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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stinking drunk in Trinidad
![]() Join Date: Jan 2010
Posts: 349
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I though they had opened up all the AI scripts to modding with this release? I thought that was the big excitement about "enhanced modability"? Don't scare me.
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Scientific facts are not determined by the opinion of the majority, nor by a democratic vote. |
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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For the first time in the franchise, the AI is contained in mod-able scripts.
Last edited by U-Bones; 03-27-10 at 02:41 PM. |
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#3 |
Watch
![]() Join Date: Aug 2008
Posts: 23
Downloads: 39
Uploads: 0
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The sink so many battleship objectives :S
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#4 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
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I'm going to over look bugs, mods, and the drm contriversy altogether beacause frankly I tire of all that.......
Whats missing is what I believe the developers were striving for but ran out of time and money. What is that? A sense of comradship and immersion. WTF? Okay well its cool that xx has a brother on the Bismark... It's a shame that xx wife is sick. Notice something there I cant remember a single name. It's an empty shell of a vague attempt to inject personal interaction and an RPG element into a genre that doesent lend itself to an RPG. A great idea but it is not fully realized and falls flat on its face.
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#5 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
Posts: 834
Downloads: 46
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Sh3 to me, had no deal breaking things. Most of the problems were dealt with with mods (yes even Sh3 was rife with bugs) or patches.
sh4 to me was dead. This had one major deal killer for me. The crew management system that was programmed to forget to clear the bridge when the sub was under water. The animated crew would leave the bridge, but their programs were still there. The water and the pressure did not effect them....but the bombs or depth charges killed them. In order to prevent this on every dive you had to one by on drag the crew to the rest areas, or other areas of the sub (Sh3 handled surface crew positions and underwater positions automatically. Why this system was not implemented into 4 is beyond me.) This issue was never dealt with. Other things with four was the near complete lack of hull creaks as the boat descended, though not a deal killer, it was definitely a realism killer. Now Sh5. Visually stunning...but why oh why did they mess with the interface? That was never something any of the community made comments about. This took up development time that could have been dedicated to other stuff. For me an immersion killer is how the engines sound. Increase speed: volume goes up for the propellers, motors, diesels, and waves....not the frequency. This is the same for speed decreases. What the hell did they mess with this for anyway? No one complained about how the engines actually behaved.....like engines, not sound systems. DRM.......nuff said. I like the RPG aspect, I don't like it's implementation. Why on earth did they remove the commands for the deck gun and AA gun targeting? I like having interaction with your crew, I don't like how the conversation progress is not recorded resulting in you having to start over if you have to reload, either due to DRM issues, or rig issues. The friendly AI doing suicide runs on docks or shorelines. Dumb. Should have been fixed from sh4. But, deal killers.....I can see none at this time. At least on my rig the game is VERY stable compared to both sh3 and sh4 (sh4 crashed continuously ) The lack of different sub classes is self explanatory. Look at the work put into the interior of one class. This work is fantastic, if simple looking....it in no ways is. I have a feeling IF the community is not overly critical (too late?) we will see add ons like U boat add on for 4 coming down the pike to complete the game. Who knows. I do like how the convoys DO NOT crazily maneuver after a torpedo strike...this was so unrealistic. Freighters and tankers DO NOT maneuver like that. They are huge and take a lot to maneuver, and trying to do that inside a tightly packed convoy could result in collisions. I think sh5 is COMPLETELY salvageable what with the devs and the modders. Give it time. Quite griping and enjoy what may be the last incarnation of this series. (I know if I were the devs and saw some of the stuff people have written about my work I would have said eff you, and moved on) |
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#6 |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
Downloads: 3
Uploads: 0
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You have that backwards don't you? Because after seeing the state they gave us SH4 and now 5, I'm saying eff you to them, and moving on.
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#7 | |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
Downloads: 126
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@ IanC -Moving on where exactly? |
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#8 |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
Downloads: 3
Uploads: 0
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#9 | |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
Downloads: 126
Uploads: 0
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I've always got Eve to play so it's not the end of the world if I do decided to stop playing, I just think it will be a real shame if SHV ends up being the last WW2 subsim and without support from Ubisoft that's a real possibility. That said I agree with most about the DRM and it really really needs a couple of patches to survive. I guess its up to Ubisoft now. |
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#10 |
Admiral
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The AI can modded to some point, but its bound to be linked up some some code. The coded cant be modded...
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![]() "I like subcommanders...they dont have time for bull****!" Proud member of the Subsim army of zombies Becks website |
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#11 |
Dipped Squirrel Operative
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Online requirement is the deal breaker.
Greetings, Catfish |
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#12 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
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I think the buggy sound effects for walking and running inside the uboat is really annoying. Hehe it sounds like someone is cartoonishly tripping across the plated floor. I really want to see this corrected.
Edit: Happens when the sound effect overlap or something, not sure what is happening. Last edited by Decoman; 03-28-10 at 11:32 AM. |
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#13 | |
Pacific Aces Dev Team
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Alexandru89
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"You need to put your behind in the past". Kumba |
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