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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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A many post Thread, http://www.subsim.com/radioroom/showthread.php?t=155353
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#2 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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Nice post GoldenRivet
![]() My Question: Will there be icebergs in campaign mode? Thank you.
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***THE GENERAL*** |
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#3 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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I'm curious what they did with the ocean: is the boat's pitching and rolling a result of the sub interacting with the surface? ie. is hydrodynamics modeled?
Will the boat create an actual wake and bow waves? (again hydrodynamics, basically)
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Contritium praecedit superbia. Last edited by Arclight; 08-27-09 at 02:43 AM. |
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#4 |
Ace of the deep .
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Will SH5 be in DX10 .
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#5 |
Stowaway
Posts: n/a
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1. Will we be able to better mod the sensors without affecting everything else in the game ?
2. Will BdU be more interactive and chatty ? 3. Will we be able to allocate watch crews on a 4/8 hour rotational basis and thus avoid micro-managing the crew ? 4. Will there be rain squalls and fog banks ? 5. Will there be a "hard core" option, i.e. 100% manual targeting, 100% navigation, 100% everything so we can experience all operational elements of the U-Boat ? 6. Will there be mechanical failures/sabotages ? 7. Will there be more "uncertainty" ? |
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#6 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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While U-boats typically did not do "special missions," are we going to see more variety in operational orders than just "Patrol Grid XXXX for 24 hours" and if so, what kind of orders will we be given?
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#7 | |||
Ensign
![]() Join Date: Mar 2009
Posts: 234
Downloads: 17
Uploads: 0
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Would like to point out some good stuff posted here
Quote:
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Yes! And they would also come to your position, when in emergency (out of fuel). Realistic refitting procedures and times. Both subs submerging while pumping over the diesel, to remain undetected. Interessting stuff like that. Quote:
![]() if some of these things would just come true ... cheers morph |
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#8 |
Captain
![]() Join Date: Dec 2007
Posts: 485
Downloads: 64
Uploads: 0
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Another question
![]() We all have our idea of what a great subsim is and what's the most important part of it: historical accuracy, graphisms, immersion, level of difficulty, pace of the game, micro management or not, etc etc... So, for you, what's the single most important thing you wanted to have in SH5, the thing that shapes the "identity" of the game, and why? Are there some "real life" aspects that you'd want to take liberties with to make the game better for your taste, and why? And what are the "real life" aspects that you don't care about and wouldn't mind not having in game, of even "real life" things that you wouldn't want in game at all, and why? And bonus question for the dev team: what is the most favoured era among you? WWI, WWII, Cold War, alternate history, ...? And which sub do you like the most? (or which country's subs) |
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#9 | |
Fleet Admiral
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![]() Quote:
2. I am not appreciating the advantage of being able to run electric motors on the surface. Why do you want that?
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#10 |
Commodore
![]() Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
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After reading many suggestions, and many of them very good, I'd like to comment. Knowing this is really a "question for the devs" thread, forgive me for commenting rather than questioning, but I can't help but voice this.
The ability to move freely through the sub is certainly going to be entertaining.....at least for a little while, until we've roamed the boat a certain number of times and heard all the scripted lines the crew has to offer and will be ramdomly using. After a while, and once we have heard all the possible lines the crew can give us (such as the cook asking if we wnat to sample the days menu) I fear it will become quite boring and we'll all go back to keystroke navigation between compartments as we've done all along. Still a nice touch though! The idea I've heard that sounds most intriguing is true navigation. Now that's a true simulation! While I'm the one suggesting (earlier in the thread) an option to RTB once out of enemy territory, if we could navigate like a true sailor, I'd find that to be a challenge on it's own, and it would certainly take a lot of boredom out of that long trip back home. It would throw in a whole new learning experience for most of us. Not to mention, imagine us having to ease off the time compression for a change. We'd be forced to keep an eye out for landmarks to avoid running aground or crashing the boat , or better yet, and most importantly.... confirm our location. Imagine the satisfaction of navigating across the ocean with much anticipation, and then discovering a landmark confirming you are where you had hoped to be. ![]() I realize many (maybe most) players will not have the patience for this and those not desiring to do so, could use the "GPS" option. But man! It would open up a whole new facet in the game and take it to well..... again, a real sim. This would be a fantastic selling point too!
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