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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Samurai Navy
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Hello all
![]() if you have seen sh5 it is perfect. But why ubisoft doesn't make a series of modern subs like sh5. To make them more famous. |
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#2 |
The Old Man
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Maybe because they are Russian and they don't want to be the bad guys ?
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#3 |
Navy Seal
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Because Ubisoft doesn't have access to the data and talent that SCS has.
![]() Sonalysts makes simulations for the US Navy! ![]() |
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#4 |
Silent Hunter
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I reinstalled DW w. LWAMI 3.09 over the weekend. DW is still a great subsim, much more realistic than any of the SH series. I had forgotten how much staring at a green waterfall display could hold my interest...
![]() Different philosophy however. I would love to see a next gen DW, with graphics and a full 3d interior as in SH5, but I am not holding my breath... ![]()
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#5 | ||
Navy Seal
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#6 | |
Silent Hunter
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#7 | |
Samurai Navy
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#8 |
Samurai Navy
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They could do it less real in the 3d
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#9 |
Planesman
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Would be very nice to have interiors in a Modern Subsim. I miss the feeling of "sitting inside the submarine". However, regardless of full interiors or old fashioned graphics, we can be happy IF some company will produce any modern subsim at all, no matter which graphics or what kind of "realism".
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#10 |
Silent Hunter
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I think the issue with modeling the full boat is that certain sections, like the reactor section, are still classified.
Modeling the command room only, as in sh3/4, should not be an issue, since many photos are available. For example, USS Seawolf: ![]()
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#11 |
Samurai Navy
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As in sh5 they could leave some compartments out.
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#12 |
Sonalysts Man
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668i had a 3D control room where you could "move" from station to station.
What kind of gameplay purpose would the interior serve? I can think of a few things beyond "this is cool!", but it would be very costly to create. I don't have SH5 (yet) but I gather they have an RPG/special crew abilities thing going on with the 3D interior. Would that be something desirable in a modern sim? Would that make it less "hard-core", and is that a good or a bad thing? I suppose in DW being able to slap the Sonar Sup upside the head when he can't ID a contact would be a feature I'd like... (grin) A Wii version of the CSS Hunley would be cool... gotta crank the prop with your Wiimote, and hand pump the ballast tanks dry... now THAT's a reason to have an interior in a sub!
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Roger "Frying Tiger" Long Art Lead Sonalysts Combat Simulations "the atom-powered submarine: Her engines were to be a miracle of speed and power, her sides strong enough to withstand any blow... The mind of man had thought of everything - except that which was beyond his comprehension!" |
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#13 | |
Silent Hunter
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What 3d gives you is greater immersion, a feeling that you are there. That is why flight sims have moved to a full 3d environment. In a 2d subsim like DW, you will spend most of your time at the NAV map collating the reports. In a 3d subsim like SH5, you will spend most of your time in the 3d command room collating the reports. It adds nothing to the realism, but adds immensely to the game play experience. However its clear that creating even one 3d command room for a modern sub would be a major project. You just have to compare the photo of the Seawolf Helm station above with this screenshot of the helm station in a 1940 U-Boat to see how far technology has come in 70 years: ![]() On the other hand, how cool would it be if this was what the sonar station looked like... ![]() "Conn, Sonar, I have a new contact bearing..." ![]()
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#14 | |
Silent Hunter
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I'm trying to think of a way a 3D interior would be useful, but I'm scratching my head. I guess you could use it to "check on" the progress of individual crew training, but that would require an entirely new campaign engine (and concept!) and even if you did it, it would only be "so" interesting. But I guess that's the difference between the "tactical" customer and the "RPG/Cinematic" customer. Love the Hunley idea though. EDIT: Just saw Bilge Rat's reply, and it's a great point--more visually/aurally realistic stations would definitely ratchet up the intensity and immersion and make for a better experience.. Again, the difference in thinking between the customer types.... I'm thinking in terms of features and accuracy of the simulation, Bilge is thinking of the "feel" of the experience.
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#15 |
Sonalysts Man
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I love the immersion of having 3D interiors and crew in combat vehicles... We had an animated pilot in the original Spitfire model I built for World War II Online, but we ended up removing him because we didn't have the financial resources to put something that complicated in all our vehicles. It's a HUGE cost added to a simulation game, especially one with multiple vehicles and stations. You also need to do a good job of modeling and animating the crew to stay out of the "uncanny valley". I find the guys in SH4 a bit creepy at times, even though they're very well done!
So what I'm trying to get at is I think modeling the interior points towards a different kind of game than a straight simulation. The interior modeling and animation, if done realistically, would likely end up being the single biggest cost of developing the game, so it would need to have a gameplay importance equal to that effort. I've given this quite a bit of thought over the years in my various jobs, and it's interesting to see games like SH5 and the design decisions the dev team made.
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Roger "Frying Tiger" Long Art Lead Sonalysts Combat Simulations "the atom-powered submarine: Her engines were to be a miracle of speed and power, her sides strong enough to withstand any blow... The mind of man had thought of everything - except that which was beyond his comprehension!" |
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