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Old 02-13-10, 09:38 AM   #136
mookiemookie
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Originally Posted by Lanzfeld View Post
It just bothers me that all the time they spent making these compartments and crew that we will watch ONCE they could have been making a sim that fixed the REAL issues we had.

I know some of you really wanted to play out "Days Of Our Lives" but I think you really lost sight of what a sub sim should be. This is the "Sims Cancer" I guess. All the while you are worried about the animation of the loaders you have missed the really important stuff.
I couldn't agree more. Let's get the SUBMARINE SIMULATION part down before we worry that Hans isn't cranking the wheel fast enough.
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Old 02-13-10, 01:38 PM   #137
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There's complaints that the crew look laid back and I think the guy winding the torpedo forward has an easy job. I think RL the handle had to be turned much faster to get that speed, so that would make him look a bit more energetic. But the animation doesn't affect how long it actually takes to do a reload.

Also, here's a snippet from U-Boat.net about the type 21 from this link http://www.uboat.net/types/xxi.htm:

Quote:
Also they had hydraulic torpedo reload system that enabled the commander to reload all 6 tubes in something like 10 minutes which was even less than it took to reload one tube on the VIIC normally.
The 'laid back' crew seem to do it in about what 30 seconds? They were hardly caught napping.
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Old 02-13-10, 01:57 PM   #138
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Nice video It seems that there is no longer Torpedoes left as some WWII photos show more torpedoes there with the crew.
As the atmosphere it's difficult to believe that the men there were yelling or making much noise with the risk to be detected by asdic or sound location. They are slow, yes but it is high explosive torpedo very dangerous if not careful thus i have no problem with this.
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Old 02-13-10, 04:54 PM   #139
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Originally Posted by kapitan_zur_see View Post
I understand your point king111... I share it to some extent (no obvious need to put sonar guy into torpedo room, to each specialist his own!). However, there is obvious limitations, otherwise it would require lots of time of developing and/or it's hard not to come up with the "Oblivion/fallout3 syndrome": ie people mindlessly and randomly wandering around with no apparent logical goals or logical behaviors.

What you describe in this flightsim I used to play also, is not that far from silent hunter (remember that such a crew behaviour is also less complex to model ), after all, it's pretty much go "here and move"/"do the medic"/"use this" (no talking, no specific reactions to different stimuli "calm vs in combat" and etc.). Therefor, limited need of different specific animations. It would require far more for each crew member to make a uboat atmosphere convincing enough... takes lots of time!

It sure lacks atmosphere as it is in this preview copy. It reminds the standing still and very martial attitude of SH3 and 4.

I think what you find the most disturbing, just as I do, is specificaly the apparent contrast of crewmen attitude vs what's going on. Simply put, crew looks as cool as a cat that's been on Valium or Tranxene or whichever anti-depressant. No people rushing, no sense of urgency though this video is taking place whilst in combat! No feeling at all of being "under pressure" so to speak. They just looks like they're on normal travel... Am I wrong?
There may be a simple explanation for the lax attitude of the crew to the situation. Neal was attempting to sink the Bismarck and therefore the crew knowing their target was friendly would not have been concerned about it returning fire, if indeed it could have.

I suspect, (Neal will have to show us a video of this situation), that when faced with an enemy warship the crew would react similarly to the way they do in SH3 or 4. At least they look engaged in a more dangerous situation. The bloke near the tube casually waiting for his mates to finish the job is a bit much, particularly with the skipper on deck in the compartment. You'd think he'd give the impression he was interested in what was going on even if the target was friendly.
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Old 02-13-10, 05:28 PM   #140
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Quote:
Originally Posted by Lanzfeld View Post
It just bothers me that all the time they spent making these compartments and crew that we will watch ONCE they could have been making a sim that fixed the REAL issues we had.

I know some of you really wanted to play out "Days Of Our Lives" but I think you really lost sight of what a sub sim should be. This is the "Sims Cancer" I guess. All the while you are worried about the animation of the loaders you have missed the really important stuff.

We should stay focused! Like this---> http://www.subsim.com/radioroom/showthread.php?t=161754
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Old 02-13-10, 05:38 PM   #141
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Originally Posted by TarJak View Post
There may be a simple explanation for the lax attitude of the crew to the situation. Neal was attempting to sink the Bismarck and therefore the crew knowing their target was friendly would not have been concerned about it returning fire, if indeed it could have.

I suspect, (Neal will have to show us a video of this situation), that when faced with an enemy warship the crew would react similarly to the way they do in SH3 or 4. At least they look engaged in a more dangerous situation. The bloke near the tube casually waiting for his mates to finish the job is a bit much, particularly with the skipper on deck in the compartment. You'd think he'd give the impression he was interested in what was going on even if the target was friendly.
That was the first thing I thought too. I certainly hope this is right, otherwise, walking the boat will get real boring, real fast, especially given how lifeless and quiet it is in there.
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Old 02-13-10, 06:45 PM   #142
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OK Neal I see that you are tempting me into purchasing SHV with these nice vids and keep it up and you may succeed, well I'm sure you will if UBI drops OSP ( yeah right ), but gee whiz quit wasting precious torpedoes man. Do you know how much those suckers cost??
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Old 02-13-10, 07:08 PM   #143
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While the eye candy is nice, I'd like to see screen shots of the options page and the U-boat set up page, more crew management info and TDC etc. This will give us a better idea of how it will play.

Also IIRC, all of the previous SH games used the same basic keyboard setup and this one seems to have completely scrambled that. I have enough trouble not firing a torpedo by mistake on a setup I'm familiar with, let alone a whole new setup.

As for the controls, I agree that they look too modern, I prefer the more realistic/traditional ones.

BTW, thanks Neal/Neil/Neel/Kneel!
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Old 02-13-10, 09:07 PM   #144
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H'ok, I have reloaded the whole video at 720p, that's as HD as it gets.






Comments and rating is appreciated.
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Old 02-13-10, 09:12 PM   #145
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DRM doesnt bother me as much after that. Although I was going to buy it anyway. I love what I'm seeing as far as interaction with the crew and traveling through the sub. I just hope with the cut down in subs, the problems of past versions are worked on. Not just the eye candy.

Anyhoo, outstanding vid Neal! Thank you sir pip pip!
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Old 02-13-10, 09:28 PM   #146
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Looks good Sir,


Hang in there and thanks for doing all of this for us. March is about here and then we can see all for ourselves, maybe then you can take a break.
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Old 02-14-10, 06:37 AM   #147
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Comments and rating is appreciated.
Much better mate....ta
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Old 02-14-10, 09:20 AM   #148
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I see few men in the torpedo room but I would venture to guess more men could be modded in. I would believe the few men in there now takes into account slower computers running the game. None the less, cool to watch and have but unless this tub of parts shows water flowing in and men struggling to stop it of what use is the torpedo room?
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Old 02-14-10, 09:24 AM   #149
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Originally Posted by AVGWarhawk View Post
I see few men in the torpedo room but I would venture to guess more men could be modded in. I would believe the few men in there now takes into account slower computers running the game. None the less, cool to watch and have but unless this tub of parts shows water flowing in and men struggling to stop it of what use is the torpedo room?
Whats the use? Whats the use?!?!? Quite a few people here wanted to have a drama play out in the sub instead of a REAL simulator that is the use and the reason it is there. Now we have it. Hope you all like it cause your stuck with it.

Rant OFF> Trying not to do this. Turning over new leaf. Happy thoughts...happy thoughts...

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Old 02-14-10, 10:15 AM   #150
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Quote:
Originally Posted by Lanzfeld View Post
Whats the use? Whats the use?!?!? All the Nancies here wanted to have a drama play out in the sub instead of a REAL simulator that is the use and the reason it is there. Now we have it. Hope you all like it cause your stuck with it.

Rant OFF> Trying not to do this. Turning over new leaf. Happy thoughts...happy thoughts...
Well, what you obviously didn't figured out is that lots of people wanted BOTH! and that BOTH could be achieved, and not taking 4 years of dev! Given the fact that in previous SH, kinda every subsim ground was cover... The critical things, regarding this issue, was to improve and tweak it (ships physics and behaviour, AI, damage reparais, control over each engines independantly, compressed air and etc.).

Where I share your concerns, is that apparently, the later was once again left behind in this case, for the sake of the drama depictation this time (which I like and hoped very much though).
Still, it doesn't mean atmosphere was to be left behind for SH5.
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