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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soundman
![]() Join Date: Nov 2012
Posts: 146
Downloads: 60
Uploads: 2
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In the light of SHO, there seems to have been a fair amount of talk recenlty about the future of sims and the possibility of a community-led creation of a new sim. A product by subsimmers for subsimmers as it were (would be nice to get a dedicated thread for this).
More on that in this thread: http://www.subsim.com/radioroom/show...=201664&page=4 Obviously there are a lot of potential issues about the extent of development by the community itself and the issues of funding, obviously several have mentioned Kickstarter - but we can't just start a kickstarter and hope for the best without an idea of what's trying to be achieved. Even amongst our relatively niche group, there's going to be a desire for different levels of realism (or even differing definitions of what's realistic). But what is that you would want from such a sim, what are the must-have features and elements? My general proposal for an ideal world would be that a platform is developed that creates a physical world that simulates standard features and phenomenon and then from that a WW2 and Cold War (and whatever else) version could be built upon that. Very much pie-in-the-sky thinking, I know. As such it would certainly be "moddable" - inherently so. The List Updated based on posts below - anything with more than one vote will be noted. Generally divided into four categories: Your Sub, the Physical World, Crew, and AI/Other Vessels. Certain things will be marked of higher priority eventually, I think common sense can direct that... Obviosuly many things may be near impossible, but I suppose it's nice to have something to aim for. Crew - Realistic crew roles and responsibilities - Watch switching (automatic / manual option) - Optional fatigue (ideally based on length of patrol / time submerged? not because the crew are getting "a bit drowsy", the R/L watch system would and does minimise that). - Real navigation with scalable assistance from "Navigation Officer" (what sort of assistance would you want?) - Weapons Officer assistance scaleable - much as with current mods (any specific suggestions for this?) - Evacuation Procedure AI / Traffic - Realistic/Historic traffic for shipping and warships- Surface skirmishes and battles between AI The Sub - Real subs and their upgrades (like most things, this is probably a given, but added for sake of completeness) - Optional manual control of ballast pumps/individual tanks - Optional manual control of hydroplanes / manual trim etc Physical world - Realistic hydrodynamics and oceanographic elements, including but not limited to tides, currents, thermal layers, internal waves etc. etc. - Well-modelled coastlines - Realistic / historic celestial data modelled for real navigation - Intelligent Convoys and Task Forces (realistic/historic behaviour) - Realistic / variable (and seasonal) water opacity UI/Interface etc. - Multiple monitor support - Use of internal windows a la MSFS (Flight Sim) so different displays and gauges can be dragged and dropped to different monitors Multiplayer functionality - One sub multiplayer (something Ubi once talked about ![]()
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“Die Südfrüchte runter vom Kartentisch. Auf Bananen kann ich nicht navigieren.” Last edited by Karl Heinrich; 02-20-13 at 08:03 AM. |
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