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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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The coastal vessels area is indeed weak. I'm glad you guys enjoy our choices on the merchants though
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#17 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I think the ship selection is admirable, besides, new ships can always be added by players.
That said, the AI bug is critical since one hit on a target and the group stops. It's absolutely the number one gameplay bug, IMO. As for the magic button to get the speed, as a skipper, I'd call out range and bearing, and my attack party would plot it and watch the stopwatch. When I did it again, they'd plot that, and draw a line, then do the math and give me a speed. There is a disconnect between the full auto mode that takes every single bit of guesswork out, and the full manual mode whic forces the player to do the job of several men. A "middle way" would be better IMO. |
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#18 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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Ubisoft made the stupid decision to use Grumman's name on the back of the box for their Pacific Fighters flight sim, and so Northrop Grumman (the current name of the company) sued Ubi for misuse of their company name, and won. Now, what does this have to do with the Yorktown? Simply put, the shipyard that built it, Newport News Shipbuilding and Drydock Company, is now owned by Northrop Grumman, and apparently Ubi is now under some sort of obligation to pay them for modeling anything ever owned or designed by them. It's a bunch of BS on both sides of the coin. |
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#19 | |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
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#20 | ||
Medic
![]() Join Date: Jul 2003
Location: Cambridge, UK
Posts: 167
Downloads: 2
Uploads: 0
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#21 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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OK, I see now.:hmm: But there is no issue with any other US warships and Ubisoft is there? (one thing I don't know is which RL class was built at what shipyard).
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#22 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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The US ships really don't matter, IMO, since there are no IJN subs to play and the AI vs AI battles are pretty bad—point blank shooting, no ship launched torpedos (even Il-2 had that, lol), nothing even remotely close to CV operations, etc.
So USN ships are just window dressing in port. To me the only failure on shipping was the lack smaller shipping that was so important to Japan after 1943. Fox Tare, Sugar Baker, Sugar Dog, etc. That said, the modding community can certainly make up for this. That and a Kaibokan. AI (called a bug above!), radar not working heading south (among other issues), and the chronometer are the 3 main bugs as I see it, most others can be worked around. |
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#23 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#24 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Yeah, they do!
Back before PF I messed around with a mission using the italian MTB as a stand-in for an Elco PT boat. DDs fire torps, PTs, subs. Funny, in IL-2 ships fire from way way too far, particularly large bore guns at aircraft, meanwhile in SH4, we have all these BBs incapable of shooting at anything like the ranges they were capable of, lol. |
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#25 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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![]() Yes, it always has irked me how ships will fire their large-caliber guns at you. That, and a total lack of evasive maneuvering AI. A nice little feature, though, is that ships will turn their radar mast toward the target when firing. ![]() |
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