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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 .
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![]() Last edited by THE_MASK; 02-17-10 at 03:05 AM. |
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#2 |
Navy Seal
![]() Join Date: Sep 2009
Location: Valhalla
Posts: 5,295
Downloads: 141
Uploads: 17
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Wow......awesome post! Hope this is realized.....
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#3 |
Watch
![]() Join Date: Feb 2008
Location: Australian
Posts: 18
Downloads: 224
Uploads: 0
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you have hint the nail on the head,I hate that periscope , am not to shore about SH5 now, its the 1940s not 2010, I wont to be in a u-boat in the 1940s to see what they would see to hear what they would hear, to work it out and get on with it, when I do a crash dive it should have German bells not American,
I have not heard them speak in german yet,and you dont really own the game if you bye it realy you are renting it,you have to be on line all the time, I have a hard time as it is playing on line with the it comeing from the other sind of the world there is allways a delay, and it ends 1943 just when the fun starts, ![]() thank you.... |
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#4 |
Sea Lord
![]() Join Date: Dec 2006
Location: Texas
Posts: 1,778
Downloads: 32
Uploads: 0
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I would also like to see this implemented.
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"You will take on England wherever you find her ships, and you will break her power at sea." --Iron Coffins, Herbert A. Werner http://kennethmarkhoover.com |
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#5 |
Mate
![]() Join Date: Jan 2010
Location: Poland
Posts: 59
Downloads: 15
Uploads: 0
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Im really looking forward for that kind of mods! Well, maybe after half year i get SHV only to install mods and play with pleasure.
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SHV CREW: cook lvl 3 tomato soup unlocked, torpedo man lvl 2 - +50% torpedo damage unlocked, deck gun lvl 6 - 50% to critical dmg, 10% to stun enemy and 25% to freeze enemy.
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#6 |
Swabbie
![]() Join Date: Jul 2007
Posts: 11
Downloads: 142
Uploads: 0
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There's some really good and innovative ideas being discussed in this thread. It's long been my wish to have this kind of interaction and verbal feedback from the crew.
See my post from nearly 2.5 years ago in regard to SHIV : http://www.subsim.com/radioroom/show....php?t=121913- many of my ideas echo the ideas at the beginning of this thread. Will the modders be up to the challenge? |
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#7 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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I swear I wrote something similar a while ago. It was "Standing Orders and Alerts" or some such. The first half of the idea was to construct custom "macros" out of simple commands to take a lot of the micro out of commanding. The second half was to have TC auto-drop to 1x on custom alerts like "we lost visual on that freighter we were end-around-ing" or "the hydrophone contact crossed the 030 bearing" so I could set such a contextual alarm and go to sleep (high TC) when doing boring maneuvers.
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#8 |
Captain
Join Date: Mar 2008
Location: Somewhere in the North Atlantic
Posts: 343
Downloads: 299
Uploads: 0
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I'm all about an uncluttered view through the scope. That would be great. But I'd also like a quick, one button switch between the Scope view and my tactical 'attack map'
And what ever happened to manual TDC calculations and the tools to do those? How about an accurate AOB finder instead of a "hmmm, yeah it kinda looks like it might be this angle" dial? How about a viewable stopwatch and some means to calculate actual ship speed instead of "Hey how fast does it look to be going to you?" In the introductory mission I missed 3 times due to bad calculations. I haven't missed a torp shot in more than 2 years. Well, at least against slow moving (non moving?) targets.
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"Some ships are designed to sink, others require our assistance." Nathan Zelk |
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#9 | |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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![]() Quote:
They estimated AOB by eye. The estimated speed by bow wake (predominantly). |
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#10 |
Sparky
![]() Join Date: Jun 2006
Location: NY
Posts: 153
Downloads: 144
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I hope this becomes a reality. Nice job of engineering.
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#11 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
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#12 |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
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Those are some good ideas. Maybe they can be carried out when SH5 comes out.
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#13 | |||
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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![]() Quote:
Quote:
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I'd like to think of a multi-zone space that is functional practically for real torpedo targeting tasks. I'm a bit lazy to get out photoshop so I'll see what I can do in text. Imagine each box is a station and the lines between boxes show which stations are accessed from other stations. We try to construct a natural flow where each station does its task with adequate focus but there are not so many stations that the overhead of transitioning stations distracts from the job at hand. Code:
[REPEATER DIALS] [TDC] | | | | [EYEPIECE]---[PERISCOPE BODY]---[CONNING TOWER]---[CONTROL ROOM] | | | | [REC. MANUAL] [PLOTTING BOARD] |
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#14 |
Watch Officer
![]() Join Date: Apr 2005
Location: 3rd Planet From The Sun
Posts: 345
Downloads: 35
Uploads: 0
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Excellent concept and exactly what I would want!!!
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#15 |
The Old Man
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Ever since we've learned that we no longer have to mod the interface in Notepad, I've been asking myself how much freedom we will have in modding SH5. Here's why... SH3 was blocked at one resolution and aspect ratio, making modding a bit easier. The position was given as relative to a parent. SH4 made things much harder due to 2 main reasons:
1: multiple resolutions which were brilliantly controlled using just 2 variables, allowing a LOT of flexibility in positioning and scaling items, but a nightmare to plan ahead. 2: German AND American interfaces: which were only possible by making the interfaces as simple as possible and loading items through an external index file. All identical items (like the backgrounds) were rewired through the image address by hardcode). Not a major pain in the ass, but still... All in all: 1. Making new items: ____1.1: Static images: easy to do ____1.2: New buttons: impossible to do, as only the items in the Layout Page could accept commands. The only way was to make DIALS and hide the needle. Dials could indeed process commands but it was then impossible to show "pushed" status. ____1.3: Making new circular dials: extremely easy to do, but we were prevented from adding dials in all the screens. ____1.4: Making new linear dials: not so easy. The only one I know of is OLC's linear compass. ____1.5: Creating new variables: impossible 2. Rewiring hardcoded items: ____2.1: Moving a hard-coded item from one screen to another: impossible (at least in SH4) ____2.2: Changing the type of an object: impossible to do but it could be emulated ____2.3: All other changes were possible and easy: position, image 3. Hard-coded items: ____3.1: the periscopes bearing line (dial) ____3.3: the periscope depth (impossible to scale up with resolution to do the formula it used ____3.3: torpedo buttons ____3.4: stadimeter button: there was no command visible ____3.5: in SH4, the retractable panels: quite moddable as you could move them to either side and make them as big as you wanted. But there were only 2 of them for the Uboats and 3 for the Fleet boats. ____3.6: most labels (understandable because of the need for 2 languages in the interface) ____3.7: those zoomed order dials which increased by a fixed ratio ____3.8: the order bar in SH4. A bit easier to add items but I wish we had the old type of integrated orders. The major problems in modding the interface were due to these facts: 1. most hard-coded items don't obey normal rules (that includes the hiding panels) AND those rules are never accessible because they are buried deep inside unaccessible code. 2. not all commands are visible (the stadimeter for example) 3. impossible to create new dial viariables 4. impossible to mod the key/mouse commands 5. impossible to change some camera behavior 6. impossible to create scripts. Until we actually have a look at the SH5 interface files, and by interface I also mean the 3D one, we can't know if a clean interface is even possible. You see, just cleaning up the periscope is not enough, you need to do a LOT of changes to integrate everything nicely. As for voice commands, a long time ago, in the SH5 page I asked about making commands compatible with voice applications. http://www.subsim.com/radioroom/showthread.php?t=156171 Such parametric commands would also have a MAJOR impact on the interface itself and the way we send data to the game engine. As a default interface, I think SH5 sports a very slick interface. I quite like it the way it is now. It already hints to a lot of possibilities and it also seems very easy to clean up fast ![]() |
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