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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4 |
Captain
![]() Join Date: Apr 2002
Posts: 530
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By "basic aspects" I mean the physics being modeled for the most part. Submarines must surface, dive, move forward, turn, etc. If there are sea states then the boat will be impacted by waves, current, wind and so on. For torpedoes it's the same thing as well as all the other ships and aircraft. The TDC calculations are pretty much trigonometry which is an absolute and you factor in any applicable variables. Sonar is sonar...radar is radar...what's so hard to write the code for such things?
The war campaign (if there is one) is essentially a constant. Historical encounters can unfold at the appropriate location, date, and time (this was done in SH3 with the Hood and Bismarck). A dynamic campaign could include these events mixed with random encounters of either merchant or task force convoys. For realism's sake, once you sunk a particular ship it would not reappear again. If the target in question was a carrier that participated in a historical battle and it hasn't occured yet then it would be kept out of play until the event occurs. If you don't sink it there, you could possibly contact it later. The historical battles don't necessarily have to end accurately unless you are really a diehard realist. But I think you get my drift here. All this stuff is known and has been for years...so why are these things not long since settled in terms of developing the sim? To me they should be almost at the point of being taken for granted instead of a new programming challenge as they appear to be in each release. That is what I am talking about. With each release of a new sub sim, it seems to me these things should be getting refined...not redefined (with errors).
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