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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Dec 2009
Posts: 191
Downloads: 172
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I have just dusted off SH5 for the first time in ages ( because it seems like the game is really reaching a new stage) Im wondering is it possible now to fix a few of the silly nagging problems that break immersion -
1) "The Kamphband Sighted!!" still being shouted when its just a very small convoy of merchants? 2) The other uboat pens being opened up as a possible place to dock? (you can only ever use the far left one as you approach the pens) 3) Crew rain hats - I know this keeps being brought up regularly. Finally I have never been able to use / aim the deck gun myself like I could in Sh3.... is this just me being utterly stupid...? or has it always been impossible to man the damn thing personally ( first person ) in SH5 ? --- lol I realise I admitting this is either going to make me look very ignorant or foolish or possibly both! lol Can you add anything else to the list of smaller annoying things that might be fixable without loads and loads of effort and time? |
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#2 | |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
Downloads: 78
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All you have to do to man the deck gun yourself is to click on it, which will bring the crew running to operate the traverse and elevation, then click on the tiny binoculars in the upper left of the screen and you'll have a gun sight interface just like we had in SH3. From there on out, it's up to you, but it's no different from SH3. ![]()
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#3 | ||
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
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#4 |
Planesman
![]() Join Date: Dec 2009
Posts: 191
Downloads: 172
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Well obviously there are much bigger things that are being worked on.... but the point of this thread is to highlight little improvements to the game that WOULDN'T take ages to fix..... and would still help the game while our uber modders to focus on the big stuff.
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#5 | |
Samurai Navy
![]() Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
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#6 |
Grey Wolf
![]() Join Date: Nov 2010
Posts: 908
Downloads: 89
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The misidentification between task forces (Kampfbande Gesichtet) and sighing a merchant convoy could be one of two things. The first is a legitimate bug. Considering what the modders are still chasing down, no shock here. The second is a non-bug misinterpreted as a bug. I postulate this because every time I have heard this, there is at least one Q-Ship in the convoy, usually a Large Steamer or a Liberty Ship. Both will not hesitate to unload its deck guns on you when surfaced...and they hurt. I know when I hear the 2WO report a Task Force, I start looking for Admiralty V&Ws and Tribals, rather than the deck guns on a Liberty, just as a reflex action. Just remember that historically, those deck guns on the merchants were recycled from retrofitted Clemson Class destroyers for the sole purpose of ruining your day.
As for the other stuff, it is "bells and whistles" in my book. I would prefer to see a consistent skill, morale, fatigue and rewards supermod to fix all of the problems with these areas. I have over half a million tons sunk and I have yet to receive my War Patrol Badge, let alone a promotion or some serious medals. Likewise, my current campaign is suffering from some bizarre cooldown corruption that makes me wait days for some skills to cooldown. Tried to manually edit this silliness out, but it is a temporary solution. |
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#7 |
Watch
![]() Join Date: Dec 2009
Posts: 20
Downloads: 91
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I think you should have the opition that if you order action stations all watertight doors are shut with the exception of door between control room and sonar/radio etc room.Plus the standard position of the engine room door is closed at all times unless you open it yourself.
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#8 | |
Grey Wolf
![]() Join Date: Nov 2010
Posts: 908
Downloads: 89
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#9 | |
Medic
![]() Join Date: May 2007
Posts: 165
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And that also would require an improvement of the crew animations whom need a total rework. Let's wait until GR2 editor it's finished. Then even will be possible to make the crew to close the hatches themselves and raise visually the flooding levels to the ceiling. To note, in the sonar room as its always open the door should be automatically closed (considering the flood problem devs had) before water could reach the door. The flood contagion between compartments could be done with a simply animation in the closed hatch leaking water due to presure, maybe even blow open the door showing only a cascade splash of white water falling from a dark compartment, faster flooding the actual compartment. Last edited by haegemon; 02-20-12 at 12:09 AM. |
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