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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#256 |
Sparky
![]() Join Date: Jun 2006
Location: Mediterranean
Posts: 156
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Well,
the goods: ![]() + That is an Atlantic battle oriented release, + You have to care more for your crew, more FRP elements, + There will be no anti-alliancing issues like SH4 this time + They promise a more "living" world around us with AI subs and Bdu + Better Damage control with animations The bads: ![]() - Everything comes to an end in 1943 - Only one type (VII) of sub is available - You have to personnaly travel in the sub to use/command features (no more shortcuts) - No direct wolfpack coordination I wonder: ![]() * If they will overload and bogg down my GPU with hefty graphics * If they will f** my pc with a damn security prg. * If ridiculously shooting aircraft down like flies is corrected with this version * If they made use of wonderful add-ons and mods community developed for SH3 * If i will be able to control more in base options (upgrades, crew mwmbers, resting time.. etc) * I hope this will be nothing like SH4 but more like SH3.
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#257 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
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Now that's spooky Mr Sailor Streve cos thats my all time Favourite SF book too, and nobodies ever heard of it
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#258 | |
Commodore
![]() Join Date: Nov 2004
Location: Right behind you!
Posts: 643
Downloads: 39
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#259 |
Commodore
![]() Join Date: Nov 2004
Location: Right behind you!
Posts: 643
Downloads: 39
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#260 | |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
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I get what you're saying, but for the sake of historical accuracy I'd say you won't find many - if any - interviews with me in 2005. On Sh3.
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With strength I burn... |
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#261 | |
Commodore
![]() Join Date: Nov 2004
Location: Right behind you!
Posts: 643
Downloads: 39
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#262 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
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One of the forgotten motives of the big losses past 1943 was the enigma code, allies can pinpoint positions in the sea and send planes, hunterkiller groups , and modify the convoy routes with the decoded info.
with a code change and the early use of snorquel and XXI boats it could be very different
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#263 |
Stowaway
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Just a minute. This might be really good....
Having more activity and action in the spaces could really spice up the game. More interation with shipmates (and I assume all rates will be selectable for particular action) would be quite interesting. More reality like Das Boot from stem to stearn. Should prove highly interesting and add a lot to the game.
Just my thoughts. Jib01 ![]() ![]() ![]() |
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#264 |
Swabbie
![]() Join Date: Apr 2009
Location: Madrid-Spain
Posts: 11
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Thanks for the interview. It provides us a good idea about the game limits.
For me, if the game is just for the WWII UBoot campaign, is a nonsense to try to go farther than 1943 (unless you think that a U-Kaleun could prevent Allied Forces achievements as total atlantic air cover, sonar and radar improvements, and so on). Also, if the devs understand that their main effort has to be centered in the inside compartments and crew performance developments, I also respect their decision of starting only with VII-type. For me is a pretty good idea to perform the training phase as XO. I keep wondering a lot of other things, (e.g): -How devs perform interaction bwn Kaleun and crew? Could Kn take a rest, or as in previous games (scorning any realistic situation) is he the only one allowed to order GQ or dive? -Crew AI; are skills improvement linked with the time spent in the posts, or simply with the time underway? Has any influence on this improvement the fact that Kn (acting as a lookout, a radar or sonarman, a gunner, etc) takes the handle in these posts? -Navigation: will it be possible to forget GPS position? Its pretty hard for me to believe that any Navy (Rumanian perhaps?), adopting the knot as speed unit, uses the Km to measure navigation distances. So that, if spherical mapping is impossible for SH5, I’d like to find al least that one minute is equal to one mile (and not to two km). -Torpedo attack: will be the crew able to perform some useful work (ships identification, bearing and range tracing on maps, fire solution, etc), or the options are automatic solution or Kn’s sole activity? -Gun attack: when shoting, can any officer (from UZO, scope, or nude eyesight) give an estimated range to the gunnner, or keep they behaving as this fight is not their bussines? -Land details: could land show some milestones (as ligthhouses or towers), and could this milestones be marked and kept on the navigation maps? As you can imagine after all this comments, and respecting any wish (included a virtual jamboree the eve before getting underway), my wishes are related with my submarine two main objectives: to reach on time the assigned point in the operations theatre, and to sink ennemy ships. I hope that SH6 will return to the Pacific Theatre, in a spherical Earth, and with a sextant to shot stars and get a fix. PS. I’m not a game developper, but I can remember that there was a straigthforward procedure to convert a cylindrical coordinates system to a polar coordinates system. Last edited by CNA0; 01-25-10 at 10:05 AM. |
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#265 | |
Stowaway
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well lets not forget its the entire "class" of type VII u-boats and not just one boat. there are several versions of that type VII class so when compared to the US fleetboats of sh4 which also didnt have many major changes between them untill the gato/balao then i would say you still have several subs to choose from within that one class of sub. the simular versions of the fleetboats and the numerous type VII uboats of sh5 are IMO very much in line with each other and while having different class u-boats would have been nice too, i dont think anyone will feel like they dont have a choice of boat to use with that boats own differences |
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#266 |
Navy Seal
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My take on the interview is that they're still observing radio silence and will confine themselves to teasing us. I'm still letting others take the arrows and I'll pick the battlefield for a cast-off game from one of the fallen. Nothing in the interview reassures me at all that Ubi is learning anything about the nature of a good simulation. Hope I turn out to be wrong!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#267 |
Watch
![]() Join Date: Jan 2010
Location: Athens,Greece
Posts: 22
Downloads: 18
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Thanks Neal,Dan and Alex for the interview
![]() My thoughts about SH5 1 Dynamic campaign - deal breaker At first i worried but after Neal's and Dan's explanations i believe it will be better than SH3 ![]() 2 AI behavior/sensors - deal breaker I have to wait until Neal or me tests it (whoever gets his copy first- probably Neal ![]() 3 Targetting - deal breaker Same as above 4 Surface night attacks in early years - close to deal breaker Same as above 5 Wolfpacks (oops!) - highly desirable I hope it is better than Stuka attacks . The info so far indicates it is not what most of us had hoped ![]() 6 Periscope I really prefer any of the previous SH series than what i 've seen in videos/screenshots of SH5 ![]() Not a big concern though as i think it will be one of the first things modded 7 Full campaign 39-45 - desirable I can understand why they chose the 43 ending though i 'm not celebrating about it ![]() 8 All major U-boat types - desirable I accept the reasoning of having one type of u-boat if the type VII is well modeled 9 Graphics I am more than satisfied with what i've seen so far ![]() 10 Sound again i wait Neal's review WILL I BUY IT? OF COURSE I WILL i want to support the sub sim genre and Ubi but if the overall quality is not to my liking i will only buy one copy (I have bought 4 copies of SH3 as gifts to friends in the past) |
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#268 |
XO
![]() Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
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Very nice interview. Thanks.
![]() I for one am very happy with this info. We never got a proper Type VII in SH3. Hell we won't play beyond '43 and will have only one type of a U-BOOT. But in return, a semi functioning wolfpack and more detailed scenario and campaign. Works with me and I will definitely buy the game, just as I did SH3. Not to mention the modeled interior and AI raiders. Much more 'alive' environment, something that always put me away from last 3 SH titles... |
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#269 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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![]() I'm hoping the game will be just fine right out of the box and will not IMO need any modding! That'd be my ideal scenario. ![]()
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#270 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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