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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 |
Grey Wolf
![]() Join Date: Dec 2004
Location: Finland
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Looks both promissing and scary to me...
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#137 |
Stowaway
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Same here.
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#138 |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
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For those of you that can read Spanish, here's some stuff for ya:
http://www.24flotilla.com/foro/viewt...p?f=58&t=34578 Not much, and not finished, but there's something to get amused for a while. ![]() Still waiting for good spare time to transcribe my notes from the presentation (in Spanish first, of course) and uploading more pics/videos from the meet. Cheers |
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#139 | |
GWX Project Director
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![]() ...however, I hope that the "affect on land battles" can be turned off by the player. Something similar was done with Microsoft's Combat Flight Simulator III years ago... and it creates a hokey historical 'revisionism.' ![]() Sorry if this has already been covered here in this thread... I just don't have the time that I used to, to read everything. I've got no problem with 'arcaders' being courted by the game... as long as it can truly be scaled to at least the simulation that SH3 became. It is the simulator-seekers and 'hardcore' players that ultimately carry the genre IMHO. Whatever is done, I think the devs shouldn't take any steps backwards there. SH4 devs, if you are able to achieve the creation of wolfpacks in SH5... preferably on a limited basis within the dynamic campaign... without the players being able to directly communicate with other members of those wolfpacks... and AI torpedo firing AI subs... you will have scored a MAJOR victory with this community. Please also consider adding 'proximity switches' to AI subs... allowing them to dive within a certain distance of the enemy... You will be heroes to everyone here. It can be done... we added 'proximity switches' to AI subs in GWX 3.0 testing which caused them to dive and later resurface. The only thing that we could not do... was to cause them to not be seen as "submerged" by surface vessels. Submerged AI subs were fired on as if they were surfaced. Last edited by Kpt. Lehmann; 09-24-09 at 01:00 AM. |
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#140 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
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![]() I could not be in Copenhagen myself, so maybe I didn't get things right. Anyway, judging by what I read, there is a whole lot of things still not implemented or in work, just 6 months before the release. I wonder if they'll be able to meet the March 2010 deadline. If not, I'd prefer Ubisoft holds the game until the devs have time to do their job right. Else, if they're forced to put the game on market without the planned features being fully functional, then we're heading to another SH3&4-style bugfest. I'd rather play a good game - say - in September 2010 than wait for the crucial patch with the game on shelf. There's only six months until the set release date (and we can bar December from the list - it's Holiday, and the last 2 weeks before release, which will be dedicated to burning the disks, packaging them and sending them to retailers). This leaves some 4 months of proper work on the sim - very short, in game development term, AFAIK. Here are a few things that look still far from being ready (sorry for the Yahoo translation): - They said to me that the Asincrònico operation of the motors port-starboard was high in the list of priorities stops after finishing the strong campaign. Nevertheless, we debated that to implement this it supposes to them to make changes in the interface (basically, using one's wits itself like including it), but the important thing was the discussion on the problems to implement the compensation of direction with the rudders. - It would be then possible to also do that when we see the U-boot by external camera, to see as the artillerymen load the 88 of cover or machine guns? In the version of the presentation, habia crew in cover, because according to they said to me, was not even made the animations corresponding, but they have confirmed to me that we will see those details (in fact, we will be able to also see as the crew lubricates and loads the torpedoes in the tubes, so she is of drawer). - If we sailed by the North Atlantic, or the winter is not had to notice, that if sailing by North emisferio? In the presentation of SH5 they parecian to have climatologic effects. Not so drastic, but existing. Soon they confirmed to me that different states from meteorology habran several models 3D by boat reflecting. - What so a machine enigma in which to receive the communications of bdu? I do not have answer of this, although debatio and we thought that serious something very peculiar in the simulator, I believe perhaps that it does not appeal to the “facility of handling” that wants, reason why we do not see this in SH5. |
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#141 |
Admiral
![]() Join Date: Mar 2007
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2 - Funcionamiento asincrònico de los motores babor-estribor ( uno sí, otro no, uno avante, otro atras toda, etc. ) Y que afecten el curso!
Me dijeron que esto estaba alto en la lista de prioridades para despues de terminar la campaña dinamica. Sin embargo, debatimos que implementar esto les supone hacer cambios en la interfaz (basicamente, el ingeniarse como incluirlo), pero lo mas importante era la discusion sobre los problemas de implementar la compensacion de direccion con los timones. Si bien, no parece mucho problema para los submarinos alemanes (por que tenian helices y timones dobles, o eso concluimos), tenian en mente las dificultades de implementar la compensacion para los casos en que se implementasen otros tipos de submarinos (se hablaba de POSIBLES expansiones y cosas que añadiesen nuevos submarinos de otras armadas, y de como intentar compensar en esos nuevos submarinos si podia ser un problema al ser diferentes modelos de propulsion y navegacion). Si alguno sabeis de este tema (ODSH? ![]() Translation The DEVS consider the implementation of independent control of left/right engine hight in the list of priorities but the main problem ( after the build of a interface to manage this ) is the direction/compensation problem with the rudders , this does not look difficult to do with the german subs which have two rudders and two propellers but can be difficult to implement in other subs after the ADDON of Expansions which have other new subs of other countries , those new subs can have different ways for propultion and steering and therefore the compensation problem can be different .
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What we do in life echoes in Eternity Last edited by tonschk; 09-24-09 at 08:42 AM. |
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#142 | ||
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
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I think they have enough time to nix all those things that didn't seem finished. After all, it was a presentation version (though patched right there), so it probably was missing the newest stuff or almost-complete stuff. Also, in my opinion, some stuff isn't that complicated to do, just a little down the task list, so I don't think we should worry too much about. Also, we all unanimously agreed on the fiasco that SH4's early relase represented, so I don't think that scenario is very likely to repeat itself again, at least not with SH5. Quote:
Cheers |
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#143 |
Medic
![]() Join Date: May 2007
Posts: 165
Downloads: 12
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Don't worry modders will do de job
![]() The feedback...about the interface they can add a parameter to the submarine object, and use as interface a rudder "image" with two levers where people clicks on the levers directly. And how to compensate de propulsion. They would need a block of program code for every kind of simulation (one or two helix, rotation to the left or to the right). I'll post it in programmer argot an example of how it could work: twin_drive = [On=1 /Off=0] var_lever1 (interface imputs) var_lever2 (interface imputs) var_helix1 (propeller) var_helix2 (propeller) controller_code1 (for nomal subs impulse) controller_code2 (for twin helix submarines) *state variable defaults var_lever1_visible = 1 var_lever2_visible = 1 var_helix1 = var_lever1 var_helix2 = var_lever2 twin drive = 1 var_controller = controller_code2 [Controller_code1] more code.... var_helix1 = var_lever1 var_helix2 = var_lever1 var_lever2 = 0 [Controller_code2] more code.... var_helix1 = var_lever1 var_helix2 = var_lever2 var_lever2 = 1 ----------------- if twin_drive = 1 var_controller = Controller_code2 elseif var_controller = Controller_code1 elseif ... ... end if Programmers will know how it's their engine and why if they can't apply this logic or how to do it. Last edited by haegemon; 09-25-09 at 11:19 AM. |
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#144 |
Mate
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#145 | ||
Ocean Warrior
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Location: Norway
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Quote:
THEN ignore endif
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#146 |
Navy Seal
![]() Join Date: Apr 2005
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[COMPILER ERROR] Incorrect typecast 'GlobalExplorer' to 'IfComeAcrossGrumpyForumite'
[COMPILER FATAL ERROR] Too many crappy attempts at code in this thread [COMPILER HINT] Define business requirements; leave system specifications to professionals |
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#147 |
Ocean Warrior
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Location: Georgia, USA
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#148 | |
Commodore
![]() Join Date: Mar 2005
Location: France
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#149 | |
Grey Wolf
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#150 | |
Medic
![]() Join Date: Nov 2007
Posts: 164
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![]() Well, ok...but only if you can then personally turn the crank on the hatch and lock Bernard in the flooding compartment!!! ![]() |
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