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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Officer
![]() Join Date: Feb 2009
Location: Bucharest - Romania
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If I am not wrong, the german torpedoes had inside a giro compass, that was set by the TDC, thats why they could fire at 90 degree
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#32 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Wasn't part of the motivation to release UBM for SH4 the fact most of the resources were already at hand? Considering this is "all new code", I'd imagine we won't see a return of fleetboats untill SH6, or perhaps a very extensive expansion.
I wouldn't mind paying (close to) full price for an expansion for SH5 that adds content on the scale of the original game... but then they might as well release it as SH6. ![]()
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Contritium praecedit superbia. |
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#33 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
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I would say not to read too much into a technical discussion.
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#34 |
Silent Hunter
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Suggest some people actually bother to READ about The British Submarine campaign and their torpedos etc - before making snap
![]() @ Dan, should the need ever arise; the best bet is to email the Royal navy Submarine Museum for any accurate information regarding RN subs. Their email address for such enqiries is: archives@rnsubmus.co.uk - more details here: http://www.rnsubmus.co.uk/contact/historicform.html (have emailed them once before and they are pretty helpful) Last edited by JU_88; 10-01-09 at 06:57 PM. |
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#35 |
Seasoned Skipper
![]() Join Date: Apr 2005
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#36 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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Then you'd score 50.000 tons during a 5 year career.
![]() Or are you confident enough to believe you can outscore the true aces? ![]()
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Contritium praecedit superbia. |
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#37 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
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I'd just blow the money on potato chips anyway... |
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#38 |
Ocean Warrior
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Location: Georgia, USA
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#39 |
Gunner
![]() Join Date: Oct 2009
Location: Scotland
Posts: 92
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Bought SHIII and enjoyed it with some of the mods, but I always felt the ships hunting me were cheating, scripted, did daft things like ram each other etc that let the game down massively.
You got killed too quick, I never found myself fighting to stay alive and recover my boat from the sea bed. The weather system never added up for me. In all it was a fine game but not epic out of the box then I downloaded the mods and it was a new game with simple additions like better explosions, Convoys, Water, you name it. I never bought SHIV as it was not really a jump forward in game play, well I hope this one is if they go the extra mile and add all the nice wee touches it make all the difference but I really hope the damage Model is great and not the “Your alive/ your dead model” it be interesting if a Sub damaged the exact same way would be lost or recovered by the crews actions and solutions. Got a system that will be five years old in November, 6800GT AMD 3400. But buying a new system next April that will be near the top end so I hope they push the eye candy to the max along with realising most have dual cores at the very least these days. |
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#40 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
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I'm going to take the Sailor Steve approach here and say I'd be okay with that. It's what really happened.
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#41 | |
Born to Run Silent
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Welcome aboard! Neal SUBSIM
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SUBSIM - 26 Years on the Web |
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#42 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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![]() They've got to strike a balance to appeal to enough potential costumers to make it profitable, but that's been said often enough. Welcome aboard sav112. ![]() If SH5 lives up to the (our) hype, you're in for a treat. ![]()
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Contritium praecedit superbia. |
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#43 |
Gunner
![]() Join Date: Oct 2009
Location: Scotland
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Cheers for the welcome, been in here for a while. Just looking forward to a game that I can get immersed in that does not cheat us the gamer by being bugged to death and not looking stunning as games really should these days. too many Beta's out there on day one.
Always laugh at all the build up, Media release before some games and I don’t buy games on the whole. Has to be something special. Then in the first day the public can spot so many bugs it makes the developers look like prized clowns. Looking forward to BF3, SHV and Carrier Command when it appears. These games deserve nothing but first class work done on them. |
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#44 |
Captain
![]() Join Date: Apr 2002
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I think this is an interesting discussion. It's funny how improvements in sims and games have unexpected consequences. When I first played MicroProse's "Silent Service" on my Commodore 64 back in November 1985, I was floored by the realism. The game worked perfectly. All I remember wanting from it was high value targets like aircraft carriers and cruisers. But I was happy to run across a convoy of three oilers, a troop ship and a couple merchants protected by 3 escorts. I played this game for hours each day and for months on end.
Fast forward to today. The sub sims "look" incredibly photo realistic and there's lots of details and a plethora of targets (even in the case of the Atlantic, some high value targets). But the games are never perfect, full of bugs, and something has been lost that was there in the old days. I think what was lost is your imagination. In the old days, we instinctively "filled in the blanks" with our imagination to make it seem real. But the more built in "realism" that's included, the less your imagination is called upon. If the added realism cannot replace your imagination apples for apples, then the enhancement has failed. It's great to find yourself in a raging storm at sea but if the boat is riding the waves like it's nailed to the sea floor...something is amiss. I think this needs to be the benchmark of for what enhancements should be included in new sims.
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#45 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
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I think a problem is always the complexity of a game's visuals. To compete, it has to look good, but making it look good takes up a large portion of development time. Eventually they run out of time and money, and games are released looking good but technically/mechanically handicapped, not the other way around. Seems it's clear where the focus is for devs (ie. the higher-ups).
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