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Old 09-09-09, 11:55 AM   #181
Sailor Steve
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True, and that was cool thing in SH3.
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Old 09-09-09, 01:17 PM   #182
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Far more realistic and a big plus IMO.
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Old 09-09-09, 01:47 PM   #183
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Something else from Flight Simulator influence... One big problem in SH3 re historical accuracy is that there is way too much enemy shipping pretty much everywhere, mods or not. I understand it's the same in SH4, except some mods that corrected it.

So the idea: it could be possible in the realism options to adjust a "traffic density" slider.

If the campaign is still structured in the same way the slider would just play on the "spawn rate" of the RND groups.
Maybe with an extra line in each separate layer with 0=not affected by slider and 1=affected by slider, so as to not impact campaign layers containing harbours patrols or hunter killers for example.
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Old 09-09-09, 04:09 PM   #184
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Quote:
Originally Posted by SteamWake View Post
Something I noticed in SH4 last night and have noticed in previous versions.

The map layed out on the chart table never matches the region you are currently in.

Small thing but it bugs me.
You are correct, but this worked for me... Put your crew at battle stations, click on the navigator standing at the map, look down, see map now, then go back to 3d view, and look at map, it should be updated. Small things you find by accident, but very good keen sense of observation, excellent idea. Also This is in the German sub, the American sub, is no change.
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Old 09-09-09, 04:19 PM   #185
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Mac Version
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Old 09-09-09, 04:23 PM   #186
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Mac Version
With wolfpacks :rotfl:

Dont they have emulators now?

Thaks Don D Ill check that out.
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Old 09-09-09, 04:27 PM   #187
iambecomelife
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Quote:
Originally Posted by Mikhayl View Post
Something else from Flight Simulator influence... One big problem in SH3 re historical accuracy is that there is way too much enemy shipping pretty much everywhere, mods or not. I understand it's the same in SH4, except some mods that corrected it.

So the idea: it could be possible in the realism options to adjust a "traffic density" slider.

If the campaign is still structured in the same way the slider would just play on the "spawn rate" of the RND groups.
Maybe with an extra line in each separate layer with 0=not affected by slider and 1=affected by slider, so as to not impact campaign layers containing harbours patrols or hunter killers for example.
I'm not so much bothered by the traffic density as I am by how easy it is to sink merchant vessels. For instance, U-Boat crewmembers often spotted lone merchantmen travelling too fast for them to attack. Note that a ship rated for 10-11 knots probably has a top speed of about 14 knots in an emergency - something not reflected in SH3-4. Plus, it was difficult for U-Boats to catch up to nominally slower ships if the seastate was rough.

In addition, U-Boat crewmen frequently reported sighting merchants in heavily patrolled regions sailing near trawlers & other small craft. It would have been a simple matter to destroy these ships; however, the small craft would likely radio for help and the U-Boat would be trapped by escorts in shallow waters. In stock SH3, escorts often don't appear even after you sink 2-3 vessels in the Channel.

Plus there's the whole issue of mechanical failures and early aborts, which skewed historical tonnages downward.

In other words, I hope that SH5 makes it so that each action has substantial consequences. Wear out your engines and you might not catch that nice big 5,000 tonner. Attack that tanker in coastal waters and get swarmed by patrol craft. Rambo/speed demon Kaleuns should have short lives. Cautious planners should last longer, even if their tonnage scores are slightly lower than the spectacular 100K we achieve so easily in SH3.
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Old 09-09-09, 09:34 PM   #188
THE_MASK
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Could you put a pictue frame in the captains room so i can change the photo to a personalised one to give a bit of ambiance please .
Could we have a bit more clutter in the sub interior please , for ambiance of course .

Last edited by THE_MASK; 09-10-09 at 01:16 AM.
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Old 09-10-09, 02:12 AM   #189
Etna
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Default Silent Hunter...a long tale !

Since the old SH1 we had 3 more editions !
Each time wishing lists full up and never realized one thing wished.
Years and years,awaiting with the illusion and the dream to get
at least 3 or 4 class of italian subs,but this remained a pure
illusion only.
Never mind that our boats they have partecipate to the Atlantic Battle
with many heroic captains and crew sunk with their subs !
Does the UBI really think that I'll buy again SH5 with no italian boat yet ?
Forget it Ubi ! When you'll have more respect for history and gents
I'll be back again with you.
Cpt.ETNA
A proud italian captain !!
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Old 09-10-09, 02:47 AM   #190
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Quote:
Originally Posted by Etna View Post
SH5 with no italian boat yet ?
I guess they dont implement an italian boat because of the same reasons they wont implement a french or dutch sub or one from the netherlands. There are only few resources, none boat still exists and they have not the neccessary amount of time. SH3 didn´t even had subs from other countries. SH4 already had some japanese vessels as NPCs.
But you can get semi-italian boats. As far as I know there were sold some Type VII boats to Italy just a couple of month before the outbreak of the war. So all you need is to make a little mod to SH5
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Old 09-10-09, 04:37 AM   #191
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Hi all! The big request: in SH 3 tower "c" had incorrect geometry!
It would be desirable in SH 5 to see more exact models and details! Thanks and good luck in affairs!
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Old 09-10-09, 06:25 PM   #192
THE_MASK
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Any chance that modders could add there own crew and be able to mod crew faces easily and add animations to fill up the uboat if they wanted . this would add to the ambiance . Some DX10 whitecaps on top of the waves would be nice .Jellyfish on the surface of water sometimes would be good.Seaweed on the beach here and there would be good.Seaweed on the surface here and there would be good.The ability to make our own trees /palms would be good.
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Old 09-11-09, 03:17 AM   #193
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Would you please add some option to disable exact display of hull percentage?



Instead, we can get such information from one of the officers, after pressing some "Hull status report" button on toolbar:

"The condition of hull is nearly perfect, Sir!" (90..99%)

"The hull is in good condition, Sir!" (80..89%)

etc
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Old 09-11-09, 04:44 AM   #194
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Quote:
Originally Posted by SubV View Post
Would you please add some option to disable exact display of hull percentage?



Instead, we can get such information from one of the officers, after pressing some "Hull status report" button on toolbar:

"The condition of hull is nearly perfect, Sir!" (90..99%)

"The hull is in good condition, Sir!" (80..89%)

etc
or maybe we have to wait for calm weather and when all stopped on the surface we can ask for diver damage report . Maybe just an indication if there are any potential problems . Report would be all of hull looks ok etc but no percentage figures please .
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Old 09-11-09, 09:06 AM   #195
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my wishlist:

- wolfpacks, with friendly subs capable of fighting realistically

- zigzag patterns

- navigation tools (protractor, ruler, etc) in the attack map

- capability to ask "plot bearing and range in the attack/ navigation map", useful when using "no map updates", it will create a marker "dot" in your map, based on the sensor used, visual if periscope/ uzo is used (V1, V2, V3), sonar (S1, S2, S3) or radar (R1, R2, R3) so it will be less time consuming to plot speed and course doing manual targeting

- better, less generic communication with HQ

- a lot more ship types,

- mines

- capability to order your AA to fire and to suppress fire from enemy ships,

- currents, and better weather models in general, including weather forecasts

- searchlights,

- some form of ship to ship communication (via searchlight?) so you can order a lone merchant to abandon ship before you shot it, or ask a milkcow to start refueling operation

- merchants should not fight until the bitter end, they should radio for help (so you would expect planes or escorts arriving soon) but when situation becomes hopeless, they should abandon ship

- milkcows and tenders to refuel and resupply

- better immersion in the game, Ubi should borrow best ideas from GW3 mod, like constant radio traffic or heavy traffic at port

- realistic crew transfers and malfunctions as realism options

- better damage models (for both targets and ownship), Ubi should borrow ideas from RFB mod

- Some fast way of travelling the Kiel channel

hope this helps
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