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Old 03-07-10, 07:54 PM   #16
AngusJS
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Thanks, Dan.
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Old 03-07-10, 08:04 PM   #17
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It's interesting that in the game credits they have numerous quality control people and game testers listed, but I don't recognize a single name or see anyone with a handle. Prolly hired a bunch of people who have no experience with subsims to play the game.
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Old 03-07-10, 11:53 PM   #18
sideways
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i also noticed that the props on the torps don't actually spin, nor does the little spinner on the front...

they just kind of 'levitate' through the water by magic.
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Old 03-08-10, 12:09 AM   #19
kylania
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Quote:
Originally Posted by sideways View Post
i also noticed that the props on the torps don't actually spin, nor does the little spinner on the front...

they just kind of 'levitate' through the water by magic.
Ooh, that explains it all!! All the torpedoes, even the electric ones, are propelled by the sabotaged air canisters! That explains why none of the spinners work AND why the electric fish have a bubble train. Brilliant!
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Old 03-08-10, 12:14 AM   #20
kylania
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Quote:
Originally Posted by Kapitanleutnant View Post
That is quite funny actually.

I don't work in games development, but here's an idea, just a thought. Maybe before you make Silent Hunter 6 you could organise some kind of reference, maybe call it a "design document"? Perhaps this hypothetical document could include information like maximum speed and dive depth of the boats, notes on the torpedo types etc.. then you could give a copy to everybody involved in the production so they know what is appropriate for your historical simulation. That way maybe the next game won't be such a train wreck.
On paper that sounds good. But it doesn't work in practice. Take this quote about Assassin's Creed II:

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"I believe in game design bibles. I'm not saying 400 pages of stuff where I explain my view of life, or why we're doing this. Those are the documents that people don't read. Nobody has time to search through 400 pages of documentation."
From: http://www.gamasutra.com/view/news/2...g_Approach.php

Friend of mine is a game designer and one title he worked on started with 400 pages of game design notes and ideas and how wonderful the game was. Once they realized it was an unsustainable amount of plan, they paired it down to 40 pages and made a much better game for it.

That said, for a realism sim it's probably different than an MMO, details would matter a lot more.

Edit: Well, hello there responding in totally the wrong place, how are you?
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Old 03-08-10, 12:27 AM   #21
mchart
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I haven't noticed any enemy ships noticing the electric torps. I've fired on more then a few DD's in multiplayer games for practice -And they almost never notice the electric torps even though you can see the wake. So yes, it's just a bug with the graphics, and not a bug aflicting the gameplay.
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Old 03-08-10, 02:53 AM   #22
msxyz
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I though this bug was present also in SH3 and 4
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Old 03-08-10, 03:41 AM   #23
elanaiba
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Electric torpedoes not being spotted is not a bug.

Electric torpedoes leaving wakes is a SH5 bug. Its fixed in the file I uploaded earlier.

Propellers (and arming prop) for ALL torpedoes not turning is a problem we have with the animation system. KNOWN BUG.

By the way, for the first time we have quasi-accurate german torpedo models in the game
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