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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: May 2007
Location: southwest ohio
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It's probably allready been mentioned but food and supplies while on patrol needs to be coded for SH5. No subsim since Sub Battle Simulator on dos has done that as far as I know. In sh3 and sh4 you can go on and on 6 months or more while on patrol and never get hungry..lol..
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#2 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
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#3 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
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maybe i dont want to be bothered with the food managment but i do wish to know when my crew is starving thus lowering the morale and the effectiveniss of the crew mow dont i
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#4 |
XO
![]() Join Date: Aug 2005
Posts: 418
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it would be another element for the mod community to play with
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#5 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
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Then it appears they've addressed exactly that by having crew morale decrease as time spent on patrol increases.
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#6 |
Chief of the Boat
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How about something visual akin to what DivingDuck has created for his open hatch mod.......the food could be closely aligned to fuel consumption and disappear bit by bit, therefore giving the impression it has been eaten.
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#7 | |
Stowaway
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no way, i dont want to read a year long thread on how the bananas are curved the wrong way or the grapefruit shouldnt be that color. realism is nice but i dont want to see the toilet paper in the head either even if it should be seen in real life ![]() |
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#8 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
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I'm sorry if this is coming off like a rant, but I guess it is. The game is about U-boat combat. Not food supply management. If you want a babysitting or cooking sim, go pick up Cooking Mama or The Sims. I want a WW2 U-boat combat sim. The bananas and hams hanging in the control room in SH3 were as much of a food simulator as I care to see.
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#9 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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#10 |
Ace of the deep .
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Fuel does the same thing .
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#11 |
Rear Admiral
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Personally, i think there should be something along the lines of
"Provisions". No micromanagement requried at all. Would work just like fuel. Fact is a WW2 submarine left port with XX amount of days worth of provisions. In game terms this could be implemented like a H.I read out or fuel gauge.. "Provisions left: 45 days" Now thinking back to my SH3 days, most people doing AN grids in a type 7 could care less, but the instant you start doing long range patrols in a type 9, this SHOULD be a factor. Especially if your just sitting there with the engines off, waiting on a known convoy route. To me, this does more for immersion, then spiffy graphics. It forces you to make decisions rather then idle your time away. But i degress, compared to some folks, im probably a rivet counting nerd, as id prefer to be able to run my Diesal engines selectively and independantly, or control how many degrees i put on the dive planes. Isn't that what a submarine simulation was supposed to be about? |
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#12 |
Stowaway
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For the most part I side with mookiemookie. I don't want the devs wasting vauable time on overly complex, knitpicking, small stuff but, Ducimus makes some valid poimts.
Aprox. quote, "Remaining Provisions: 45 days", is not a bad idé. It would certainly limit the amount of time one could spend almost continualy submerged for bad weather and the like. It sounds like a simple thing to add but, I'm neither a programmer nor developer, nor do I know how much time would have to be spent on historical research. I think we're probably all guilty of taking, what BDU would consider, too long in getting to our patrol grids, at least on some patrols. A possible workaround solution would be to include a time and date to arrive on station. Being tardy costs renown, big time. The devs seem to be taking our interests into consideration, and implementing whats feasable. I think they're not going to disappoint us. Actualy, I think their knowledge base has expanded to where they can implement the affects of dwindeling provisions without having to bog us down with all the details, which suits me fine. |
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#13 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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IMHO as soon as the devs start considering incorporating provisions, they'd have to consider the fact that in RL Kaleuns did, from time-to-time, raid attacked merchants of livestock and other foodstuffs, thus increasing their provisions. Without incorporating this aspect as well, then any attempt at modelling provisions will just be superficial, incomplete and useless.
Having said that though, a "provisions left" indication might be an acceptable compromise, as long as hitting 0 had no impact on my crew, unless I also had a way of increasing provisions whilst at sea. But again, I'd rather see fully implemented game-play features over half attempts at the peripheries. Last edited by JScones; 10-24-09 at 12:31 AM. |
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#14 |
Ensign
![]() Join Date: Dec 2001
Location: USA/Florida/Sweden
Posts: 234
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I know,I know, I copied and paste from another posting
![]() ""Well,,during a time when I was doing quality/patch testing for a space sim that made it fine in sales, this question came up about the realism in the spacship/mothership. Somebody asked about how to have people walking around and doing their daily routines on the ship and walk around. Of course this was some CPU generation back, but it was a balance of what would happen when all these 500 little guys started to move around inside the ship ![]() ![]() I think the answer from one of the programmers showed this: ",,the only thing I have to do is a game within the game".As I said this was some CPU generation back, but I think that "moving" realism, i.e. smart interaction a la NPC action that one could see now and then in Oblivion is possible,( like when I did a break in Oblivion and the man missed hitting me and hit the woman instead and she killed the man while I was watching was impressive sponatanious AI for a game, ) but with a price down the road....that you need a real beefy system for example. What I'm referring to here is the level of AI in Wolfpacks and interaction and belive it, I want Wolfpacks too..no doubt. ...and I do agree with Sailor Steve ![]()
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#15 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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Follow the progress of Mr. Mulligan : http://www.subsim.com/radioroom/showthread.php?t=147648 |
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