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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Weps
![]() Join Date: Aug 2006
Posts: 362
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I believe the best way to describe it is: for some inexplicable reason, "they" threw out the baby with the bathwater. |
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#2 | |
Admiral
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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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#3 | |
Born to Run Silent
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![]() Anyway, what difference does it make if the developers left files from previous versions in the root directory?
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SUBSIM - 26 Years on the Web Last edited by Onkel Neal; 04-09-10 at 08:22 AM. |
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#4 | |
Stowaway
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im not convinced 100% its a new engine (its so slow i see flashbacks of sh3 and IMO its the sh3 game engine with more stuff unlocked is all) but they say it is new so assuming its true and if we are looking at it from the devs side of thinking, you plug in everything from sh3 and sh4 and see what you can make work. well you ran out of time and a whole lot of stuff never got addressed or activated, what do you do? if you quickly just activate everything thats there it can start major bug issues and CTD that would prevent the games release and very likely cost you your job, or you can delete all that stuff but then why? why not leave it all there so IF a modder wanted to do the work to activate it he can because he would have the needed time to debug and test it properly. |
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#5 |
Weps
![]() Join Date: Aug 2006
Posts: 362
Downloads: 13
Uploads: 0
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Webster - you have a valid point - and I hadn't thought of that. Further, I agree. It's NOT a new engine!
Neal - Outside of housekeeping concerns, it makes no difference whatsoever that the program contains inactive code - and that's simply NOT troubling! I use the term "threw out the baby with the bathwater" in the context they deactivated code that enhanced immersion, depth of detail, and added richness and diversity to the gaming experience. They wrote, or RE-activated (looks like the former) code that resulted in, "dumbing down" the experience - like developmentally disabled escorts, an oversimplified - and pretty darned ineffective! - torpedo targetting system, and, concurrently, INCREASED the difficulty of handling ("conning") the boat due to such things as lack of instantaneous, "user friendly" rudder control (ala, hit the NumLock "." key to turn the rudder 1 degree). As I enter Campaign 1942, I've noticed that the escort AI has improved, but they're still not dangerous, just more persistent and less prone to sailing along like nothing happened after numerous companions explode dramatically around them. As mentioned, they still don't drop cans anywhere near me, but they frantically rush about pinging madly for much longer periods of time. Guess that qualifies as an, "improvement"... What still baffles me, though, is WHY are the Historical and many of the MP missions so much MORE challenging and entertaining? The, "guts" are the same, yet the destroyers can kill you, the aircraft DO attack aggressively... Last edited by mcarlsonus; 04-09-10 at 01:05 PM. |
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#6 |
Chief of the Boat
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In fact by looking in the right place you'll find jimbuna (and TarJak IIRC) mentioned as was the case in the files of SH4.
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