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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#13 |
The Old Man
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Well, you wanted full realism while you walk around the sub, so yeah it changes our perspective of realism. Since you're a 3D moving captain with a 3D moving crew, having a "4 command with 3 dials tin can" would break the nice immersion. So let's me tell you a bit about that:
- a sub is not controlled by clicking on dials - a button cannot be clicked from 10 meters away (the other side of the room) - if the sub is rocking on the waves, they need to create an intelligent camera system (Actually I'll detail this). As a surface rocks under your feet, your body tries to remain vertical to the biggest force pulling it (gravity). Since the sub is accelerating in all directions, that is not always STRAIGHT DOWN. But even if the body is tilted, the head and eyes try to retain their usual point of reference so that you don't get disoriented in a moving place. So, the camera must be put on top of a bone system that mimics the body, the neck and the eyes (for up/down rotation at least). As you move through the sub, your own speed also determines how stable you are. But when you stop, there are a whole bunch of things you can grab onto. So, let's say they make the SHIFT key a sort of "grab onto the closest object" and the CAPS LOCK into "as soon as you stop, try to grab onto anything". This way we can still use buttons and switches without the screen moving behind the mouse pointer. The SH3/4 free camera control sucks. THey need to input a WASD movement and the mouse should always control camera. When you right click, the pointer appears and you can click things, but the pointer should always compensate the camera movement (in other words, it should be projected on the objects in an interaction sphere around the player (about 1 meter radius). - Has anyone ever bothered opening tubes in SH3 by clicking the switches on the TDC or the AP? Nope, but it was still nice to have that. It's even annoying that it doesn't work in SH4. There should be no 3d items that don't serve a porpoise. Each should either be clicked, or dragged. Each bulb or dial should show something usefull (such as pressure in a pipe, but when the pipe ruptures through damage, the dial fluctuates). - Subs were complex machines and diving/maintaining depth was not easy by far. By having the exact mechanism in place, you'll bever be forced to understand it, but realism freaks will like to know that it's there and that if the open a valve to the ballast tanks, they will see some reaction from it. THe more complex a station is, the more complex the AI of the crew needs to be, the more orderds you can give them. ALso more things can break and once something breaks, the player can decide how to counteract that failure by rerouting the process. Now THAT is fun. - All orders regarding depth and course should be done through a stylised 2d interface (like the Notepad was) and allow you to enter orders by dragging a simple dial or by entering data into text boxes, either absolute or relative (go 2 meters deeper chief), but never show you the current value. You'd have to look around on the dials in the sub to see their current value. Each object in the exact center of the screen whould have a tooltip (again, in a reasonable distance sphere, like 3-4 meters). Dials's tooltips shoud show a digital readout (For ex: Course 256.5). - it should be impossible to give orders from rooms that either don't have that officer there (or in the exact next room, which means that you'll have to shout a bit), or you can't give order from crew to crew, or you don't have a communication pipe around. Depending on the situation, both your voice while giving the order, and the reply, should have different sounds. Poor devs. |
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