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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Nov 2015
Location: Nebraska
Posts: 38
Downloads: 13
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I'd like to change navigation. Navigating on the map is similar to having a GPS on your sub. You always know exactly where you're at.
I'd also like better charts of the ocean floor. The map might give exact coordinates for latitude and longitude but the only info on the ocean floor is the spots where it is less than 50 feet deep. I know. It seems contradictory. But I really would like better charts and a navigation system that did not feel like I was using a GPS. Oh. And everything Rockin Robin said!!! (Including when he said SH is still a blast to play even though it isn't perfect.)
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#2 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
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I remember a number of features from the original Silent Hunter and Aces of the Deep that seem lacking in SH4.
In SH, if the boat started taking water, you could get chlorine gas when the batteries flooded. You could abandon the boat before being sunk. Shooting debris out of the torpedo tube to try and fool destroyers. The air search radar would only give distance, and not direction to the contact. AotD had the lookout call out "Smoke on the horizon!" and you could get stuck in the mud at the bottom.
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#3 |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
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RR, unknown to me here is that the TDC could track more than one target. How many targets at the same time? Also how was the setting for each torpedo handled? Did the crew have to set on each tube or was it on a console?
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#4 |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
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One thing that I was very disappointed was the map. LAt and Longs do not follow real world sizes (as stated in SH3 Greywolves mod manual) so navigating using Google Earth or real World sail charts will be a mess. Great Circle Nav is not an option.
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#5 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
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And sadly, that's another one that AotD got right.
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"Never ask a World War II history buff for a 'final solution' to your problem!" |
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#6 |
Navy Seal
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On the real subs there were enough trackers on board to have one target tracked in the TDC and the other tracked by is-was. Numbers could be directly dialed (cranked actually} into the TDC so when you shot the first target it was very fast to enter the numbers from the second tracking team.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#7 | |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
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#8 |
Navy Seal
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And for torpedo settings, there was a direct connection between TDC and torpedoes to input gyro angle, speed, depth, etc. But that was always verified and backed up by the torpedo room crew, who could manually set each torpedo if necessary.
At all times each torpedo had to be set separately. This was all mechanical stuff. No RAM, no SD cards, no floppy drives even! Even the TDC was a mechanical analog computer, using screws manipulating physical adjustable size triangles for trigonometry calculations. It was a work of primitive genius beyond our imaginations. To input numbers you turned input cranks for the different parameters. There were auto inputs for sonar, radar and periscope. The real TDC was more versatile by far than our game TDC, which could use a shot of steroids but will never get one until another game company comes around.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS Last edited by Rockin Robbins; 02-26-16 at 07:49 AM. |
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#9 | |
Chief
![]() Join Date: Mar 2010
Location: São Paulo, Brazil
Posts: 321
Downloads: 462
Uploads: 0
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