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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#301 |
Eternal Patrol
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A nice suggestion. It would be neat to see the crew set up the crane, open the doors and reload the torpedo. Of course they would have to be a lot more animated than the gun and bridge crews; moving around and doing all the little jobs.
On the other hand, this is the SHIV wish list, and U.S. subs didn't carry external reloads.
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#302 |
Bilge Rat
![]() Join Date: Oct 2006
Posts: 1
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1. Put calendar back in the game, as in SH2, that includes information about sunset and sunrise, moonlight, etc. Record information about sightings and kills on the calendar, and allow the player to make notes there.
2. A flexible and customizable set of events that trigger changes in game speed. For example, let me set the game to drop back to 1:1 speed for certain events--ship and aircraft sightings, radar detection. Let me set it to drop back to, let's say 4:1 for radio reports of distant ship sightings. 3. Make sure ALL critical events are capable of triggering a change in game speeds. In SH4, radar detection does not trigger a return to normal speed (or even an audible warning). This makes the game all but unplayable in later years of the war. You're crusing along at maximum acceleration. You get no warning and no deceleration when your crew has detected radar--which is the first indication that a bomber is approaching you. By the time your crew sights the aircraft, it's too late to escape. Amazing how such a little flaw ruins the last two years of the war, as far as gameplay goes. 4. Allow me to sit motionless on the bottom at accelerated game speed. This is impossoble in SH3 since proximity to the bottom automatically triggers a drop back to normal speed. As in #1, make these triggers flexible and customizable. |
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#303 | |
Ocean Warrior
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#304 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
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A small wish...if I torpedo a ship and its fuel bunkers are damaged, an oil slick would be a nice touch for something to see.
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#305 |
Swabbie
![]() Join Date: Mar 2005
Posts: 13
Downloads: 2
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Well I am not sure if these have been mentioned, but I would like to see pennants representing ships sunk when returning to port. As for the other, I am not sure if it was in the the original Silent Hunter or if it was another subsim, but I remember that when evading a depth charge attack, the further away I was from the attacker the more distant the sound of the depth charges. That really helps with the immersion factor. I can't remember if this is present in SHIII.
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#306 |
Eternal Patrol
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Welcome aboard, cncllc!
I haven't been able to play for a few months, but I'm pretty sure I remember hearing depth charges going off in the distance a couple of times. Still, a good suggestion.
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“Never do anything you can't take back.” —Rocky Russo |
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#307 |
Swabbie
![]() Join Date: Mar 2005
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Thanks Sailor Steve! I haven't played it for a few months either, I'll have to load it up this weekend and see about the depth charges. Any word on whether SHIV will have a locked resolution like SHIII? Or maybe widescreen support?
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#308 |
The Old Man
![]() Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
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Id like to see the Tokyo Express modled in the game.
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#309 |
WAV
![]() Join Date: Sep 2005
Location: somewhere in the Pacific
Posts: 603
Downloads: 95
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Do the devs check out this forum?
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#310 |
Eternal Patrol
![]() Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
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Apart from the Gato class what other US subs will we be able to command. If there are historical missions will we get to command the USS Drum - one of the most successful submarines of the Pacific War, or the cruisers Nautilus & Narwhal. The USS Tench, the Barb & Nautilus with her two deck guns were used in SH1 if i can remeber right, it would be great to command these boats again. And how the Germans had the IA small uboats, would we be seeing the American version of small coastal boats like the Marlin, Mackerel, ie start off with these in the campaign . The USS Tang went down in history as the submarine that sunk herself by her own torpedo that circled. Will there be an historical mission of the Tang
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#311 | |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
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#312 | |
The Old Man
![]() Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
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"Some ships are designed to sink… others require our assistance." ![]() |
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#313 |
Ace of the deep .
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What i would like is , if a torp prematurely explodes say next to a freakin destroyer than the destroyer acts accordingly . Not some dumb ass blind ship asleep at the wheel .
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#314 |
Ace of the deep .
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What i would like is the SDK for ship building purposes . Doesnt have to be the whole kit . Just the part so people can make more ships . Look at the http://www.auran.com/TRS2006/index.php game for example . Three quarters of the game is building railways . Give us some hulls and instructions and lets us add our own ships .
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#315 |
Seaman
![]() Join Date: Mar 2005
Location: Boston, MA
Posts: 40
Downloads: 24
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There are lots of pages before this, I didn't take the time to go through them all but I think I have a neat idea if it hasn't been discussed yet.
The ability to give commands to the sub and then sit back and let the sim run until something happens. For instance, you could enter in instructions to the sim like 1) sail via waypoint A-B-C on the surface 2) make sound dives every four hours 3) sweep radar once every hour, etc. Then the sim runs those instructions with your chosen level of time compression. If your soundman hears something on a sound dive, the sim stops or plays a sound or does something and lets you know. If you're jumped by a plane the sim stops, alerts you and waits for your next command. There's a lot of blue out there (and the Pacific is so much larger) and I can't tell you how many times I wanted to just let the computer run as I did a load of laundry or watched tv, or was out of eyeshot or earshot of the computer, etc. I think certainly type IX enthusiasts will appreciate this and even the smaller patrols. Even running at 512 TC it takes a while to get to your patrol zones and if you want to be historically accurate and take sound dives and such, you have to sit there for hours just to reach your patrol zone. But I do like sailing to the zones! I don't want that to be removed, just a way to set instructions and leave the sim running and not have to constantly check on it. What do you think? |
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