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Old 03-29-10, 02:15 PM   #16
ReallyDedPoet
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Originally Posted by oscar19681 View Post
I noticed a lot of features that worked perfec for sh-3/4 that were removed in sh-5. Ill sum them up.

* Crew managment. The crew managent in sh-5 has no right to call itself crew managmet. Its more like a crew update screen. I mean in sh-3/4 i loved the crew managment and micro managing them to my liking. It worked perfectly in sh-4 why remove it?
* Bearing displayed in binocialars . Also removed. Again why?
* retun to course
* maximum range at given speed and course
* sonar guy follow warship / follow closest target
* Deck gun attack hull/super struckture/waterline
* unman deckgun
* u-boat rolled at periscope depth when in heavy sea,s (allready removed in sh-4)
* Band at port
* depth under keel (there is a fix for this in mods now)
* estimated range given be crew when on the surface.
* conning tower of the VIIB non existent and is now replaced by the VIIC,s conning tower
* Ping range to target with sonar
* weather situation.
And i,m sure there are lots of other thinks i forgot to mention. What i dont understand is that many of these features worked well and removed anyway. Also it might but removing many of these features takes more time then to leave them in in the first place. After all they were in the game in the first place. I mean havent they heard of the phrase dont fix it if it aint broken?
Much of what you are saying is there in the files, sadly it was not finished.
But has since been added by modders or people just did it themselves.

With regards to range, I like how this is given via way points then having to do it via clicking another button.
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Old 03-29-10, 04:11 PM   #17
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Originally Posted by capthelm View Post
imo i dont think they where left out , just no time to add them in.

someone pulled the budget plug on them i think.
Agree that they ran out of time, you can tell that by what they implemented in the interface, and what is still being developed (turned off) in the code. But I have faith in the Dev team, they are proud of their work and will finish the job as best as they can.

It will be interesting to see some other interface mods when more people get into modding this game.
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Old 03-29-10, 04:46 PM   #18
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Originally Posted by capthelm View Post
imo i dont think they where left out , just no time to add them in.

someone pulled the budget plug on them i think.
I, too, totally agree. Around here, we call that, "throwing out the baby with the bathwater." It appears, "they" started a major change in direction, then lost interest and rushed it to market. My suspicion is that Ubi no longer has any interest in subsims since their target market is more into first-person shooters and MAJOR graphical, "tour de force(s)." I fear we've seen the last of the genre, honestly. Few of the, "short attention span" contemporary crowd who comprise today's gamers target market have the patience and/or desire to plot such things as torpedo attack plans or waypoints to locations where they could go hours without sighting a potential target.
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Old 03-29-10, 05:11 PM   #19
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Originally Posted by mcarlsonus View Post
I, too, totally agree. Around here, we call that, "throwing out the baby with the bathwater." It appears, "they" started a major change in direction, then lost interest and rushed it to market. My suspicion is that Ubi no longer has any interest in subsims since their target market is more into first-person shooters and MAJOR graphical, "tour de force(s)." I fear we've seen the last of the genre, honestly. Few of the, "short attention span" contemporary crowd who comprise today's gamers target market have the patience and/or desire to plot such things as torpedo attack plans or waypoints to locations where they could go hours without sighting a potential target.
I,m affraid you are right. This could also explain the long wait for the patch because the devs have moved on to other projects
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Old 03-29-10, 05:13 PM   #20
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Originally Posted by jwilliams;1317895* Bearing displayed in binocialars . Also removed. Again why?

[COLOR=yellow
Do binocialars have bearing displays in them?[/COLOR]
My RL ones dont.
GWX removed them from SH3. so i dont realy mind if there not in.
No, but if I have a clear enough sky or know any bearing, I pretty much can know which general direction I'm viewing through my RL ones. I found it a bother to not have any clue whether I just panned over 20 degrees or 60, with missing binocular bearings. Maybe a cardinal headings only mod...
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Old 03-29-10, 05:24 PM   #21
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I love that they're gone with GWX. I always turn to the rough bearing without them, they put them up. Works every time.
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Old 03-29-10, 06:30 PM   #22
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Many of the aforementioned features are still in the game, they are just disabled, or currently do not have an assigned key. I'm not sure why they did this, but I can only assume that they were meant to be in, but did not make release for one reason or another.

I'm still scratching my head as to why you skip from a VIIA to a VIIC, not to mention the inaccurate towers. This is something you should get right, if you claim to be making a U-boat simulator; it's not exactly difficult, look it up online or *gasp* pick up a book. Honestly, the devs should get themselves some people in the know, at least they would have the historical aspects nailed down, if nothing else.
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Old 03-29-10, 06:58 PM   #23
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Originally Posted by SteamWake View Post
He left out the return to course button
yeah needs a button, but if you add one more way point on the end of your course, the uboat will go back to following course
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Old 03-29-10, 07:01 PM   #24
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Originally Posted by Sailor Steve View Post
I love that they're gone with GWX. I always turn to the rough bearing without them, they put them up. Works every time.
I always do that too, but I wish I could do a proper scan with them.
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