![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#11 |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
Downloads: 3
Uploads: 0
|
![]()
My view is MOST of what's needed in an Atlantic WWII subsim was present in the modded SHIII (NYGM or GWX).
Realism, realism, realism....with SOME compromises for gameplay/resource constraints. Let's face it: - assigned orders to patrol zones - dynamic contact reports - potential for wolfpack actions - correct sensor performances based on technical specs, experience and weather. - crew rosters/assignments - weather - observations leading to plotting leading to firing solution. - weapons (performance, especially for guns) - damage modelling Get those 'realistic', by which I mean a reasonable representation based on the abundant real-life records, and you're a LONG way to making a great sim. THEN make it look nice. IF SH5 is SHIII in SH4+ engine without addressing all those points then ![]() Some simple tests I want to see are: - surface attacks at night - detection/evasion, surfaced and submerged - selectable 'contact frequency' (i.e. yippee shoot, moderate, realistic) Get those right and I'm pretty sold. Another way of looking at it is asking "what did NYGM/GWX attempt to 'fix'?" and then SH5 should have those 'fixed' at time of release. Cheers (p.s. I posted this in another thread and was feeling lazy so i just cc + pasted) |
![]() |
![]() |
|
|