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Old 07-02-10, 02:29 AM   #91
tonschk
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Originally Posted by Karasunx View Post

. Silent Hunter 5 does have it's flaws but it's also a first attempt at expanding the horizons to an actual sub-sim experience.

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I totally Agree , the ultimate realistic idea here is to turn off the User Interface and command the sub walking/running from here to there giving orders to the crew , perhaps turning valves/electrical switches , pushing/pulling hatches and NOT with magic teletransportation from one place to another like was in SH3/SH4 with the user interface

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Old 07-02-10, 05:38 AM   #92
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Originally Posted by tonschk View Post
I totally Agree , the ultimate realistic idea here is to turn off the User Interface and command the sub walking/running from here to there giving orders to the crew , perhaps turning valves/electrical switches , pushing/pulling hatches and NOT with magic teletransportation from one place to another like was in SH3/SH4 with the user interface

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I thought that in serious submarine simulation, you had crew for that stuff... Running around doing chores is..well..bit "arcadish". After all, one is supposed to be sub captain, not some mechanic's flunkey.
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Old 07-02-10, 09:51 AM   #93
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I think what Tonschk means is ultimately the best simulation is one without a user interface where all your info is reported by your men or looking at the dials and telegraphs yourself. Perhaps voice recognition would be a step further along those lines to immerse you even more in the role of Kaptain and not really bogging you down with chores or unrealistic tasks. One of the biggest drawbacks to SH3 was the crew management, I really didn't think it was my job to tell my men when to go to bed or see the medic. Unless they had crabs, a whole army of them.
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Old 07-02-10, 01:26 PM   #94
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One of the reasons I still play SH3 is the mod that makes the interface gone until you want it. The dials are huge, taking up approximately 1/4 of the screen but they are slideouts, as are the rest of the info bars. SH4 never got that mod. I hope SH5 does before I'm ready to play it.

I prefer the guages to SH5's new interface simply because the modded ones look like the real ones.
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Old 07-02-10, 03:39 PM   #95
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Thanks.. I'm enjoying this so far.. I just hope by the time I finish it I won't be bored. So far almost every encounter has been exciting. Right now I've been having a hard time sinking that 1 carrier in the first missions. I spend 2 hours stalking it and getting discovered and trying to get out ahead of it and in position but it takes such odd patterns.. what a challenge. Very realistic in many aspects but also some crazy bugs and odd things. I hope modders go nuts this game has a huge potential.. The water and graphics are so realistic I have to say I've never found a simulation this nice looking before.
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Old 07-02-10, 05:05 PM   #96
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Default 3D Interior w/crew

I just wish the crew were more animated to reflect crash dives, attacks, battle stations. Think of how cool seeing a bunch of crewmen huddled in the bow compartment during the crash dive. It seems to me that my crew is on prozac. I would also like see a full compliment of crew members (42 I Believe). I watched U571 and I did like the smokey dark atmosphere. Did they actually use red light at night in the U Boat? I could see using it in the conning tower but not the whole boat.
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Old 07-02-10, 07:49 PM   #97
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Originally Posted by GoldenRivet View Post
i think having the 3D interior will contribute to realism greatly.

for example:

Instead of hot keying to the periscope, valuable time has to be spent ascending the ladder into the conning tower and actually interacting with the scope.

yup

i wish more was added tho how much variety to daily life on the sub could there be? So a lot feels left out they really could have gone the full 9 yards and had fully animated ... everything. of the crew.


haha i gotta re-get this game i put in for a refund the day i got it off Impulse online and it finally went through the day before the patch. fml.
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Old 07-02-10, 08:49 PM   #98
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Addition is more gratifying when there is less subtraction in the equation.

I like the 3D just fine, needs some TLC, but ok, fine addition. But - '44 -II -IX puts a pretty big dent in it, for starters.
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Old 07-02-10, 10:21 PM   #99
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Originally Posted by GoldenRivet View Post

Instead of hot keying to the periscope, valuable time has to be spent ascending the ladder into the conning tower and actually interacting with the scope.

pfffff... valuble time is spent most messing with a very funky mouse response.
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Old 07-06-10, 08:23 PM   #100
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As the crew animation was never the best (and maybe it's a pain to due with the SH game engine) I never wanted a ton of crew animation. It's not going to be the level of Half Life or anything I'd bet due to the game engine. I'd go for the SH3 level with reactions to depthcharges and add on some for damage\repairs. Of course if time and money wasn't an issue, sure go the whole nine yards

I also personally never liked the first person controls where you have to move to each room to issue commands. Always seemed gamey in other games and that's what you have sub comms for anyway. So I don't need room only commands to be there for the new rooms.

But having the rooms animated (with basic crew animation at their stations) would be cool. Like the rocking meat in the comms, torp loading in torp room, and the room chatter. In SH3 I used to move around just for a change of scenery while running underwater.

Also room damage animation with flooding is something I would have given my left nut for . In that case having the captain there could be coded to improve the repair rate etc. In Das Boot it's the freaking crazy water pressures blowing into the rooms that I love so much. Having that and hearing the pings, the swoosh of the destroyer blades etc would have made all the rooms and animated damage so perfect for me.
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Old 07-06-10, 09:09 PM   #101
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Well , i think a big piece of the game that needs fixing is the crew animations and dialogue expansion . Sure there are other things that need fixing like sub nets and mines etc , they need fixing as well . Maybe we can ask TheDarkWraith when he is finished with the AI and UI .
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Old 07-06-10, 11:43 PM   #102
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Quote:
Originally Posted by Neal Stevens View Post
Wouldn't it be cool that if you sucked at running through the boat, or getting off the bridge, then your crash dive time would suffer and your boat would be more likely to get bombed?
Apart from the rather glaring fact that you would never get on a patrol without doing all the extensive training in the Baltic. As Peter Cremer put it in U-333, "including being able to dive the boat to a depth of 20m in 25 seconds".

If you're a klutz who can't get down the hatch soon enough, you'd never make it through training. The whole purpose was to make it "routine" in the real sense of it. Having to navigate with mouse/keyboard is daft IMO.
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Old 07-07-10, 04:40 AM   #103
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I love the 3D interiors. It's a small but a welcome change of scenery when you're on a 1xTC patrol and take a walk around the boat before going back to bridge/bunk. Could use more crewmembers tho.
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Old 07-07-10, 02:06 PM   #104
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Quote:
Originally Posted by Dowly View Post

I love the 3D interiors. It's a small but a welcome change of scenery when you're on a 1xTC patrol and take a walk around the boat before going back to bridge/bunk. Could use more crewmembers tho.
I totally and Completely Agree

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