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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
we have seen and heard a lot about the graphics and the RPG stuff, but does anyone know something about the ship's behavior? Has it been improved? Or do they still accelerate like cars, turn like biplanes,...? I guess for a decent sub sim, getting the ship's dynamics right should be of most importance. And what about the escorts? Can they still hear you while depthcharging? Do they still depthcharge close to own units? Can you use silent running all the time or do you have to stop it for the pumps from time to time? It would be really great to have more information about these aspects. Best, LGN1 |
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#2 |
Ace of the Deep
![]() Join Date: Jul 2008
Location: Athens, the original one.
Posts: 1,226
Downloads: 9
Uploads: 0
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Up to the modders (as usual
![]() Your only hope is that SH5 is claimed to be more "moddable" than its grand-pappies. .
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- Oh God! They're all over the place! CRASH DIVE!!! - Ehm... we can't honey. We're in the car right now. - What?... er right... Doesn't matter! We'll give it a try anyway! |
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#3 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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i think diopos is right.
small hope, to have improvments in sh5 until the modders got hand on it. ![]()
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#4 | |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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#5 | |
Stowaway
Posts: n/a
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well the last video trailer UBI did was showing briefly that ships looked to follw the wave action in a more "real" floating manner so i think this needs more lookingbut so far im happy with what i saw for floatation dynamics. as to the rest ![]() |
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#6 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
Uploads: 0
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we are NOT going to have that much information before release.
We are going to find out ourselves. Yeah, you know what to expect.... thank God for modders. |
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Wonder if the deck-guns are gyro-stabilized.
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#8 |
Watch Officer
![]() Join Date: May 2007
Posts: 339
Downloads: 1
Uploads: 0
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i would FFFFFUUUUUUUUU if i see subs on rail
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I only need one torpedo. ![]() |
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#9 |
Fleet Admiral
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One other question, do you have to get you crew to flood tanks and handle trim at all?
This is crucial to the correct operation of a submersible craft and has ALWAYS been left out. Miscalculations in this aspect caused many accidents in training and action which is why it was drilled so often. When will we get a subsim that acutally simulates one of the most important parts of being a submariner? |
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#10 |
Watch Officer
![]() Join Date: May 2007
Location: Buenos Aires
Posts: 342
Downloads: 2
Uploads: 0
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#11 | |
Old Stormalong
![]() Join Date: Dec 2007
Location: The Gret Stet of Loosiana
Posts: 232
Downloads: 104
Uploads: 0
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Would not hold my breath if I were you. Hopefully one day someone on these boards will win the lotto and commission his own real sub SIM (which he would share with us naturally). |
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#12 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Yeah, my take on interiors, chatty crew, etc, ad nauseum compared to REAL improvements like:
AI (including historical zig-zag patterns) depth keeping proper screw and engine/motor control (left and right independent, electric on surface, running specific diesels, etc) A realistic plotting paradigm (skipper observes, crew plots target on map as per captains observations, and can draw ahead with the scale, none of this real-time GPS fantasy nonsense). You paid for all that stuff by being able to watch torpedoes load (which you'll watch exactly once). |
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#13 | |
Stowaway
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![]() remember when some of you were saying we should stop asking about core game to be bug free and boring things like having correct motion dynamics because it was more important to the popular opinions to be able to walk around the boat and see torpedos loaded and guys with wrenchs fixing things? like tater said, this is the price of that because to get something you often must also give up something |
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#14 | |
Lieutenant
![]() Join Date: May 2007
Location: Albany, New York USA
Posts: 260
Downloads: 72
Uploads: 0
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#15 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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BTW, it should be noted that the devs are specialists, so the guys doing the 3d work are NOT the guys who program the physics, and other meaningful stuff. Directly, we only pay for the 3d work with fewer 3d models (fewer ships, fewer sub externals).
But there IS cross over with programming. The code that has the animation connected to the reloading, or that has the guys interact/talk to you. That stuff is done by programmers who might otherwise have added zig-zags (I'm saying this under the assumption this is unchanged from SH4, which is bizarre since almost all ships zig-zagged in war zones all the time (not the SH4 constant helming they do when warned, proper ZZ behavior)). |
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