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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Apr 2002
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By "basic aspects" I mean the physics being modeled for the most part. Submarines must surface, dive, move forward, turn, etc. If there are sea states then the boat will be impacted by waves, current, wind and so on. For torpedoes it's the same thing as well as all the other ships and aircraft. The TDC calculations are pretty much trigonometry which is an absolute and you factor in any applicable variables. Sonar is sonar...radar is radar...what's so hard to write the code for such things?
The war campaign (if there is one) is essentially a constant. Historical encounters can unfold at the appropriate location, date, and time (this was done in SH3 with the Hood and Bismarck). A dynamic campaign could include these events mixed with random encounters of either merchant or task force convoys. For realism's sake, once you sunk a particular ship it would not reappear again. If the target in question was a carrier that participated in a historical battle and it hasn't occured yet then it would be kept out of play until the event occurs. If you don't sink it there, you could possibly contact it later. The historical battles don't necessarily have to end accurately unless you are really a diehard realist. But I think you get my drift here. All this stuff is known and has been for years...so why are these things not long since settled in terms of developing the sim? To me they should be almost at the point of being taken for granted instead of a new programming challenge as they appear to be in each release. That is what I am talking about. With each release of a new sub sim, it seems to me these things should be getting refined...not redefined (with errors).
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#2 |
Grey Wolf
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Well spoken.
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#3 |
Lucky Jack
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But the following is an complaint. Another 2 threads moved from SH5 section to here. What gives?
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#4 |
Navy Seal
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It's an invasion...
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Current Eastern Front status: Probable Victory |
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#5 | |
Ocean Warrior
![]() Join Date: Dec 2005
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![]() Quote:
There is even talk of letting them move backwards.
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#6 |
Captain
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Go figure. I could speak my mind but I would probably get banned for it. But I guess that's saying enough in and of itself so no worries.
Thanks for the sincere replies to those who made them.
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#7 | |
Maverick Modder
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Location: England
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#8 |
Captain
![]() Join Date: Apr 2002
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If you read my explanations you will see that I am using "movement" as an example of what I mean by "basic". I'm not saying it doesn't work. And all the attempts with humorous quips isn't helping this discussion.
I'll say it again. The basic physical behavior of the various objects found within the sim along with many of the other aspects should have long ago been defined. For example: Why is it a challenge to get the dive depths (crush depth) correct for each sub in each new release? Why is it a challenge to get anything they fixed or learned about in SH3 (post development) into SH4? The actual parameters of WW2 submarines has been known since...WW2. I'm not sure why this topic is going over so many heads. I can only state it simply so many ways. Basically what I am saying is everything they learned making SH3 should have been included in SH4 (with adjustments for the fact that SH4 has US Fleet boats and American aircraft...Japanese ships and aircraft, weapons, etc.). What is so difficult? Even now people are noticing the flags on some German ships in SH5 are in the wrong place or out of proportion. Admitedly this is a small issue but it demonstrates my point. Sometimes I think the developers come down with amnesia each time they start a new project.
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#9 |
Grey Wolf
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I follow you and agree 100% Scrapser.
![]() I don't think its amnesia but I think they are blinded by $$$. "How can I pump this title out as fast as possible with minimum effort? I will use as much stuff from the last title as I can. Textures, data, AI. There! Done!" We lose...again. |
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#10 |
Navy Seal
![]() Join Date: Apr 2005
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I hear you scrapser.
I guess it's just much cheaper and more lazy to recycle than reinvent. You know, as Homer Simpson would say "why don't you just take an existing product and add a clock to it?". |
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#11 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
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In the most simplistic way I can put this:
Cater for the U-Boat/War enthusiast and create an accurate and detailed simulation = Minimal sales. Cater for the generic gamer by creating a game that partly appeals to both casual gamers and simulation geeks = More sales. Create an 'on the rail' shooter at sea where the couch potatoes can button mash til their finger bleed = Massive sales. The above demonstrates why we will never have a simulation that meets our high and exacting standards. There is no money in it.
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