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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Nov 2011
Posts: 29
Downloads: 27
Uploads: 0
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#Thank you for that information. I will most definitely bare that in mind when Pike gets holed again.
I just wish I could support the site. |
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#2 |
Eternal Patrol
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If you can't, you can't. I donate far less than I'd like. Just be an active member and contribute your thoughts. Learn from others and then give that wisdom back again. That's what really makes Subsim special.
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“Never do anything you can't take back.” —Rocky Russo |
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#3 |
Rear Admiral
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Yea, wait until you take a good bomb hit and half your sub looks like a skeleton frame, yet your sub works fine. Someone could probably replace the damage textures to be more realistic, but I don't think anyone cares.
One five inch shell would usually spell doom for your sub, certainly would kill people in the area it hit. Mods can correct the damage zone and crew health to a degree. |
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#4 | |
Stowaway
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a lot of people were fresh from sh4 at the time an obsessed with ralism so maybe someone would be willing to take another look at it by now. i would think its like rocks and seagrass in that if you just resize the holes to be more in line with what you would "assume" would be better to scale and not worry about how realistic it is or isnt would be a big improvement |
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#5 |
Watch
![]() Join Date: Nov 2011
Posts: 29
Downloads: 27
Uploads: 0
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I don't particularly mind, I just found it strange that i could get a ten foot hole in the side of my submarine and survive.
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#6 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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I think the solution to the problem is rather simple:
Don't get hit by the enemy. If you're getting hit, you're doing it wrong. ![]() My favorite is when I torpedo an enemy ship, and the propeller shafts are gone, but the props are still spinning away happily. (Of course, again, if you're torpedoing ships, and their propellers are still working, you're doing it wrong. ![]() The massive holes in submarines and targets are a bit overdone. It's nice to see a hole appear, but it should really be related to the amount of damage done. It's annoying to see a line of holes down the side of a ship with the bow blown open, and the ship doesn't even slow down.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#7 | |
Stowaway
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i cant recall which one but there is a CL cruiser you can blow the props off of yet it continues on at full speed with NO PROPELLARS! ![]() |
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#8 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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In RFB, shells are more lethal (to your sub, I mean), I was sunk by hits from a light flak gun on a merchant. It must have been 25mm or smaller. It didn't take that many rounds either. I can't comment on hits from larger shells, since I avoid artillery duels now. |
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#9 |
Watch
![]() Join Date: May 2012
Location: England
Posts: 30
Downloads: 38
Uploads: 0
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I personally would love to see it, even if the only time i should expect to see my boat full of holes is when i have done something honestly stupid.
I hope if they do indeed make another game *Not Silent Hunter Online* they have more realistic damage modles. Just thinking, what other things would you like to see in a theoretical Silent Hunter 6? Myself? A Semi-Original-Dynamic-War, Spanning Most of the history of our beloved War going Subersables or at least WW1 to mostly modern times. |
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#10 | |
Stowaway
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the decission makers at ubi have shown they dont value the concept of putting the same people who created a game to work on the newer versions of that game so these well meaning hard working guys are trying hard but they just dont know what they are doing to the game most of the time. the modders here and elsewhere have managed to turn very rough unfinished buggy games into very well done games that have the look and feel of a finished and debugged game. for the reasons stated above each sh series has brought in less revenue then the version before it and with the sh5 debackle ubi has finally abandoned all hope of ever creating another one. they dont hear or listen to customers or they would finish a game before its released so you dont need 4 or 5 patches the first year. they dont care about game the way the customers do so its all about $$$ and they dont see more versions of sh as bringing in enough $$$ to be worth the effort. Last edited by Webster; 09-27-12 at 12:35 PM. |
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#11 |
Watch
![]() Join Date: Nov 2011
Posts: 29
Downloads: 27
Uploads: 0
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I disagree. I think SHIV is the best, I could never play SHII properly due to the stupendously bad campaign system. Meanwhile in V1.00 of SHIV, did anyone have a problem on vista where an attempt at maunual targeting using the stadimeter cause an error that closed the game?
I fixed it by updating but I found it strange. |
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#12 | |||
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Yeah, what happened is that I spotted a lone freighter and chased him on the surface firing my 4 inch. If I had tried a submerged approach he would have gotten by. By damaging him, I was able to close the distance and figured I would finish him off by pulling along his starboard side and placing another half dozen shells along the waterline. That is when the previously unseen light flak gun on the side opened fire on me. I crashed dived, but it was too late. As our boat sat on the bottom filling with water, we could hear our enemy sinking close by. Truly a Pyhrric victory. I find it questionable that even an S-boat could be sunk so easily, but thats the breaks, I guess. Quote:
From Webster: Quote:
This is so true. It still bothers me that when I'm at sea in my little S-boat, that it glides through the waves in supposedly "stormy" seas. And I miss the deluxe features of SHCE such as the working SD radar and bathythermograph, not to mention the cozy captain's cabin. |
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#13 |
Sea Lord
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TorpX, I am confused. You want "(r)ock-solid physics. Ships move or sink as they should, sensors that detect what they should, weapons and equipment that works or malfunctions as it should." (And amen to all of that!) Then you want SD radar and a BT plotter on your S-boat, where historically they never were. Why simulate the sensor physics accurately, then use that accurate sensor in an ahistorical setting?
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#14 | |
Seasoned Skipper
![]() Join Date: Oct 2010
Location: Westun New Yahk
Posts: 748
Downloads: 131
Uploads: 0
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My complaints in a nutshell. FOTRS only goes so far...
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Largest target sunk with deck gun: Japanese auxiliary cruiser, 15000 tons
Largest engaged: HMS Nelson. Results inconclusive. ![]() Read Brag's stuff ![]() |
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#15 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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I know there's been at least one thread of this.
My big one that needs to be in any future subsim: A crew that plots contacts on the map where I tell them to. (I'll take the TDC marker on the nav map, or drawing tools on the attack map. Hell, I'd pay full price for the game again just for this one feature.) Edit: Oh, and a game that has all the advertised features working. I'm still trying to figure out how to add those notes to my map markings. And why do I have 6 ships listed in my sinkings, but only get credit for two? Why does my radio pause its broadcasts while I'm underwater, and start playing where it left off when I surface? How about a working searchlight? A ComSubPac that actually assigns missions that make sense, instead of throwing darts at a list? Chlorine from flooded batteries? "Smoke on the horizon!" Hiding from sonar on the bottom? Getting stuck in the mud while hiding from sonar on the bottom? Other submarines at sea? Ok, I'm stopping now before I drive myself insaner. Edit edit: And real medals and airplanes!
__________________
"Never ask a World War II history buff for a 'final solution' to your problem!" |
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