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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
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omg You are so right about the ghost recon and rainbow six thing. It was a great game . Untill to port it to consoles perminatly. Behold there died the rainbow six series. Actually rainbow six lockdown was allready to arcady. They removed the planning phase! Arrrgghh! Dont let this happend to sh-5
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#17 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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#18 |
Torpedoman
![]() Join Date: Jul 2009
Location: Buenos Aires, Argentina
Posts: 112
Downloads: 17
Uploads: 0
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#19 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
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The bearing ring in the scope is STILL not in 1 degree increments. These guys just dont learn a thing.
Me thinks there will be many a letdown simmer out there when SH5 hits the stores. |
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#20 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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#21 | |
Planesman
![]() Join Date: Apr 2005
Posts: 187
Downloads: 20
Uploads: 0
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#22 |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
Downloads: 3
Uploads: 0
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Biggest issue I have with periscope and manual targetting is the problem of accurate vision detail when using the stadimeter.
I simply have never been able to get reasonably accurate ranges in any sims. I used to use map contacts 'on' as it was the only way I could 'plot' and thus produce good solutions. I'd do it ALL manually but found the stadimeter was the real flaw for me. Don't know how to get around this as it's a resolution/AA thing, I suspect. |
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#23 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
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I think that is what everyone wants to use U-boat man.
Give one good proposal as the UbiSoft Dev. Interestingly, it can make. For is it with these Tga from the Stone Age in the 3D world. ![]() |
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#24 |
Planesman
![]() Join Date: Aug 2007
Location: Russia
Posts: 187
Downloads: 182
Uploads: 4
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#25 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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I don't know, the layout of the screen seems counter-intuitive to me. Having the main view on the right and the controls so far on the left means that a right hander--arguably the majority of players-- has some awkward hand-eye coordination to overcome.
The previous "everything-just-to-the-right-of-periscope" approach is much more intuitive, requires less hand-eye coordination and certainly less movement of the eyes between screen objects. Check it out for yourself on the smaller image above. Can you (as in you, the reader, not you, anyone above) maintain focus on the right of the screen while setting the controls? Then imagine if the image was full size. Then repeat with the current SH3 interface and see which one requires less mouse and eye movement. Other than that I've no concern with the blandness of it; it contains all I think I'd need. Of course, on my copy, the event camera and the vomit coloured thing behind it would never be seen. |
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#26 | |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
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turns me around the stomach. The old version of Sh3 created something historic, but this reminds me of a Playstation and not a submarine simulation. We all want a U-simulation, the outdoor scenes, such as water and Effects are MAGIC all well and good but here in the interior operatives take me , i can not find the words , Here we build just the opposite for .. at least visually, from the Engin is definitely a highlight. Therefore, swirl the feelings of the fans between history and Pandemonium ( ![]() @Steiger > From a simulation point of view, everything about that screenshot is positively criminal. . @Tarnsman> Someone call a modder!! Is there a modder in the house!!! Last edited by Tomi_099; 01-08-10 at 05:58 AM. |
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#27 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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I see your point there Tomi - considering all the time and effort that has obviously gone into the FPS aspects, you'd think some time would be spent providing an equally attractive and well laid out interface...IMHO of course.
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#28 | |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
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Quote:
Thanks !! Is not a test of the in-house pre-release version of SH5. about the results, I would be delighted. ![]() Well, what you seen , Ubisoft pre-release version of SH5 cams ....or a Soup Steht den nicht ein Test der Vorabversion im Haus von Silent Hunter 5 . über das Ergebniss würde ich mich freuen. Last edited by Tomi_099; 01-08-10 at 07:46 AM. |
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#29 |
Ace of the deep .
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If we could integrate SH4 things with SH5 then we would have the best of both games would we not ?
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#30 |
Grey Wolf
![]() Join Date: May 2007
Location: Periscope depth
Posts: 860
Downloads: 119
Uploads: 0
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Even with this "concept" of periscope view elements:
It would be much better to put periscope at central part of screen. Torpedo interface on the right side, the rest on the left side... Periscope view must be central part of this view, in order to preserve feeling that you hold periscope in your hands ![]()
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