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Old 08-29-16, 12:41 PM   #1
Feldpost
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Originally Posted by Onkel Neal View Post
...I wonder if VR players will adapt to motion sickness the way real sailors learn to adapt to real sea sickness... wouldn't that be interesting?
...
Interessting point

Never played with VR yet (motion sickness) but got some experience in smaller boats (sea sickness)... i think both are similar since in both cases the problem is that the sense of balance doesn't match to the visuals you get...

On boats, as long you have moderate sea and 'static' visuals like the horizone there are no problems with sea sickness (so, if you get someone who becomes seasick on a sailboat in moderate sea-> let take him the rudder control on deck ASAP)

If you go under deck to grab some food and lose that 'visual' fix points, (similar to read a book as car passenger, some people get sick fast).

There should be an option accessible like (one for 'outside' and another for inside sub)
* Slider: fix view to ship <=vs.=> fix view to horizone (this should be always accessible in a 'pause'-menu)

lol, that could also be used as a skill for a possible single-campaign mode: "seafarer-legs" - Getting seasick fast and hard to hit the controls in beginning

I like the idea with the teleport system using a light beam, a nice matching flashlamp (red under 'red-light ' conditions)
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Old 08-30-16, 07:09 AM   #2
Catfish
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Originally Posted by Feldpost View Post
[...] On boats, as long you have moderate sea and 'static' visuals like the horizone there are no problems with sea sickness (so, if you get someone who becomes seasick on a sailboat in moderate sea-> let take him the rudder control on deck ASAP) [...]
Lol tell this to my wife. She was seasick below deck as she was on deck, and at the helm. But then i still wonder what she was doing aboard S175 back then
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Old 08-30-16, 10:48 AM   #3
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^ Nice!
Not as Diesel-electric as in the US fleet subs, but the first time i read about this, and in detail!

Should post this in the Wolfpack forum, so they can build this sim right!
But maybe a bit too complicated to simulate all this

What should be simluated though is, while both Diesels running full ahead and both driving the generators (= both electric engines switched to generator/dynamo mode and coupled to the propshaft), the overall speed should change from say 18 knots to a bit less, but not decreasing the overall speed so much as it has been simulated in all those other sims!

Running full ahead while charging the batteries should still be good for some 15 knots!
http://www.subsim.com/radioroom/showthread.php?p=2430500#post2430500 DONE ! The 5% rudder screw-speed offset should be interesting.
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