SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Sub/Naval + Other Games > Sub/Naval & General Games Discussion
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-17-16, 08:10 AM   #1
Pilot_76
Chief
 
Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
Uploads: 0
Default Silent Hunter 6 Manual (fictional)

Hi all. Below is a fictional "SH6" manual that I truly like to read one day. Not the whole manual is depicted but only parts that I'd like to see implemented in a future game. Some sections are present or just mentioned.


SH6-Silent Hunter VI Gold Edition v 2.0
Quick Reference Guide

1.0 General and foreword.
1.1 Ubisoft and Sonalyst's partnership.
1.5 Multi-Monitor setup

2.0 Campaign Modes:

WWII Historical Campaign:

-Selecting Historical Campaign puts the player in charge of a submarine with the exact weapons, equipment and historical events dated to the WWII year he or she chooses. Dud torpedoes, radar failures etc. are currently modeled as accurate as possible. You cannot choose a Los Angeles Fast Attack class in 1945! Also Japan and Germany will surrender at their respective actual dates. The war is over by 1945. You may choose between 1939-1945 (US 1941-onwards)

WWII Alternative Campaign:

-Here the Axis and Japanese forces may surrender...or not! The Allies might loose the war by the end of 1945 if the game chooses. Pearl Harbor is attacked before 1941! Anything might happen to change the real timeline. The game will decide as the war progresses and the player will receive the news as the game unfolds into a terrible or successful fate every nation might become at the end of the war. Alliances are formed or broken. Japan might become an ally with the Americans and these who knows even Germany! The player is free to choose if alliances are made and the year the war may end. The end of the war is reached by 1950 automatically. Checking the box under "Player influence" will have the War Engine influence the war with the player results. Good tonnage sinking numbers will increase the chances of success of the war and vice-versa. if you prefer to let the War Engine decide for you leave the box unchecked.

Historical Cold War:

-By 1946 until 1990 the World saw the US and its allies against the USSR block. This campaign simulates infiltration, exfiltration, recon and many other types of missions for either side. This era also starts the "Arctic race". You might receive missions to explore the North Pole or to command and test new subs. The player is free to choose the year he starts a career between 1946-1990. Remember to choose the year wisely if a particular submarine is desired to be commanded. Ohio class, Gato, Balao, Guppys, Fast Attacks, Foxtrot, Kilos, Akulas and other models are listed in the Appendix under Models/year section.

Alternative Cold War:

-Same as Alternative WWII but in the Cold War. A war might be declared between any nation and might last for years thus speeding up research and development for new weapons and submarines. For intance, if the War Engine sets a war in 1965 between US and USSR it may last for almost 20 years! The Seawolf class might be launched in 1985. Or maybe the war will last only a month who knows. Anything can happen. USSR and the US as allies against China and United Kingdom? Taiwan and Japan against South Korea? All possible. The War Engine dictates the fate of the World.

New Order:

-Starting from 2016 until 2045 this campaign is all about new technologies. Drones, new sensors, new subs (Virginia and Borei classes by 2016) are all depicted and new strategies and tactics are employed. The player also has the option to be in command of fictional new classes of submarines starting from 2030. The Obama, Trump, Clinton and Putin classes each have their respective roles in this era. Please consult Section 9-1 for more information.

Custom Era Campaign:

-It is an Alternative campaign but the player has a lot more control over the War Engine and other options. For instance the player may choose a war between two nations starting in a specific day or within a specific year. Classes of submarines can be added or removed. Imagine if the USSR did not have the Foxtrot class during the Cold War. The US launched the Los Angeles class in 1965. Japan had won WWII with a fleet of I-400s. USSR without the Typhoon class? Dive into Japanese waters in 1941 with a Virginia class? Go head to head with a Gato against an Akula? The player decides.

In Section 2.4 listed are all options for each Campaign mode. Notice that not all options are available depending on the Campaign chosen. Only the Custom Era Campaign has all options available.

3.0 Career Selection
-Choosing a Career in SH6 is vey simple. You may upload your picture and also a patch from your fleet. Next you select the year (1939-2045) and then the crew. SH6 has a database of names from many navies or you can insert your own. The player can choose between realistic career where a lifetime is simulated or have the option of being in command from 1939 to 2045 until the player dies in action or retires.

4.1 Crew Management
-This section is to setup your crew before leaving port. The player has total freedom in naming their crews, assigning ranks and even creating their background story. In the advanced tab each crew member can be edited and their respective 3D appearance as well.

5.0 Navigation
5.2 SINS, Dead reckoning, Coastal Navigation
5.3 Real Navigation versus SH Navigation
5.4 Celestial Navigation
5.5 Using the Sextant tool
-When on deck on any submarine or at the Conn tower press on the Sextant icon to bring up the virtual sextant. The view is just like looking through the binocular views but with the addition of markings for star sighting on the right side. Just point at any star or other celestial body and click the left mouse button to write down its height for proper calculations. Check on Section 9 the height above water for each submarine and hotspots for star sightings. Each submarine has a different height from the deck for taking sights. Depending on the level of realism for CELNAV in the options menu you may have to write down every information when taking sights or leave it in AUTO so the Navigator will assist you or do all the hard work.

5.6 Online courses and information on Celestial Navigation.

5.7 Printing the maps
-For those hardcore skippers SH6 has the option of printing the maps for real navigation. On the navigation screen resize the map to the intended region to cover then click on "Generate PDF". Pause the game and under the folder SH6/docs/maps you may print the map which is in pdf format. Optionally you can select what to print on the map such as lighthouses, Country names etc.

5.8 Google Earth plug-in
-Google Earth can be used as a second screen when playing with multi-monitor support. This plug-in displays on GE your submarine position in real-time. The folder SH6/tools/GE has plotters, protractors plug-ins to mimic map tools in case you want to plot your navigation mainly on GE.

6.0 Walking around your submarine
-In SH6 you can walk in every section of your submarine. That is achieved by using the keyboard or just by clicking in the direction intended with the mouse arrow. If in a hurry press the F1-F12 keys to instantly jump into the section desired. See the crew in their duty routines, eating in the mess hall, even fighting fire when on a fire-drill or for real. You can also check the crew quarters and witness the "hot bunk" shift end. To talk to any crew just point the mouse and left click. Some crew might inform on crew morale or any other pertinent information. For slower machines to increase performance leave the 3D Crew OFF.

7.3 Crew Resources
7.4 Assigning Watches
7.6 Menu of the Day
-This screen shows what the cook has come up with to serve starving crew members for the day. The menu may vary so at the end of the patrol (especially if on WWII subs) the food quality will decrease so will the crew morale. It also displays the whole food reserve and an estimate in percentage and in days the food will last. Keep an eye here to prevent food shortage. If food becomes an issue for any reason (poisoning, rotten) you may designate a fishing party to try to fish anything depending which sea you are. This is only available for certain submarines. There is a 20% chance of catching something. This fishing process takes 60 minutes of in-game time to complete. Time-compression is allowed until 32x. If for any reason you are detected time compression will revert to 1x.

8.0 Tactics
8.1 TMA
8.2 Hydrophone only intercept.
8.3 Radar Navigation and interception.
8.4 Sonar
8.5 Ekelund range.
8.6 Quick mental Ekelund method for range estimate.
8.7 How to set up a course to intercept the target.
8.9 Online courses and resources for Radar Navigation and Moving Board.
8.9.1 Using the in-game Moving board.

Last edited by Pilot_76; 02-26-16 at 08:24 AM.
Pilot_76 is offline   Reply With Quote
Old 01-17-16, 08:13 AM   #2
Cybermat47
Willing Webfooted Beast
 
Cybermat47's Avatar
 
Join Date: Aug 2012
Location: Australia
Posts: 5,408
Downloads: 300
Uploads: 23


Default

Here's hoping a game like this comes around one day
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620
Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394
Cybermat47 is offline   Reply With Quote
Old 01-18-16, 10:19 AM   #3
Pilot_76
Chief
 
Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
Uploads: 0
Default

I wish. I am happy with SH6 or a DW2...anything...I am tired of having new games with lots of bugs or solid games with outdated graphics
Pilot_76 is offline   Reply With Quote
Old 01-30-16, 02:06 PM   #4
Catfish
Dipped Squirrel Operative
 
Catfish's Avatar
 
Join Date: Sep 2001
Location: ..where the ocean meets the sky
Posts: 17,766
Downloads: 38
Uploads: 0


Icon14

Some great ideas in that
__________________


>^..^<*)))>{ All generalizations are wrong.
Catfish is offline   Reply With Quote
Old 02-21-16, 08:34 AM   #5
Platapus
Fleet Admiral
 
Join Date: Oct 2006
Posts: 19,369
Downloads: 63
Uploads: 0


Default

The problem is that we all have ideas of what the "perfect" SH6 game should be.

It is guaranteed that what I think we should have would include stuff that others would not care about just like this list as stuff I don't care about.

It would be cool if in the future video game programming could be modular and automated. The customer could pick and choose among features (and the cost of the features) and "design" their own game. Submit that to the company and they plug in the different modular components.
__________________
abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right.
Platapus is offline   Reply With Quote
Old 02-21-16, 01:14 PM   #6
Commander Wallace
Navy Seal
 
Join Date: Oct 2012
Location: Under the sea in an Octupus garden in the shade
Posts: 5,297
Downloads: 366
Uploads: 0


Default

As Catfish said, lots of great Ideas there. With the advancement in computers and multi core systems, I think a lot could be done to make the gameplay immersive and realistic. As a number of people here have said, Ubi probably won't make a SH6 since that genre will only cater to a small number of people. I think there are a lot of people that would play something you just described so in that way, I don't think it's cost prohibitive. Ubi like any company has a bottom line and will put their efforts where they can make the most money in sales with the least amount of effort. Many were rightfully disappointed that Ubi put out half finished programs that others made great efforts to repair and upgrade the initial problems. At least, Ubi gave us a fairly decent program from which to work.

That doesn't mean another company won't read what you and probably a great number of others have written and decide there is a market for the simulation you described. We can only hope we have something like that someday. Either way, you have some great ideas for the next generation Sim.

Last edited by Commander Wallace; 02-21-16 at 01:20 PM.
Commander Wallace is offline   Reply With Quote
Old 05-04-16, 12:22 AM   #7
ZL2BMH
Watch
 
Join Date: Apr 2007
Location: Aotearoa, (New Zealand)
Posts: 22
Downloads: 16
Uploads: 0
Default

What's the name of the tune..." Would'nt it be wonderful"......

zl2bmh.
ZL2BMH is offline   Reply With Quote
Old 05-23-16, 05:55 AM   #8
denis_469
Seasoned Skipper
 
Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
Default

Quote:
Originally Posted by Pilot_76 View Post
Historical Cold War:

-By 1946 until 1990 the World saw the US and its allies against the USSR block. This campaign simulates infiltration, exfiltration, recon and many other types of missions for either side. This era also starts the "Arctic race". You might receive missions to explore the North Pole or to command and test new subs. The player is free to choose the year he starts a career between 1946-1990. Remember to choose the year wisely if a particular submarine is desired to be commanded. Ohio class, Gato, Balao, Guppys, Fast Attacks, Foxtrot, Kilos, Akulas and other models are listed in the Appendix under Models/year section.
I think, that SH-6 need made as historical Cold war. From 1950 to 1979 years. I'm made desribe homing torpedoes and missile for submarines in every country. Homing torpedoes from 1943 to 1979 and missiles from 1950 to 1979. Read can this:
homing torpedoes: http://sovpl.forum24.ru/?1-4-0-00000051-000-0-0
submarine missiles: http://sovpl.forum24.ru/?1-4-0-00000083-000-0-0
If need I can write describe submarine mines in period after 1946 and before 1979 years. If need, so write me in my site about.
If need describe anti-submarine weapons from 1946 to 1979 write me and I write about.

I think, that would be best, if SH-6 would be interface like SH-3 with hand edition files for insert correct data about submarines, weapons and sensors.
SH-6 must have units what made for SH-3, so in early Cold war: 1950-1960 years many merchant ships and tankers was from WWII time. So all merchant ships can use for SH-6 and not need made new versions one more time.

For SH-6 I can offer, that players can play in soviet, american, chinese, british and france submarines.
I think, that game need graphical like SH-3, so game period is large and would be many units and for graphical SH-4 or SH-5 need too power computers. And too cost. And game must not need use internet for use.
denis_469 is offline   Reply With Quote
Old 05-25-16, 06:09 AM   #9
vimza
Seaman
 
Join Date: Aug 2013
Posts: 32
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by denis_469 View Post
I think, that SH-6 need made as historical Cold war. From 1950 to 1979 years.
Why end it in 1979, would 1991 not be a better date?
vimza is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:25 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.