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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#6 |
Captain
![]() Join Date: Mar 2007
Posts: 508
Downloads: 104
Uploads: 0
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Asked for and dismissed many times. This is apparently viewed as pearls before the unwashed paying masses, trade secret, if-they-told-us-they'd-have-to-kill-us, or whatever, type information.
They like to think their sim is so good that all you need to know is the real world stuff in order to understand the game. However, significant "inconsistencies" have been discovered in area like gunnery modeling (subsequently argued, flamed and vehemently denied by company reps and fan bois alike, with accompanying suggestions that any such "perceived" anomaly must be the result of end user stupidity and incompetence) that warrant a closer look at the sim engine. Denied. But even if they had nailed everything just so, we know there's a line drawn when it comes to fidelity... particularly in an entertainment type product. Knowing where that line was drawn - or more specifically, knowing exactly what factors influence things like gunnery (and to what degree) and which do not - would be very helpful when it comes to understanding the game. Denied. And don't bother posting on gamesquad. Criticism, contructive or otherwise - and this includes uncomfortable questions such you pose here - is simply not tolerated. JD |
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