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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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OP is right. The plotting should be done by the plotter. Are you the captain, or some junior officer? Which is it? The player should make observations, and those observations should be plotted on the map FOR HIM BY HIS CREW. Guess what, he doesn't brew his own coffee, either. If you "mark" a target without taking a proper range, the bearing should be drawn out as a line with the option for the skipper to add a guessed range, aob, etc. If you take a range, then the bearing line gets laid, then a point placed for the target. Again, aob, speed, heading etc can be added by the skipper as an optional addition. On a 2d or further observation, your crew (as their training taught them) connects the dots, and since they were also properly trained to use a watch, they now also have the speed. That is realistic. Neither Silent Hunter option is realistic. |
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#2 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
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I like the ideas of the OP, what id really like to see is a simple ( ? ) icon on the map whenever a contact is visually sighted, not showing orientation or speed. That would still be a dead giveaway as to range though.
rant I dont really consider myself a serious subsimmer but a lot of the fun of the game is taken out by knowing the exact location and hostility of contacts. As it stands, its just so repetitive to be drawing lines and intercepting at 90 deg AOB within 500m so basicly every shot is the same. I dont mind doing the math for the speed/AOB, but the stadimeter not working really sucks. end rant |
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#3 |
Ships Secretary
Join Date: Apr 2009
Location: MilesCity Montana
Posts: 583
Downloads: 614
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Just have any spotted ship show up as a grey line. Like what happens when your sonar picks up a contact while on the surface. You know it is there, but dont know how far away, speed, direction, etc. this would be the way I would want it. Would be more like someone calling out " ship spotted bearing 290" , and that is all the info you get untill you actually look at the ship.
Don't know about you guys but I think it would make for a better game. The more I think about it, this could be done by haveing your sonar work while on the surface but limited to the visual range of your deck crew, but only while on the surface. Once you submerge it would work as normal.
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#4 |
Helmsman
![]() Join Date: Nov 2004
Location: Switzerland
Posts: 105
Downloads: 113
Uploads: 0
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Besides, there's a bug in the game with plotting the objects. When you go to the Sonar station, use it by yourself and then leave again, all the sonar contacts on the TAI-Map are lost forever (they're still there on the navigatoin map). Very annoying, don't know if this can be fixed in a mod.
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#5 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#6 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Bottom line is that contact reports should be on if the game was designed properly. The captain is the captain, and should never have to plot unless he prefers to interfere with someone else's job. The whole point is that the contacts plotted on the chart should ONLY be a function of the observations of the captain (player). You observe, and bearing gets plotted. You take a bearing and range, and bearing and range (the range YOU got) gets plotted. No, the sensors should not be on the map, the map should look like a chart with pencil marks on it, period. It should not update in real time, either. Only via observation—and the skipper (YOU) should have to set which contact you are observing if you have the men plot more than one. So if you observe one liberty ship on the first observation, then mistakenly observe another on the 2d, your plots will be entirely wrong. The plotter can default to drawing a course line ahead X minutes at a time as a straight line pencil mark. What is sad is that the player is required to play with contacts off to have any sort of realism, AND do the job of a crewman instead of fighting the boat. So you miss the point, the stock plotting system is 100% unrealistic either way. It needed to be thrown away and redone with SH5, but instead it's the same as SH4 (entirely broken). |
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#7 | |||
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
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***THE GENERAL*** Last edited by The General; 03-29-10 at 06:36 PM. |
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#8 | |
Lieutenant
![]() Join Date: Mar 2005
Location: Seneca, SC, USA
Posts: 251
Downloads: 64
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I agree that there needs to be an option for "observed" contacts report, without the movement on the nav map, plus those that are received by radio. I don't think so, some are way out of range of the hydrophones. I wish they were gone.
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#9 | |
Born to Run Silent
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I'm both. ![]() I think it would be nice if the TDC function wrote the results onto the map, to simulate the skipper calling out range, bearing, AOD (course), and speed. But if that's not possible, make my map tabla rasa and I'll handle the rest.
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#10 | |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I play Sh4 with contacts off because I have no choice. It's off—and I am forced to do the work of a few men—or magic. I'd prefer neither. It's a CHOICE on the part of the devs, they have auto contacts on for the twitch crowd, which is fine, but they entirely misunderstand the way contacts were prosecuted, I guess, or don't care. We can send contacts to the TDC. We can take two observations and get the speed with the TDC. There is no reason it could not draw the two dots on the map, then connect the dots. All the time wasted (yes, wasted) on interior nonsense could have been spent animating the plotter PLOTTING. Heck, you could watch him plot over his shoulder. THERE is an immersive animation, IMNSHO. I never want the god's eye nonsense, that should have been clear, what I want is for the paradigm to be the player as skipper, nothing more, nothing less. It's odd, that in SH5 they went to that as an RPG-like notion to the extreme, but missed the most important part—that RPG element when fighting the boat. |
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