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Old 09-01-09, 10:33 AM   #76
Sailor Steve
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Another vote for IABL's ideas on merchants. Of course I wouldn't mind seeing him make those same merchants.

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Originally Posted by Platapus View Post
2. I am not appreciating the advantage of being able to run electric motors on the surface. Why do you want that?
Because that's the way they went in and out of harbor, which is not so important, but it's also the way they conducted night surfaced attacks, because it's so much quieter. Also, running decks-awash was done on electrics. Thirdly, you should be able to have the diesels damaged, and if both are under repair you might want to go somewhere while they're under repair, albeit very slowly.
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Old 09-01-09, 11:03 AM   #77
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I would insistently suggest to make a priority list of wishes on the first page of this thread! With this we could give the developers some hints which things should be in the game and which not.
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Old 09-01-09, 11:45 AM   #78
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As far as I know the devs are keeping up with all the nonsense and excellent suggestions posted all over the place, and making their own priority list.
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Old 09-01-09, 03:18 PM   #79
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I Want;

Realistc Uboats Types (like SH3) VIIB, VIIC, IXB, IXC, IXD, XXI, is bounden.
Interaction with Bdu, Luftwaffe patrol (like SH4)
and Kriegsmarine combat support.
More damage animations.
Milkcows, more RAF patrols, all world maped, more nations involved (like GWX).

AND REALISTIC POLITICS WITH NEUTRALS SHIPS
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Old 09-01-09, 04:21 PM   #80
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Quote:
Originally Posted by Sailor Steve View Post
Because that's the way they went in and out of harbor, which is not so important, but it's also the way they conducted night surfaced attacks, because it's so much quieter. Also, running decks-awash was done on electrics. Thirdly, you should be able to have the diesels damaged, and if both are under repair you might want to go somewhere while they're under repair, albeit very slowly.
There you go! Thanks for answering my question.
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Old 09-01-09, 04:41 PM   #81
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Will ther be more options in the realism settings like friendly contacts on and TC off while underwater etc .

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Old 09-01-09, 10:10 PM   #82
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Since we will be able to walk through the boat, will we be able to go to the torpedo rooms and watch the crew reload the tubes?

Maybe we could get our wives interested in this game if they could come in and watch those hard-working torpedomen going shirtless during a reload. Tiny compartment, hot, sweaty bodies, rippling muscles....
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Old 09-02-09, 03:33 AM   #83
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Originally Posted by sevn_up View Post
1. Will we see flooding in individual compartments and to be able to close off those individual compartments to prevent flooding to nearby compartments?

2. Will we be able to manually control the port side and starboard side propeller shafts separately....(ex. All-ahead full on port shaft, All-back full on starboard shaft)?
In the SH3 game was possible to actually see a interface screen with the floodings in each one of the compartments , in SH4 this feature was worst reduced to just a few square blue box above the sub plan , I hope the damage model and the flooding interface screen of the compartments will be on SH5 by at least as accurate as was in SH3 , no worst like SH4 please


The possibility to control the left and right engine independently is already a must for the new SH5 " please "
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Old 09-02-09, 08:16 AM   #84
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Quote:
Originally Posted by Platapus View Post
I would really like to see a more advanced hydrophone option.

Where the number of blades and the RPM match with the target ship.

That is one area that was missing from SH3/4
Were they already able to get that info back then ?

If they were, how ? (what did they see ?)
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Old 09-02-09, 12:04 PM   #85
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Quote:
Originally Posted by HanSolo78 View Post
I would insistently suggest to make a priority list of wishes on the first page of this thread! With this we could give the developers some hints which things should be in the game and which not.

that would be a great idea

Last edited by Webster; 09-06-09 at 03:36 PM.
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Old 09-05-09, 06:09 PM   #86
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I have a question. Sh5 will have Hedgehogs and rockets simulation?

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Old 09-08-09, 04:51 AM   #87
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Originally Posted by SteamWake View Post
It was mentioned before but I want to reiterate.

Individual engine control,
I agree about the possibility to slow down or speed up the left and right engines independently
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Old 09-09-09, 12:16 AM   #88
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SH5 NEEDS Dynamic shadows . Without dynamic shadows the realism factor goes down the toilet!
I've seen an SH5 trailer where in the engine room there were dynamic shadows cast onto the floor. I'm crossing my fingers. From other screen shots though it appears that there are no dynamic shadows.
I can't see how adding dynamic shadows results in major FPS hits. You have to add code to use the Stencil buffer which is relatively easy to enable you to make things like shadows and mirrors. C'mon devs, the game uses DirectX. DirectX makes it relatively simple to add mirrors and shadows to games. Enabling shadows involves some linear computations and all but it isn't drawing a complex 3D model so how is it an FPS hit? I'll give you that some blending might need to be done but this can be done via shaders (which is done on the video card's GPU) so once again how is this an FPS hit?
I haven't explored DirectX 10 but maybe that version adds some more functions that make shadows easier to do.

RB
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Old 09-09-09, 09:38 AM   #89
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Quote:
Originally Posted by Racerboy View Post
SH5 NEEDS Dynamic shadows . Without dynamic shadows the realism factor goes down the toilet!
I've seen an SH5 trailer where in the engine room there were dynamic shadows cast onto the floor. I'm crossing my fingers. From other screen shots though it appears that there are no dynamic shadows.
I can't see how adding dynamic shadows results in major FPS hits. You have to add code to use the Stencil buffer which is relatively easy to enable you to make things like shadows and mirrors. C'mon devs, the game uses DirectX. DirectX makes it relatively simple to add mirrors and shadows to games. Enabling shadows involves some linear computations and all but it isn't drawing a complex 3D model so how is it an FPS hit? I'll give you that some blending might need to be done but this can be done via shaders (which is done on the video card's GPU) so once again how is this an FPS hit?
I haven't explored DirectX 10 but maybe that version adds some more functions that make shadows easier to do.

RB
I AGREE , AGREE , Please Please UBISOFT why dont add the Dynamic Shadows in the next edition/version of the Silent Hunter series ,the Dynamic Shadows add so much to the inmersion factor ,the Dynamic Shadows feature in SH3 have been partially developed but later were totally cancelled and deleted with the excuse of lowering frame per seconds , in SH4 were no Dynamic Shadows at all , the excuse that Dynamic Sadows lowering Frame per seconds is ridiculous and not true because I have many other games with enabled Dynamic Shadows and my computer with a very very old Nvidia 8800Gt dont have problem with dynamic shadows,

The Dynamic Shadows of SH3 were with many bugs












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Old 09-10-09, 04:24 AM   #90
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Hi guys! Question: what historical documents developers for creation of models of German U-boats?
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