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Old 01-08-10, 12:26 PM   #46
frau kaleun
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Originally Posted by JScones View Post
down and to the right
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down and to the right
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down and to the right
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down and to the right
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down and to the right
That is one magic torpedo!

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Old 01-08-10, 01:49 PM   #47
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Originally Posted by longam View Post
The last vid they put out had a half finished setup, or maybe its finished. Who knows?

This would "roughly" be proposal of periscope between players hands:



Better feeling or not ?
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Old 01-08-10, 02:08 PM   #48
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i think they should double the size of the crewmembers icon and put it dead center right in the crosshairs, who wants to see the periscope views on the periscope views screen anyway

and who let the kids loose with crayons on that map view? they have so many colors you cant even see anything, new and improved isnt always better
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Old 01-08-10, 02:09 PM   #49
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Looks good. Scope needs to be bigger.
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Old 01-08-10, 02:12 PM   #50
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Originally Posted by WEBSTER View Post
i think they should double the size of the crewmembers icon and put it dead center right in the crosshairs
Every crewmember wants to see a ship through scope, nah?
Already queueing ;P
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Old 01-08-10, 02:41 PM   #51
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Over at the UBI forum somebody took more screen shots of the movie, you can get a better perceptive of things to come from these.

http://forums.ubi.com/eve/forums/a/t...7/m/1581054918
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Old 01-08-10, 02:52 PM   #52
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maybe the new interface works like the interfaces in MMO's

here is my LORTO interface

and after I press Ctrl+#, I can drag with the mouse every interface element to a new place on the screen
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Old 01-08-10, 02:53 PM   #53
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Originally Posted by WEBSTER View Post
i think they should double the size of the crewmembers icon and put it dead center right in the crosshairs, who wants to see the periscope views on the periscope views screen anyway

and who let the kids loose with crayons on that map view? they have so many colors you cant even see anything, new and improved isnt always better
Well I have to agree, left side of project screen is too saturated with different object, simply distracting the view trough periscope.

I am just trying to re-organize screen with given objects so that feeling of view trough periscope would be "dominant feeling".
Sailor picture within periscope is "bitter joke"... cant beleive such a distruction of simulation.

Let's just hope that KptLehman and Onelifecrisis are hanging around with an eye locked on this "periscope gipsy bag"...
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Old 01-08-10, 03:38 PM   #54
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Does one also see a little man icon on the bottom right?
That's a low blow Good catch

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Finally is of course the periscope itself. It needs to fill the whole screen from top to bottom. When you look into a viewing lens all you can see is the view.
Well I must disagree with that. This is a matter I have been giving a lot of thought, and in the end I prefer to have a smaller viewhole. Why? Because you completely lose the sense of proportions if you make a full-screen periscope view. In any game that works in a 3D environment, the chief difficulty for both inmersion and a good gameplay is allowing the player to really "feel" himself in the 3D world. Full screen periscope view actually kill that feeling completely, because the player has a better view through them than what he has without them. I.e. the opposite of what any real life Kaleun would want. A real Kaleun would ALWAYS prefer a surface attack because his boat is more maneuverable, but also because the awareness of the tactical situation is hugely better than when doing quick looks through a small periscope. Yes Steve, you can only see the eyepiece FOV when you look through it, but at the same time you are still feeling your body and your proportions, as well as the comparison with your true human FOV of 180º (Albeit with a focused 90º in the centre). The periscopes in both german and US Navy had a zoom of 1,5x for a good reason: This is the size that has the observer feel better that the observed object ash the same size as if he was looking at it without periscope. Periscopes tend to make objects smaller. In fact, any reduction of your natural FOV does the same, just pick any tube and look through it at an object. It seems smaller, because you lose the sense of proportion. But in the game we see suddenly a hugely big ship when compared to what we would see from the bridge, and lose the situational awareness. The effect on the game of this huge and disproportionated periscope is that we find ourselves time and time again off the target track in SH3/4 when doing submerged attacks because we have completely lost the sense of proportions, of the 3D environment. When you are surfaced and can look around with a bigger FOV you rarely do such faulty maneuvers. It's the huge periscope look what makes you do them. This is the reason why in my incoming GUI mod I have tweaked the FOV to have the game display the same proportions in all views, and trust me, my maneuvering has improved a 100% with that.

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and after I press Ctrl+#, I can drag with the mouse every interface element to a new place on the screen

I believe that's how it will work with SH5

In SH4 the trend with draggable objects/icons already started, it is logic that it is now taken a step further.
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Old 01-08-10, 03:44 PM   #55
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I don't know. In SH3 it was hard to identify the flags. On mod's solution was to raise the magnification to 10 vs 6. I thought that was too artificial, and really liked the SH4 mods that took the road of leaving the magnification at 6 but making the whole picture larger.

You may be right about properly reflecting the problems with having to use a periscope in the first place.

Well, I've been wrong before, but I think the bigger view is the way to go.
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Old 01-08-10, 03:46 PM   #56
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OK, a closer look at the screenshots posted in the UBI forum reveals (IMO) that all stuff you see currently around the periscope must in fact be the new tool bar available in EVERY station, as the current SH3/4 tool bar, but smaller and sleeker.

I bet that all that stuff can be hidden away with a taste, or with a mouse click (And also dragged around, see how it appears in different places in the different screenshots), leaving only the plain view of the station you are in.
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Old 01-08-10, 04:01 PM   #57
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Originally Posted by longam View Post
Over at the UBI forum somebody took more screen shots of the movie, you can get a better perceptive of things to come from these.

http://forums.ubi.com/eve/forums/a/t...7/m/1581054918
after i first noticed it i kept quet thinking there is no way they are leaving it like that and was sure it would go away but it hasnt and at this point i think they want it that way.

what im talking about is, has anyone else noticed the cartoonish white outline on anything and everything that is clickable in the game.

is that their answer to improve on the mouse changing size on clickable objects? so now we get cartoon outlines? but i guess its better than having them glow or be illuminated.
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Old 01-08-10, 04:09 PM   #58
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Right Webster... it should be mouse coursor change with possible "written suggestion"... or brighter color ...or red filter on part image.

This is simply cartoonish...

But this is another topic...
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Old 01-08-10, 04:46 PM   #59
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Originally Posted by longam View Post
Over at the UBI forum somebody took more screen shots of the movie, you can get a better perceptive of things to come from these.

http://forums.ubi.com/eve/forums/a/t...7/m/1581054918
OMG Anyone else notice that on the fifth screenshot, UbiSoft is identifying two crew positions as "Sound Guy" and "Radio Guy".

I wonder where the "Torpedo Guy" and the "Navigation Guy" will be located. We already know about the "Cook Guy".

Will the player be identified as the "Kaluen Guy"?
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Old 01-08-10, 04:53 PM   #60
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OMG Anyone else notice that on the fifth screenshot, UbiSoft is identifying two crew positions as "Sound Guy" and "Radio Guy".

I wonder where the "Torpedo Guy" and the "Navigation Guy" will be located. We already know about the "Cook Guy".

Will the player be identified as the "Kaluen Guy"?
I know, right? It looks like they're dumming it down. I just hope that it's only in that demonstration and not in the final release. To me, that just kills the realism when it should be "sonarman" and "radioman".
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