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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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You know, the word "whining" from the tilte of your thred hurts my feelings, I am very sensitive. I also try to be "politically correct". It would be very nice if you should try that, as well. It's not the first time that the ones who are not satisfied by the latest UBI product are called "whiners".
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#2 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
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#3 |
Stinking drunk in Trinidad
![]() Join Date: Jan 2010
Posts: 349
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Scripting is potentially quite useful, BUT only given that the developers implemented SUFFICIENT scripting commands and language. If not, then it won't get you far.
Also note that scripts are slow in terms of CPU cost, i.e. anything that is not implemented in the game engine but is jimmy-rigged by scripts will likely slow down the game when run in numbers. Was the case with Operation Flashpoint, and remains with the Armas. Since Arma 2 there are at least scripting commands for doing almost all sorts of things except side-switching, or reverse config-value manipulations. It is awesome, but it takes a lot of time to implement complex things correctly, and it does slow the FPS notably if you run dozens of scripts on hunderds of units (ACE, SLX etc). Quite obviously I would conclude that SHV is a bit more open to modding than SHIII. But I don't have the game, nor have I seen how the dynamic campaign is implemented, nor the scripting language. Assuming both of the latter are completely open source and powerful, and that modders fix things like the semi-manual TDC, the gamey-windows type interface etc., then I would say SHV shows huge potential. However, that alone is not sufficient reason to buy as long as the DRM remains. And I can wait as modders will take a few month to a year to get the first REALISM supermod ready... |
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#4 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
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Oh yes and one of the devs said that we can't add new variables, which of course severely limits the scope of what we can do.
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#5 |
Swabbie
![]() Join Date: Feb 2007
Posts: 10
Downloads: 2
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perhaps this will allow someone to create a tool, conversation maker or something to that effect that achieves a small but critical element of submarine command, relaying orders and having them followed
e.g. Captain to XO - I want the boat surfaced every (insert variable) hours/distance - *tick boxes for battle stations manned AA gun manned Deck Gun manned etc When batteries recharged to X amount, set your depth to X on course. that sorta thing. instead of manually having to surface the boat, click the same things over and over for a "routine" transit of the patrol, my god.... we have officers. Im sure we can give them something more complex than "COB Rig ship for dive" (sorry, im not good on submarine terms.. excuse me if its wrong). im sure some of you feel even the lack of control you have now (controlling each engine etc) and dont want to relinquish it.... however i'd find this easier for managing transits. Whilst this is going on you could be walking the sub, talking to your crew... if something happens, it prompts you on action to take like the old ones... "dive/engage/maintain orders" the way i see it, once you have worked out the efficient speed/distance management of your sub over long distances, you could call up a preset e.g. Cruise mode with the parameters you set. or a starlight surface running. E.g. once you have crossed a horizontal/vertical line (latitudes/longitudes?) on the map.... (closer to enemy territory).... the ship will stay submerged during daylight, running slower, only surfacing at night to return batteries to strength/recycle air/give the crew some sanity by way of sea spray on the lookout post away from all the farts downstairs ![]() i dont know if any of this makes sense. but i sure like the voice commands. Make your depth 180 feet, heading 295, all ahead one third, rig for slient running, lower periscope as fast as i could rattle them off the crew carried it out. That was by far the best thing i ever downloaded to make me feel in charge of my sub. Now im looking to make my XO/team take on some more orders. Scripting would be the way to go. I dont know how to write stuff..... im just a concept man. I guess it would all start out with a series of drop down boxes, type in a number, tick in the box for something on/off etc.... i dont know i just had the idea when i saw screen shot.... and the speech from the XO was broken up into parts, with the information (variables like speed, type etc) underlined. I'll stop waffling now. and thanks for everyones useful input for the game so far. I've only got a 3G mobile broadband with 500MB per month... hopefully thats enough to play SH5 with! |
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#6 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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#7 | |
Navy Seal
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I've started looking into scripts and indeed at least in theory there is a lot that can be done with the AI using this language. Take a look at this for example:
This is a chunk of the script for AI escort tactics. It allows the AI's response to a submarine contact to be coordinated, currently with 3 special tactics that ships could use. One of them is Operation Plaster. Quote:
How actually effective this is... I'm not sure. But in theory this is now all part of the game and can be edited and added onto very easily by modders, needing nothing more than the notepad and some understanding of the game's commands. |
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#8 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
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I wonder whether SH5 will turn out to be a huge U-boat-development-kit in the end. Let the gamers create the game that they like. That would be great on the one hand but I cannot get really warm with that kind of approach compared to just delivering a convincing simulation right out of the box.
It would be like a lot of people paying good money to do half the work on the game they *really* wanted to play in the first place. |
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