson SSBN 730(G) 2006-2009 (3 patrols) |
![]() |
![]() |
![]() |
#15 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
|
![]()
What would make it ideal for me is dual screen mode where the scope could be full screen on one screen and all your controls and maps on the second screen.
They one could build a model of a scope with an LCD creen embeded and use it like the real deal, similar to the guys at viperpit that buils fully working f16 cockpits. See here http://www.viperpit.org/smf/index.php ![]() |
![]() |
![]() |
![]() |
|
|