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#91 | |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,939
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Sub captains go down with their ship! |
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#92 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
Uploads: 0
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speaking of SH4 why do the boats disappear around 500 meters? I ran into this using some of the Modern sub mods...
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#93 |
Rear Admiral
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The "on rails" effect i believe is solved for the most part. Very rarely do you notice it now. The fix for that is a combination of factors, from draft and CG_height in any given boat's sim file, to enviormental adjustments in the scene.dat, but also what i think more importantly, is offsetting the boats parent nodel in the dat file.
When working on Nine Delta Two, i noticed that by offsetting the parent node backward or forward, AND to one side or the other, it helped create a rolling effect. At least i think it did. I recall seeing a marked improvement after doing that. Originally, the parent node was sitting at 0 on all axis's in the 3d rendering. That puppy rolls nicely i thought. Though it could be made better through one more avenue of approach that is a can of worms i just don't want to open (wave attunation settings in the sim.cfg file). Major domino effect by doing that. |
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#94 | |
Rear Admiral
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Legacy feature from SH3 as i recall. Depth charges go POOF at 300. I forget the exact depth, but at some point in SH3, your boat ceased to be rendered. |
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#95 |
Grey Wolf
![]() Join Date: Jan 2002
Location: Holland
Posts: 786
Downloads: 122
Uploads: 0
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That is what I hope. A kind of back to basic, ie creating a simulator as close to reality as possible. SH3 has the raw feeling which comes closes to what we percieve as historical reality. The SH3 team did enough effort to get into touch with that, visiting the U-995, interviewing Hardegen (or an other captain). It seems to be lost in SH5. I can remember the total shock when the first screenshots appeared with the periscope-view, the map with the radar like view on ships with red and orange to indicate detection area's. If you remember the discussions on this site (+ mods) to even remove the soundtails from the map in SH3 because they were unrealistic you see how far we drifted away with SH5 from the PERFECT SIM.
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#96 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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after reading further on here, it seems as if sh4 has, beside the scriptability of sh5, the most potential to fit all our needs - unbelievable. i also belonged the the ones, who never gave sh4 a chance. i played it 2 hours and never again. too many bugs and missing features. BUT as to what i see now...
would be interesting to hear some sh5 modders opinions, like from thedarkwraith, etc...
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#97 | |
Hellas
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#98 | |
Grey Wolf
![]() Join Date: Jan 2002
Location: Holland
Posts: 786
Downloads: 122
Uploads: 0
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#99 | |
Canadian Wolf
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#100 | |
Black Magic
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![]() ![]() ![]() Once we are able to import into GR2 format or modify existing GR2 models you'll see more and more people turning to SH5 ![]() Gameplay and immersion wise stock SH5 is crap, pure garbage. But with mods it's utterly enjoyable and fun ![]() For those who haven't tried SH5 with a good set of mods you are missing out (you need a powerful computer though to really see the game in all it's glory) |
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#101 | |
Rear Admiral
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(edit: that would be two S boats (inheirted), Narwhal, Porpoise, Salmon/Sargo(inheirted), Tambor/Gar(inheirited), Gato, Balao, and Tench classes. So.. that would be 8 boats total.) |
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#102 | |
Rear Admiral
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Take SH3, and then from SH4 add the following: 1 multiple resolutions and Wide screen support 2 DDS texture compression 3 direct X shader rendering 4 how the campaign is structured/written 5 fast loading times 6 ability to play either side of the war. 7 slightly higher poly count on some 3d models and normal mapping. That, is really all there is to be gained. What's to be lost is: 1 crewman not changing to wet gear in high winds. (no need for any more foul weather gun mods i guess.) 2 diving and loitering at or below 200 meters due to negative bouyancy issue. 3 sonarman no longer calls out depth charges. (though there is a great workaround for this that works just as well as a sonarman) 4 familiar and old UI with interactive crew when clicked upon. (you could leave in the, "looking at the captain" animation, but there's no real need for it anymore since the menu system is different.) The kick in the crotch is issues 1 through 3 carried over into SH5 and some the fixes/workarounds no longer work there. Some object controllers that worked in 3 and 4 no longer seem to work either. At any rate, there's always potential, in ANY title, but perfect? That will never happen. All SH titles have their issues. |
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#103 |
Chief
![]() Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
Uploads: 0
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Well...I think that up to this time the best sim is SH3 with Megamod. GWX or LSH3
All what you need it is to improve graphics...that's the perfect sim Ah...SH3_GWX with the graphics of SH5 ![]() Last edited by Robin40; 01-08-11 at 03:37 AM. |
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#104 | |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
Uploads: 0
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#105 | |
Grey Wolf
![]() Join Date: Jan 2002
Location: Holland
Posts: 786
Downloads: 122
Uploads: 0
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![]() This week I plugged in SH4+add on. I got irritated by the English voices so I created a mod replacing them by the SH-3 german voice just to discover after it was finished that such a mod was already available ![]() I plugged the SH-5 DVD in this morning to give it another try. Installed all the mods - including yours which are excellent by the way - but I still cannot get the feeling into this game. I hope we can remove all the fancy features from it making it simple as it was 70 years ago. I do not see that adding some new units will raise enthousiasm to create another GWX. It is not worth it. |
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