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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
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I dont see why UBI should change anything, it is infinitely more simple programming a game using a flat world.
Most players never even realized the SH 3/4 game was flat and it has no practical impact on the game, other than a arbitrary visibility limit. In SH 4, where the distortions are huge compared to SH 3, I had done some checking on fuel usage and travelling time between various points on the SH 4 map and what it should be in the real world, but the difference is not really noticeable....especially after the novelty wears off and you start warping from point to point... ![]() |
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#2 | |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
Uploads: 0
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![]() Quote:
Cheers ![]() |
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#3 | ||
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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![]() Quote:
Quote:
It should still be reminded that a spherical worldspace and a spherical actionspace are two entirely independent concepts. Either could be addressed in any order or combination without interdependence. Silent Hunter could get a curved actionspace (or localspace if you like) and retain the old, flat worldspace or vice versa. |
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