SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-22-06, 04:18 PM   #1
joea
Silent Hunter
 
joea's Avatar
 
Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
Uploads: 0
Default Please better warp or TC!!!

The real reason I play SHIII less often than when I got it last year...even with TC and save games it is just so slooooooow crossing the Atlantic. I know subs were slow in WWII and all that, but I can't imagine what will happen in the Pacific? Furthermore, while I understand the importance of computer power it surely is not the case that 1024X is really 1024X on every computer...could not a better system that doesn't sacrifice realism be devised? Is it because the graphic engine in SH3 is still active somehow? What are your ideas?
joea is offline   Reply With Quote
Old 05-22-06, 05:02 PM   #2
squigian
Helmsman
 
Join Date: May 2006
Location: London, UK
Posts: 107
Downloads: 0
Uploads: 0
Default

I remember that European Air War had a function to 'skip' journies. There was a chance that the enemy could waylay you, however. In such a case, you would go to 1x TC about 10km from the enemy fighters or mission objective. A similar setting could be devised here, and realism lovers could simply avoid using it.
squigian is offline   Reply With Quote
Old 05-22-06, 06:03 PM   #3
GreyOctober
Sonar Guy
 
Join Date: Apr 2006
Location: Bucharest, Romania
Posts: 394
Downloads: 30
Uploads: 0
Default

Well i just dont think warp is possible simply because the game needs to gradually and in realtime compute the possitions and events of all the objcts in game because of the dynamic campaign. So warping would force the computer do in one second what it allready struggles to do at 1024X TC...which is a nono.
__________________
GreyOctober is offline   Reply With Quote
Old 05-22-06, 06:59 PM   #4
DeepSix
Seasoned Skipper
 
Join Date: Mar 2005
Location: Music City
Posts: 683
Downloads: 5
Uploads: 0
Default

Agree with GreyOctober - it would be nice to have a "skip to next waypoint" feature but at the same time it would be difficult to incorporate simply because the game has to track multiple targets - unlike something like B-17 where you have one target and you lay out and lock yourself into a route beforehand.

Not impossible, though - and a good idea. If it could be done I think it would be great; I just doubt if it can be done (well).
__________________

Jack's happy days will soon be gone,
To return again, oh never!
For they've raised his pay five cents a day,
But they've stopped his grog forever.
For tonight we'll merry, merry be,
For tonight we'll merry, merry be,
For tonight we'll merry, merry be,
But tomorrow we'll be sober.
- "Farewell to Grog"


DeepSix is offline   Reply With Quote
Old 05-22-06, 07:48 PM   #5
Torplexed
Let's Sink Sumptin' !
 
Torplexed's Avatar
 
Join Date: Dec 2001
Location: Seattle, WA
Posts: 5,823
Downloads: 43
Uploads: 0


Default

I think the original SH did it best. You were just put into your general geographical patrol area like the South China Sea, Caroline Islands or Empire Waters with so much fuel subtracted. It's not like American subs had to run a gauntlet of land-based air and roving Hunter-Killer groups like the Germans did in the Atlantic to get to and from port. The journey to the patrol areas from Pearl or Brisbane was usually rather uneventful.
__________________

--Mobilis in Mobili--
Torplexed is offline   Reply With Quote
Old 05-22-06, 08:02 PM   #6
GreyOctober
Sonar Guy
 
Join Date: Apr 2006
Location: Bucharest, Romania
Posts: 394
Downloads: 30
Uploads: 0
Default

Torp, that would mean removing some of the freedom were enjoying at the moment. And this freedom is correlated with the dynamic campaign which adds a feeling of uncertainty. You never know what can happen in an-what you may consider-uneventful trip
__________________
GreyOctober is offline   Reply With Quote
Old 05-22-06, 08:35 PM   #7
DeepSix
Seasoned Skipper
 
Join Date: Mar 2005
Location: Music City
Posts: 683
Downloads: 5
Uploads: 0
Default

Those are both really good points.... I agree that some of the long journey is going to be uneventful *most* of the time. But if the devs were to try to include things like random equipment failures it would be difficult to mix that with a "skip to."

Moreover, it might make it difficult to realistically include radio traffic from base. And I confess this is one of my "pet" wishes. U.S. subs were frequently shifted about, either while on station or while enroute to/from, to chase down Ultras. I think my personal preference would be to have realistic demands of Ultra rather than a faster TC. But the idea is intriguing.
__________________

Jack's happy days will soon be gone,
To return again, oh never!
For they've raised his pay five cents a day,
But they've stopped his grog forever.
For tonight we'll merry, merry be,
For tonight we'll merry, merry be,
For tonight we'll merry, merry be,
But tomorrow we'll be sober.
- "Farewell to Grog"


DeepSix is offline   Reply With Quote
Old 05-23-06, 02:45 AM   #8
squigian
Helmsman
 
Join Date: May 2006
Location: London, UK
Posts: 107
Downloads: 0
Uploads: 0
Default

How about if you could sleep?

I mean, click on a bunk and it would ask you how long, say 8 hours. Then, if anything happened, your crew would wake you up. To allow this, sleeping would be treated as a load time rather than real-time. All positions would have updated, but it would only have to update once as you skipped ahead through sleeping. Keeps it a bit more realistic, too.
squigian is offline   Reply With Quote
Old 05-23-06, 04:14 AM   #9
joea
Silent Hunter
 
joea's Avatar
 
Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
Uploads: 0
Default

Well how about optimising the game engine or something? Look at this site:
http://www.navalwarfare.org/

And this game:

http://forums.navalwarfare.org/forumdisplay.php?f=9

It's a campaign simulator for the old game Fighting Steel called Thunder at Sea...and simulates fleet movements with a fair amount (but simple 2-d map graphic) of factors added in, weather, air or sub attacks, ... and it calls up the game when ships sight each other for surface combat. It also has very high compression...don't know if it would help.
joea is offline   Reply With Quote
Old 05-23-06, 12:52 PM   #10
Sailor Steve
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

SHI's 'warp' worked perfectly, but I would rather sail all that way myself.

It would be a nice option, but I don't want to see it be automatic.
  Reply With Quote
Old 05-23-06, 01:55 PM   #11
Rosencrantz
Grey Wolf
 
Join Date: Dec 2004
Location: Finland
Posts: 758
Downloads: 78
Uploads: 0
Default

Yep, like Steve I found SHI warp working perfectly, but anyway I would like to sail all the way from the base to opare and back.

I also understand joeas thoughts. I myself use to play quite long campaigns playing just maybe two or three gamedays in the evening. I use to do trimm dives and so, even if that's quite boring if nothing has happend for a several days.

Some time ago there was a discussion about minigames like chess included into the game for a times nothing is happening. I was thinking also original docs like "Submarine torpedo fire control manual" included (you could read them in the captains quarter). But I don't know if that's possible. (Should be, can't ask that much "space" or prosessing capabilitys) How about these + off course more radio traffic and so on?

-RC-
Rosencrantz is offline   Reply With Quote
Old 05-23-06, 08:56 PM   #12
badhat17
Navy Dude
 
Join Date: Jul 2002
Location: Derbyshire La La Laa
Posts: 176
Downloads: 0
Uploads: 0
Default

Cast your minds back to the SH3 devs original campaign idea, instant map travel to the action area. Sounded great to me but the dynamic campaign whiners put an end to that one.
__________________
badhat17 is offline   Reply With Quote
Old 05-23-06, 09:06 PM   #13
DeepSix
Seasoned Skipper
 
Join Date: Mar 2005
Location: Music City
Posts: 683
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by Rosencrantz
...Some time ago there was a discussion about minigames like chess included into the game for a times nothing is happening...
Genius! Never thought of that, but I could happily while away the slower times by playing chess or poker or bridge, etc. Be nice if there could be a save feature built into that, too.

Of course, the obvious (and very legitimate) criticism of this is that it's a subgame not Hoyle Casino. But still - I like the idea!
__________________

Jack's happy days will soon be gone,
To return again, oh never!
For they've raised his pay five cents a day,
But they've stopped his grog forever.
For tonight we'll merry, merry be,
For tonight we'll merry, merry be,
For tonight we'll merry, merry be,
But tomorrow we'll be sober.
- "Farewell to Grog"


DeepSix is offline   Reply With Quote
Old 05-23-06, 09:54 PM   #14
Subnuts
The Old Man
 
Subnuts's Avatar
 
Join Date: Feb 2005
Location: Connecticut
Posts: 1,658
Downloads: 14
Uploads: 0
Default

Quote:
Originally Posted by badhat17
Cast your minds back to the SH3 devs original campaign idea, instant map travel to the action area. Sounded great to me but the dynamic campaign whiners put an end to that one.
Play the same mission 20 times in a row and you'll hear some real whining.
Subnuts is offline   Reply With Quote
Old 05-23-06, 11:58 PM   #15
badhat17
Navy Dude
 
Join Date: Jul 2002
Location: Derbyshire La La Laa
Posts: 176
Downloads: 0
Uploads: 0
Default

__________________
badhat17 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:10 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.