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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
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I have something on my chest and wanted to open a civil discussion about it:
One of the issues posted all over the place about SH4 is the chronometer that doesn't calculate the target ships speed, while the manual says it should. True. But that element is part of the hardcore sub gaming - the 100% manual crowd stuff. The manual targeting bit. The manual targeting method of sh3 implied you got the speed of the target - with some error - by just pressing a button on the watch. There was no actual gameplay for the player there. No skill. So why do you guys want it back? Are you actually using "manual targeting", doing the job that most captains did, or not? There is a checkbox that gets you auto targeting... but when you're manual, you do the work. Hard? Yeah! But its an option... Dan P.S. You know the Position Keeper can be used to see whether you got the right speed for the target or not. |
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#2 |
Lucky Jack
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I would like to see it working as now there's only two options; automatic targeting and full manual. In SHIII it helped me alot to first try the game with the semi-manual method, before going full manual.
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#3 | |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
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#4 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
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From someone who always played auto in sh3, but has started to occasaionally play manual in sh4, it would be a welcome middle road, simpy because it saves time. Yes I can mark the map and repeat in 3 minutes, but this simulates that and saves time better spent flipping through the ID book (which i also have mixed feelings about). I am just slow, and I am sure I will improve over time.
That said, to me the cron/speed is not most important, but I say that sensing I am a minority on the issue. To me the most important thing by far is enemy fight/flee logic, followed by a more exposed and controllable damage control system. |
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#5 | |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
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#6 | ||
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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Why dont you address the actual subject here, the chronometer ? |
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#7 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
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I agree with both sides on this.
Most of us are here at subsim because we are hardcore simmers. I agree that the real joy in these types of sims is doing it the hard manual way. Having a magic speed telling button goes against the real sim experience. I also have to agree though, that if it's "in the manual", it should be working in the game. One of those that really bugs me is the ability to make notes on the map. We've been asking for that since the release of SH3. Then, it showed up in the SH4 manual, and it was cause for celebration. It was a real let down to have it not exist anywhere in the game. Regardless, I can live without the magic clock. It's more fun doing it manually anyway. If we could only have a few things fixed, I could pass on the chronometer in favor of some other issues.
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#8 |
Stowaway
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Personally, I don't give a flying monkey about the Chronometer....I agree with the original post. However, this is just my oppinion, i'm sure others would like it to work.
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#9 | |
Grey Wolf
![]() Join Date: Nov 2002
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One of the biggest things we need around here, is to stop beating on each other. Please. Post #22 http://www.subsim.com/radioroom/show...=114948&page=2
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#10 |
Engineer
![]() Join Date: Dec 2001
Posts: 214
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Good question Dan, and I for one fully support the chrono as it is now. If I want to play hardcore, I want to play hardcore, meaning I calc the speed myself, period! I never even understood the people saying chrono does not work. They mean to say auto-speed calc does not work? Well who cares
![]() To people who talk about "planned, advertised feature" - you make me laugh :rotfl: "Advertised feature"? You mean like Ubisoft bought 2 page spread ad in the PC Gamer saying SH 4 WILL HAVE AUTO-SPEED CALCULATING CHRONO? LOL :rotfl: |
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#11 |
Lucky Jack
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You guys fail to remember that not everyone is a hardcore simmer.
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#12 | |||
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
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#13 | |
Engineer
![]() Join Date: Dec 2001
Posts: 214
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BUT when I play hardcore I expect hardcore. BTW I think the great flexibility of SH4 in adjustments that vary from catering to casual player to hardcore pro is one of the great strengths and selling points for this game ![]() |
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#14 |
Soundman
![]() Join Date: Apr 2005
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I don't have an issue with the chrono as it is now, though I can see how others would. I believe in real life the skipper would obtain speed through one of three methods
1) Taking two positions and measuring the distance and time to get rate 2) Use the method of seeing how long the target takes to pass thru a mark and use the length and time 3) Match speed and course I think the chrono works fine for all three of those. The only potential argument comes into play with method #2. I believe in real life a skipper could use a "wheel" to find the time length and time time to get the distance. The "as advertised" chrono would in essence simulate turning the wheel to the correct speed (thus not requiring any real calculations). Like I said I am ok with it and have in fact just set up a spreasheet to do what a wheel would do for #2 anyways. One thing that does make manual targeting a bear is the discrepancy (sometimes quite large) between the visual mast heights and the ones used in the stadimeter. These can lead to fairly gross plotting errors and thus make calculating speed via #1 very problematic. I realize this is easily fixed...modded. I would like to know if this is an intended feature (i.e. intel on the enemy was not perfect and was in fact variable to a certain extent within the same class). If so I am ok with it since it kind of adds to the immersion by making a skipper lean more towards a typical spread to ensure at least a couple hits on a high value target (although the mast height differences on a couple of the carriers are off quite a bit). I do like one aspect of the chrono though......and that is I can pull it up on any screen I want. It really helps with doing other tasks and keeping an eye on when I need to take another range reading. |
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#15 |
Engineer
![]() Join Date: Nov 2004
Location: Pennsylvania, USA
Posts: 204
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I agree with Btaft. I also know (from extensive reading) that real sub skippers would usually have the speed (and true course, zig zags, etc) worked out by using radar. This is something you can also do now with this game.
I have no problem with the chronometer not working as advertised. I use manual targeting and calculate speed myself using radar and/or visual sightings over time between 2 points--using the in-game chronometer.
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