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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Eternal Patrol
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Another vote for IABL's ideas on merchants. Of course I wouldn't mind seeing him make those same merchants.
Because that's the way they went in and out of harbor, which is not so important, but it's also the way they conducted night surfaced attacks, because it's so much quieter. Also, running decks-awash was done on electrics. Thirdly, you should be able to have the diesels damaged, and if both are under repair you might want to go somewhere while they're under repair, albeit very slowly.
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“Never do anything you can't take back.” —Rocky Russo |
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#77 |
Sea Lord
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I would insistently suggest to make a priority list of wishes on the first page of this thread! With this we could give the developers some hints which things should be in the game and which not.
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#78 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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As far as I know the devs are keeping up with all the nonsense and excellent suggestions posted all over the place, and making their own priority list.
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Contritium praecedit superbia. |
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#79 |
Bosun
![]() Join Date: Nov 2006
Posts: 63
Downloads: 170
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I Want;
Realistc Uboats Types (like SH3) VIIB, VIIC, IXB, IXC, IXD, XXI, is bounden. Interaction with Bdu, Luftwaffe patrol (like SH4) and Kriegsmarine combat support. More damage animations. Milkcows, more RAF patrols, all world maped, more nations involved (like GWX). AND REALISTIC POLITICS WITH NEUTRALS SHIPS |
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#80 | |
Fleet Admiral
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#81 |
Ace of the deep .
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Will ther be more options in the realism settings like friendly contacts on and TC off while underwater etc .
Last edited by THE_MASK; 09-04-09 at 05:13 PM. |
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#82 |
Engineer
![]() Join Date: Apr 2007
Location: Texas
Posts: 203
Downloads: 71
Uploads: 0
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Since we will be able to walk through the boat, will we be able to go to the torpedo rooms and watch the crew reload the tubes?
Maybe we could get our wives interested in this game if they could come in and watch those hard-working torpedomen going shirtless during a reload. Tiny compartment, hot, sweaty bodies, rippling muscles.... ![]()
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Friends, when once a man is launched on such an adventure as this, he must bid farewell to hopes and fears, otherwise death or deliverance will both come too late to save his honor and his reason. |
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#83 | |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
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The possibility to control the left and right engine independently is already a must for the new SH5 " please "
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What we do in life echoes in Eternity |
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#84 | |
Commander
![]() Join Date: Jun 2004
Location: Switzerland
Posts: 469
Downloads: 2
Uploads: 0
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![]() If they were, how ? (what did they see ?)
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#85 | |
Stowaway
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that would be a great idea Last edited by Webster; 09-06-09 at 03:36 PM. |
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#86 |
Bosun
![]() Join Date: Nov 2006
Posts: 63
Downloads: 170
Uploads: 0
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I have a question. Sh5 will have Hedgehogs and rockets simulation?
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#87 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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I agree about the possibility to slow down or speed up the left and right engines independently
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What we do in life echoes in Eternity |
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#88 |
Black Magic
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SH5 NEEDS Dynamic shadows
![]() I've seen an SH5 trailer where in the engine room there were dynamic shadows cast onto the floor. I'm crossing my fingers. From other screen shots though it appears that there are no dynamic shadows. I can't see how adding dynamic shadows results in major FPS hits. You have to add code to use the Stencil buffer which is relatively easy to enable you to make things like shadows and mirrors. C'mon devs, the game uses DirectX. DirectX makes it relatively simple to add mirrors and shadows to games. Enabling shadows involves some linear computations and all but it isn't drawing a complex 3D model so how is it an FPS hit? I'll give you that some blending might need to be done but this can be done via shaders (which is done on the video card's GPU) so once again how is this an FPS hit? I haven't explored DirectX 10 but maybe that version adds some more functions that make shadows easier to do. RB |
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#89 | |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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The Dynamic Shadows of SH3 were with many bugs ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
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What we do in life echoes in Eternity Last edited by tonschk; 09-12-09 at 05:07 PM. |
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#90 |
Soundman
![]() Join Date: Nov 2008
Location: Russia
Posts: 147
Downloads: 581
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Hi guys! Question: what historical documents developers for creation of models of German U-boats?
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