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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
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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#32 | ||||
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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The very truth is said! Cleaning up the periscope is only the inciting incident into a much bigger task... changing the "home" away from the old 2D periscope screen and moving all of the tools away from the eyepiece means that we must construct a brand new home! I only hint at how this new home rises from the ashes of a decluttered eyepiece when really more detailed explanation is required. A full 3D interface is of course very nice but I realize that 3D takes a lot of work and has some shortcomings. To do everything in 3D then you need very sharp textures (which takes a lot of VRAM and RAM), good lighting, player control (what if the knob is on the back of something?), view control, etc. 2D definitely has a place in a modern game but always 3D should be tried first and 2D only if it is necessary and a better alternative. Here is a small example of a limited, considered 2D GUI implementation in a predominately 3D game world. Take the stadimeter target height wheel on the side of the periscope. In reality this is set to the height of the object to be measured by the stadimeter before looking through the eyepiece. One could strive to make this dial fully 3D so the player operates it (or is automated to match rec manual on easy difficulty) but this can be troublesome. The dial might be hard to see directly when placed square in front of the periscope, could be hard to read and manipulate accurately in 3D, etc. Instead we can combine the best of 3D and 2D for a good compromise. In this way the 3D dial is a "hotzone" that is clicked which pops up a smallish 2D "dial-tool" so we can set our desired setting, read and manipulate it easily, dismiss it quickly, and go on living in a 3D world. The 2D is tolerated only briefly and is "task specific" meaning that I don't have to stare at a vast page of 30 dials when all I care about is one of them. This is also easier to program so the development is quicker. Quote:
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If you watch the YouTube recreation of a USN fleet boat in action you can see that the fact the captain doesn't see the bearing ring while sighted is not a problem. Again, shifting the perception away from the eyepiece as home position means that information-lack while in eyepiece mode is less important. If most of the captain's time is spent in the information rich periscope-addressed home position and not the sighted mode, less ouch is felt. The captain yells "Mark!" and another helper crew member(s) reads off the bearing looking at the bearing ring. Similarly radar ranges, stadimeter results, etc do not actually have to be known (first) by the captain before they can be used for plotting/TDC. Perhaps this same idea can translate into the game where the player-captain calls for a measurement and can hear the AI crew in the background shout out in turn "Range, 3-0-0-0." "Bearing 265." It is useful for the captain to be able to see these values too but not necessarily every time. |
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#33 | ||
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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However the practice of making the illusion that the bearing tape is actually an optical effect etched onto the glass is rather sickening. There's no real excuse to misrepresent reality when a more honest and easier to read method is so obvious. Quote:
Personally I think that flipping between the book view and eyepiece view (not simultaneously) would make an acceptable one-man job of it, but more thought and research (vs. real life) on how that could work is deserved. |
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#34 |
Fleet Admiral
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Since the computer can't handle our spoken syntax, another way, albeit awkward would be for the computer to play "20 questions" with the player
1. Warship or Merchant ship? Merchant 2. How many funnels? one 3. Where are they located? Stern 4. Any derricks? none 5. ...... but as you can see building a dichotomous key like can get complicated and awkward.
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#35 | |
Samurai Navy
![]() Join Date: Jun 2009
Location: Evading that Hunter/Killer Group on my Tail
Posts: 584
Downloads: 35
Uploads: 0
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#36 |
Gunner
![]() Join Date: May 2005
Posts: 92
Downloads: 17
Uploads: 0
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Stunning Idea, I for one, would install a mod like this in a heartbeat. The SH5 Scope just seems to modern to me. Im sure its functional, BUT if we have a realistic boat to walk round, we need a realistic scope. I cant wait to see what our modders come up with, If its as moddable as promised, I think we may have a very very bright future ahead of us.
As to Ship Manual, Just give us a Paper one, Like we got with SH4 collectors, Can have it sat on desk, Problem solved ![]() |
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#37 |
Eternal Patrol
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More than 70 new ship models have been made for SH3. Good idea, but it would get out-of-date fast.
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“Never do anything you can't take back.” —Rocky Russo |
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#38 | |
Gunner
![]() Join Date: May 2005
Posts: 92
Downloads: 17
Uploads: 0
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![]() ![]() Thinking may need a better idea for this |
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#39 |
Fleet Admiral
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Ubi could offer a download version. Miss a download and you are going into battle with an out of date recognition manual.....now that's realism!
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#40 | |
Eternal Patrol
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![]() I like it! And it would make Cowboy10's idea work. ![]()
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#41 |
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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#42 |
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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#43 |
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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#44 |
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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#45 | |
Commodore
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http://www.pcgames.de/aid,705472/Sil...Bildergalerie/ see picture 32. Look at the dialog box. ![]() *edit* I think it's a series of filters for the ship recognition manual that are accessed through the dialog interface. Which is a pretty slick way of implementing Platapus' idea.
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