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Old 09-25-12, 02:39 AM   #1
TorpX
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Originally Posted by Armistead View Post
One five inch shell would usually spell doom for your sub, certainly would kill people in the area it hit.

Mods can correct the damage zone and crew health to a degree.
In RFB, shells are more lethal (to your sub, I mean), I was sunk by hits from a light flak gun on a merchant. It must have been 25mm or smaller. It didn't take that many rounds either. I can't comment on hits from larger shells, since I avoid artillery duels now.
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Old 09-27-12, 11:39 AM   #2
Littica Marek
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I personally would love to see it, even if the only time i should expect to see my boat full of holes is when i have done something honestly stupid.

I hope if they do indeed make another game *Not Silent Hunter Online* they have more realistic damage modles.

Just thinking, what other things would you like to see in a theoretical Silent Hunter 6?

Myself?
A Semi-Original-Dynamic-War, Spanning Most of the history of our beloved War going Subersables or at least WW1 to mostly modern times.
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Old 09-27-12, 12:23 PM   #3
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Originally Posted by Littica Marek View Post

I hope if they do indeed make another game *Not Silent Hunter Online* they have more realistic damage modles.

Just thinking, what other things would you like to see in a theoretical Silent Hunter 6?

Myself?
A Semi-Original-Dynamic-War, Spanning Most of the history of our beloved War going Subersables or at least WW1 to mostly modern times.
every sh game ubisoft released was more of a dissappointment then the last in that the things that worked great in the game were broken or changed to be worse then the previous game version. sh3 had things that worked wonderfully yet in sh4 most of that stopped working because of changes made to create sh4 and they didnt use the same devs, the same thing happened with sh5 but to even more of an extreme as they turned it into an arcade game. they put devs that have no idea how the previous version worked to create a newer version from the old version so they do things that cause things that were working perfectly to be unfixably broken.

the decission makers at ubi have shown they dont value the concept of putting the same people who created a game to work on the newer versions of that game so these well meaning hard working guys are trying hard but they just dont know what they are doing to the game most of the time.

the modders here and elsewhere have managed to turn very rough unfinished buggy games into very well done games that have the look and feel of a finished and debugged game.

for the reasons stated above each sh series has brought in less revenue then the version before it and with the sh5 debackle ubi has finally abandoned all hope of ever creating another one. they dont hear or listen to customers or they would finish a game before its released so you dont need 4 or 5 patches the first year. they dont care about game the way the customers do so its all about $$$ and they dont see more versions of sh as bringing in enough $$$ to be worth the effort.

Last edited by Webster; 09-27-12 at 12:35 PM.
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Old 09-27-12, 05:18 PM   #4
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I disagree. I think SHIV is the best, I could never play SHII properly due to the stupendously bad campaign system. Meanwhile in V1.00 of SHIV, did anyone have a problem on vista where an attempt at maunual targeting using the stadimeter cause an error that closed the game?
I fixed it by updating but I found it strange.
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Old 09-27-12, 06:41 PM   #5
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Originally Posted by AndytotheD View Post
I disagree. I think SHIV is the best, I could never play SHII properly due to the stupendously bad campaign system. Meanwhile in V1.00 of SHIV, did anyone have a problem on vista where an attempt at maunual targeting using the stadimeter cause an error that closed the game?
I fixed it by updating but I found it strange.
i never said sh3 was the "best" i said it had the most fully functioning features (and im not talking aboiut which version does or does not have the most features) and the AI and game engine "worked" the best overall of the three. (again im not talking about which game has the best AI or game engine)

my favorite of the 3 versions is sh4 with sh3 as a close second although im expecting sh5 will replace it in the #2 spot at some point when it matures through many more mods in a few years. i prefer fleetboats and thats why i choose the way i do, those who prefer uboats favor sh3 as the #1 choice but to each his (or her) own.

there is a lot involved in these games the average player doesnt notice such as the floatation charactoristics as well as the way the sea acts and reacts to things. other things such as the environment has so much that goes far beyond just how cool things look but the experienced modder can see things that dont work right now that did before and these are the types of things i refer to.

Last edited by Webster; 09-28-12 at 11:29 AM.
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Old 09-28-12, 02:45 AM   #6
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Originally Posted by Littica Marek View Post
I personally would love to see it, even if the only time i should expect to see my boat full of holes is when i have done something honestly stupid.
Yeah, what happened is that I spotted a lone freighter and chased him on the surface firing my 4 inch. If I had tried a submerged approach he would have gotten by. By damaging him, I was able to close the distance and figured I would finish him off by pulling along his starboard side and placing another half dozen shells along the waterline. That is when the previously unseen light flak gun on the side opened fire on me. I crashed dived, but it was too late. As our boat sat on the bottom filling with water, we could hear our enemy sinking close by. Truly a Pyhrric victory. I find it questionable that even an S-boat could be sunk so easily, but thats the breaks, I guess.

Quote:
Just thinking, what other things would you like to see in a theoretical Silent Hunter 6?

I would like to see:
  • Rock-solid physics. Ships move or sink as they should, sensors that detect what they should, weapons and equipment that works or malfunctions as it should.
  • A better campaign with provision for a fictional (random) campaign.
  • An outstanding TDC (or course) and a Mk VIII angle solver.
God, I could probably write 10 pages about this.



From Webster:

Quote:
there is a lot involved in these games the average player doesnt notice such as the floatation charactoristics as well as the way the sea acts and reacts to things. other things such as the environment has so much that goes far beyond just how cool things look but the experienced modder can see things that dont work right now that did before and these are the types of things i refer to.
This is so true. It still bothers me that when I'm at sea in my little S-boat, that it glides through the waves in supposedly "stormy" seas. And I miss the deluxe features of SHCE such as the working SD radar and bathythermograph, not to mention the cozy captain's cabin.



It often seems the gulf between what Ubisoft released to us and what could have been created, is as wide as the grand canyon.


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Old 09-28-12, 06:43 AM   #7
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TorpX, I am confused. You want "(r)ock-solid physics. Ships move or sink as they should, sensors that detect what they should, weapons and equipment that works or malfunctions as it should." (And amen to all of that!) Then you want SD radar and a BT plotter on your S-boat, where historically they never were. Why simulate the sensor physics accurately, then use that accurate sensor in an ahistorical setting?
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Old 09-28-12, 01:21 PM   #8
Littica Marek
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I would think he means that he wants them to all work as they would in reality or as close as possible, and the other things are forms of gameplay aids
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Old 09-29-12, 11:43 PM   #9
TorpX
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Originally Posted by BigWalleye View Post
TorpX, I am confused. You want "(r)ock-solid physics. Ships move or sink as they should, sensors that detect what they should, weapons and equipment that works or malfunctions as it should." (And amen to all of that!) Then you want SD radar and a BT plotter on your S-boat, where historically they never were. Why simulate the sensor physics accurately, then use that accurate sensor in an ahistorical setting?
The S-class did have the SD radar, but maybe you're right about the bathythermograph. The point is that some subs did have them and in SH 4, we don't- ever.

Something else that those who played SHCE might remember is that when you surfaced the boat and extended your periscope, you could see farther. The height actually made a difference in your operations! In SH 4, sadly, it does not. You see as well from a periscope a foot above the water as from 20 feet above.



Quote:
Another campaign, even a fictional one, would be easy to do, just time consuming. Many of us simply would prefer to update RSRD...
The reason I mention this is because of the replay factor. There is nothing wrong with RSRDC per se, but what happens when you have played through the war and want to do it again? There is a contradiction here between having a historical campaign and a realistic one. For people who know the history very well, there will be few surprises, even though, realistically, there should be.
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Old 09-30-12, 12:00 AM   #10
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WE need a subsim convention anyway
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Old 09-30-12, 06:48 AM   #11
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"The S-class did have the SD radar..." TorpX, could you provide the reference for that? I'd appreciate it, since I'm unable to track it down (which, being a negative, isn't evidence and isn't intended to contradict you). Thanks a lot.
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Old 09-28-12, 02:25 PM   #12
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Quote:
Originally Posted by TorpX View Post
I would like to see:
  • Rock-solid physics. Ships move or sink as they should, sensors that detect what they should, weapons and equipment that works or malfunctions as it should.
  • A better campaign with provision for a fictional (random) campaign.
  • An outstanding TDC (or course) and a Mk VIII angle solver.
God, I could probably write 10 pages about this.

My complaints in a nutshell. FOTRS only goes so far...
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Old 09-28-12, 03:30 PM   #13
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Originally Posted by TorpX View Post
God, I could probably write 10 pages about this.
I know there's been at least one thread of this.

My big one that needs to be in any future subsim:
A crew that plots contacts on the map where I tell them to.
(I'll take the TDC marker on the nav map, or drawing tools on the attack map. Hell, I'd pay full price for the game again just for this one feature.)

Edit:
Oh, and a game that has all the advertised features working. I'm still trying to figure out how to add those notes to my map markings. And why do I have 6 ships listed in my sinkings, but only get credit for two? Why does my radio pause its broadcasts while I'm underwater, and start playing where it left off when I surface? How about a working searchlight? A ComSubPac that actually assigns missions that make sense, instead of throwing darts at a list? Chlorine from flooded batteries? "Smoke on the horizon!" Hiding from sonar on the bottom? Getting stuck in the mud while hiding from sonar on the bottom? Other submarines at sea?

Ok, I'm stopping now before I drive myself insaner.

Edit edit:
And real medals and airplanes!
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Old 09-29-12, 10:35 AM   #14
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i'll throw all the requests away if they only do 1 thing, release a "completely finished and properly debugged game" without needing patches.

that alone would make things 1000 times improved and the rest the modders could have at it.
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Old 09-29-12, 11:11 AM   #15
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Quote:
Originally Posted by Webster View Post
i'll throw all the requests away if they only do 1 thing, release a "completely finished and properly debugged game" without needing patches.

that alone would make things 1000 times improved and the rest the modders could have at it.
and if it happens there should be a subsim convention
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