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Old 01-11-12, 10:39 AM   #16
TheDarkWraith
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Originally Posted by arnahud2 View Post
@TheDarkWraith : look at that, especially at 0:13 sec.

Very impressive, isn't it ?
yes it is. Reminds me of when I'm stuck in traffic on long bridge expanses and you can feel the bridge bouncing up and down as large trucks pass.
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Old 01-11-12, 11:35 AM   #17
Rongel
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Originally Posted by ETsd4 View Post
In reality comes first the storm and THEN the damage and not the other way around.
SH5 is limited to Force 7. Storm means Force 10 and higher. So there is no storm in SH5.
That might be true. But still it would be great to have somekind of malfunctions with the sub when sailing the seas. It doesn't have to be neccessarily connected with the storm, but just basic wear and tear. Now the sailing part is too safe because things never break. Also there is no dud-torpedoes, so the world feels a bit too "perfect" for me.

If I have understood correctly, SH 3 had the Commander-mod that caused random malfunctions to sub. Something like that would really make things more exciting. But again that is probably something that needs .exe modding and great skills...
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Old 01-11-12, 12:20 PM   #18
Madox58
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Originally Posted by TheBeast View Post
Also, when submerged, exceeding 5-7 knots may damage Periscopes and or Snorkel.

Has anyone done or attempted to do any work in this respect?
That was done for SH3 by h.sie was it not?
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Old 01-11-12, 01:29 PM   #19
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Originally Posted by privateer View Post
That was done for SH3 by h.sie was it not?
Yes, I PM'd h.sie about that and Purging Co2 with Snorkel.
He replied that he does not have SH5...
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Old 01-13-12, 04:25 PM   #20
jason210
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Originally Posted by Commander Mysenses View Post
Perhaps time based damage to diesel engines running at flank speeds for extended periods?
"She canna take much more captain"
Excellent idea! I think some general wear would also add something to this dimension of realism.
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Old 01-16-12, 10:21 AM   #21
TheBeast
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The point of the idea of Storms causing damage is not to say boats were fragile but to emphasize the point that a U-Boat would not be runnng on Surface during a storm unless it absolutely had to in order to recharge battery, replentish O2 or replentish compressed air.
The reason there was very few reports of Storm Damage on U-Boats is because they were able get under the stormy sea conditions.
A big storm at sea in the "Deep Blue" waters would toss a small Uboat like a rubber duck causing it to roll so severely that both ship and crew could be damaged/injured.

Currently in SH5, I am able to run at any speed surfaced during any storm condition and this is not realistic IMO.
At sea, IMO, current wave height's during bad weather are more in line with wave height's for normal weather in real life.
The Picture below is not from severe storm but just foul weather.

Quote:
Originally Posted by jason210 View Post
Excellent idea! I think some general wear would also add something to this dimension of realism.
General Wear is something that may be possible.
I think it would have to be scripted using random number generator, equipment armor levels, current sea weather state, time since last maintenance.
Running Surfaced for several days at 12 knots without stopping engines for maintenance bothers me as well.
Maybe have the Motor Office (Willi Petz) warn you that he needs to do some work on <blah> equipment would add a little to game play.

At the same time there are so many things that factor in to a possible malfunction, it would be very hard to obtain any resemblance of realism in this area.
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Old 01-16-12, 02:50 PM   #22
0rpheus
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Originally Posted by TheBeast View Post
At sea, IMO, current wave height's during bad weather are more in line with wave height's for normal weather in real life.
Agree with this. The Dynamic Environment 'Hurricane' wave addon comes closest to getting the waves right in storms, but it introduces a weird reflection effect in deep wave troughs and makes the boat ride oddly in the water. Storms look amazing though, it's perfect - if you can ignore the glitches.

I tried tweaking it, thinking a small reduction in the values might be enough to hide the glitches without reducing the wave size too much, but I could never get it to work properly.
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