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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
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Within some days I'll post a new movie here - this will finally show the current look of the game. (last movie and screenshots are almost 5 months old). Stay tuned.
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#2 |
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
Posts: 343
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Still no new movie (takes some more days)
But I've just finished the Anschuetz Compass with correct 0.1 degree precision. ![]()
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#3 |
Sailor man
![]() Join Date: Mar 2013
Location: New York City
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Why are there three rings of numbers?
In the heat of battle, who's gonna be able to sort all of that out, hmm?
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#4 | |
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
Posts: 343
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![]() Quote:
3 rings, 1 fixed, 2 rotatable - 4 rings of numbers: - outer ring, relative bearing, ring is fixed (to the boats heading) - middle ring,. true bearing, ring rotates and shows true north, it also has a second ring of mirrored numbers on it (flipped by 180°) - inner ring, true bearing, rotates, 1/36 scale for 0.1 degree precision I guess any navigator would prefer a precision of 0.1 degree over just 1 degree.
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#5 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
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So how hardcore should we expect this game to be? More than SH3?
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#6 | |
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
Posts: 343
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![]() Quote:
Which means: Where it makes any sense for the game play and always with options to reduce realism. I will listen to players who find inaccuracies and can provide better data and will try to fix that with updates. You won't be able to use any existing vent on the boat, this makes no sense. But it makes sense to add things like different realistic battery charging modes, diesel-electric drive, different engine settings on port and starboard. to manually flood the different tanks or at least add a simplification for that etc. For example one thing which is totally unrealistically is that the same person (the player) who looks through the periscope is also using the Torpedovorhalterechner. But a lot of players love to do that. In WOTA 100% realism would be similar to the tasks of the commander of the boat. Any extra manually stuff would be counted as >100% realism in the settings. Stuff that's nice to have but not absolutely important. Some people even want to navigate using the stars. Well it's possible to add this, so why not, I just have to learn how that works ;-) The main goal of the sim will be to simulate being the the skipper. This and the realism of the boat and of the enemy technology and environment (like ASDIC function, different layers of water etc.) is most important to me. Also important is the enemy crew, they will "work in shifts" like in real life, you will never know if the ASDIC operator, watch out etc. on the enemy vessel is a tired n00b or an expert at its best moment… But as said before, this is about the main title. Don't expect total hard core realism in the Seehund version for example. Any released version before the main title will be used to fund the work on the main title. Regarding SH3… I would say the realism of it is the standard that a sub sim needs to reach at least. Naturally I will try to make it better and hope that will finally work out.
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#7 | |
Sailor man
![]() Join Date: Mar 2013
Location: New York City
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Quote:
Cybermat47, I'd like you to meet my friend IGNORE. IGNORE? Cybermat47. I have the feeling you two are gonna get along famously!
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Technology Alone Is Not Enough. Married With The Liberal Arts & The Humanities, It Yields Us The Results That Make Our Hearts Sing .... Steve Jobs |
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#8 |
Developer
Join Date: Mar 2008
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Good work VIC.
Can you say something about the gameplay it self? I understand that many players wish that level of detail. But i didn't understand how it is important for playing? Did the contacts not plotted in the map? Must the player do the navigation by himself and is it than possible to loose the orientation to get lost on sea? I really miss something like a game concept. How does the game work?
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#9 |
Sailor man
![]() Join Date: Mar 2013
Location: New York City
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I, for one, hope for the option to do both.
That way, I can navigate freely about the North Atlantic. There're some landmarks that I know the coördinates of that I wanna check out just to see if they're there in order to gauge just how "accurate" this sim is.
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Technology Alone Is Not Enough. Married With The Liberal Arts & The Humanities, It Yields Us The Results That Make Our Hearts Sing .... Steve Jobs |
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#10 | |||
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
Posts: 343
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![]() Quote:
Quote:
OK lol, basically you are in command of a German U-Boat and your task is to do what a German U-Boat did in WWII. Dying while trying to sink as much enemy ships as possible. The game world is a huge ocean called atlantic where you are on patrol. You will receive orders from your high command called BdU, the BdU will try to lead you and other AI submarines to your prey. The enemy command will try to hack your communications and you never know if they currently can do that. Technology advances over time and sometimes your overall chances are better sometimes dramatically worse. As said your job is the skipper, you will have to do what the skipper did, you will have the tools and possibilities of the skipper. For extra realism you can take over tasks that were not the skippers task, but this is not important at all as it does not change the basic game play. There is not much you could basically change in this kind of "game play" except adding more realism to the AI, the enemies and your own AI high command and to the ships, aircraft and weapons. As usual with this kind of simulation you need some sort of time compression. Everything else is cosmetics. The sim will have some dynamics based on the impact of the players action, currently I favor a pool of ships based on historical production rate of the different ship types for each side - sink one and it's gone, shot down an aircraft and it's gone till it's reproduced. Anyway the AI of the high commands uses a pool of ships, the usage (and offscreen battles) of it is calculated in the background at a fixed interval and this is the very basic stage of the simulation's AI and it's one of the parts that will ensure that no career is like the other. Quote:
![]() Enough, I'll have to continue working…
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#11 |
Willing Webfooted Beast
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So you really are an Apple-obsessed troll!
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#12 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
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I think you should make it more like AoD than SH3 tbh.
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#13 |
Watch Officer
![]() Join Date: Jun 2009
Location: Berlin
Posts: 343
Downloads: 10
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I think the best is to make it more like WOTA than like anything else ;-)
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