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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
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Danger from the Deep was essentially a more hardcore Silent Hunter 3. I personally believe it failed because the team bit off more than they could chew and lost interest.
When you're developing something, there's a certain amount of momentum that needs to be kept and once you lose that it's usually the end of that project. The world of sims is littered with once-promising projects that turned out to be just too ambitious and were abandoned. |
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#152 | |
Commodore
![]() Join Date: Sep 2006
Location: Germany
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I've never really understood why not more people have tried out or play regularily DW especially after their was the DW Wiki with a lot of good content , tutorials and articles. Also DW really does not need a high-end machine. |
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#153 |
Seasoned Skipper
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For me it has to be that DW and the Sonalysts games in general are too much like technical demonstrations than immersive games the likes of Seawolf or Red Storm Rising. It's kind of like how Black Shark is much more advanced simulator yet in ways a much lesser sim than Gunship 2000 was 20 years ago.
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#154 | |
Commodore
![]() Join Date: Sep 2006
Location: Germany
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What I really find astonishing is that even after more than 20 years there are still new reviews about this sim published in different languages and all those reviews are transporting the same message: How is it possible that such an old software creates such a tense atmosphere with minimal graphics&audio and compared to today's standard with a minimal budget. What I've also realized is that apart from the power of the mission editor in DW, which is boosted by undocumented features - like the possibility to fine-control individual AI units, the majority of the people do not have the time or the passion to play with this tool. I think that more or less all Microprose simulations from the 80's and early 90's had dynamic campaigns, was a big contributor to their success. |
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#155 |
Seasoned Skipper
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Location: The Icy North
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I think a big reason why RSR still holds up well is because it's a Sid Meier game. The guy's a genius.
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#156 | |
Commander
![]() Join Date: Jun 2004
Location: Switzerland
Posts: 469
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If you are going through hell... keep going (Winston Churchill) |
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#157 |
Fleet Admiral
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One of the issues with having our "community" design a subsim is gaining consensus.
Each one of us knows what would make a great sub sim game.....but can we agree? Some want emphasis on graphics for appearance Some want more reasonable graphics for platform compatibility) Some want more technical simulation (player does more stuff) Some want less technical simulation (player delegates stuff to AI) Some want adversarial multiplayer Some want cooperative multiplayer Some don't want multiplayer at all. And probably a hundred more conflicting desires. What is important to me, I can guarantee is not important to others. I just can't see the Subsim community working this out en-mass.
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abusus non tollit usum - A right should NOT be withheld from people on the basis that some tend to abuse that right. |
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#158 | ||
Commander
![]() Join Date: Jun 2004
Location: Switzerland
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Some want adversarial multiplayer - DW has it Some want cooperative multiplayer - DW has it (so called multistation multiplayer) Some don't want multiplayer at all. -DW has it but you're right anyway. Despite the above points are well covered, the list of whishes in regards of DW is as long as the bible. And I don't call me out: for example in SC the CM's couldnt detonate the fishes, making evasion an art. In DW they can. I don't like that ![]() To set up a suitable team for such a project is probably as difficult as the development part itself ![]()
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#159 |
Bilge Rat
![]() Join Date: Aug 2013
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Hi to all.
I have read thie discussion and it is very interesting. My dream is to have an OpenSource framework to simulate all vehicle (submerged and surfaced). A sort of OS subsim where anyone can create modules (open and closed source, both free and to be purchased) and simulate a sea war game. I would like it to be: 1) OpenSource and free 2) Playable in internet 3) With real and NPC vessel I have read an academy project very interesting: http://oceansys.fe.up.pt/publication...antosMatos.pdf http://sourceforge.net/projects/wavesim/ Is this project useful to understand how to simulate physics? Are there other resources to study, analize, understand dynamics, sound propagation and water simulation? I know that similar projects have been attempted ...are there any source code to study? I would like to use: 3D Engine: http://sourceforge.net/projects/irrlichtlime/ Phisics Engine: http://www.mataliphysics.com/ Network Library: http://code.google.com/p/lidgren-network-gen3/ Sound Library: http://www.ambiera.com/irrklang/ Any type of help is welcome!! Sorry for my bad english. Regards. |
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#160 | |
Lieutenant
![]() Join Date: Mar 2006
Location: SD
Posts: 266
Downloads: 652
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That community is at least to be divided in half. One half being made up of simmers like you and the other half made up of gamers pretending and asking to be recognized as hardcore simmers when in fact they are buying and playing hardcore sims, in Arcade mode. Such players are not committed to a simulation, but to an entertainment mode where they can blow the Crap up, in ways that seem to them REALISTIC, with all the Hollywood effects to feel like they were a "A LETHAL WARRIOR". They would meet up on line with their manned up bodies, play a Sim in Arcade mode and club AI baby seals, because "Force on Force" was too hard. Then brag about how good they were. I have seen it, experienced it in Tactical Gamers, SimHQ, etc... playing games such as Arma's, Steel Beast Pro pe, Swat 4, etc... Hence, your DW manual did not interest them and never will. That is the acid test to separate the wheat from the chaff. A real hardcore vet simmer, will still be a simmer tomorrow, a fake hardcore simmer will switch after a while to console gaming, anything that shines and easy to play. The new gaming generation goes for ease. Moreover, the ones attracted to sims, will have the same interests in simulation as their counterparts before. People wanting to be James Bond for an hour pretending to be a Hardcore simmers so their wives and kids will leave them alone "SIMULATING", and not have an imaginary stigma attached to "playing a computer game". Then, the other 1/2 that eat, breath the simulation of the complexity and operation of some technologies, and enjoy it. The only difference today, is the availability of platform variation to play a game. I have been a gamer for 20 years, and I have seen it and experienced it! Last edited by biosthetique; 08-19-13 at 04:17 PM. |
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#161 |
Eternal Patrol
Join Date: May 2012
Location: mod soup bar and grill
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are you saying you have to play DW to be a hard core simmer? i sure hope not because DW may not have the same alure to them and cannot get into it for their own reasons perhaps being a modern simulator and not a WW2 simulator for example.
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#162 |
Lieutenant
![]() Join Date: Mar 2006
Location: SD
Posts: 266
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A sim is a sim!....And a manual is a manual!....Read again Blacklight post!
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#163 | |
Seaman
![]() Join Date: Aug 2006
Posts: 37
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Who cares how a person plays a game? All good games allow players - be they super hard core because they prioritize that in their life; or others, who prioritize other things in life and can't invest the time to learn something at an operator-level of efficiency - play the game as they want to. SH3 was a success because it catered to both. SH4 was almost there too. If everyone only ever made games for the die hard sim crowd, there would be no gamers today - just a extremely vocal minority of zealots who can never, collectively, be pleased. Who are you to judge one way is the Right™ way to play a game, and the other way is the Wrong™ way? Congratulations - you have the time and energy to invest in something you paid $40 for and know intimately. I have a job (which, by the way, has me deployed overseas doing the exact same thing most of you here are simming) and a family and a fairly active social life. I still like - nay, love - gaming. I just can't invest the time and effort into it that you do. I don't care how many rivets a Type VIIC U-boat has. I don't care if it dives 0.25m per second slower than the real one does. I care that it looks like a sub, plays like a sub, and sinks things like a sub. And, yes, unless I cheat, it sinks like a damn sub too. But obviously I'm the one wrong here and ruining it for everyone else that's a Real Hardcore Simmer™. Where's my Xbox? |
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#164 |
Commodore
![]() Join Date: Sep 2006
Location: Germany
Posts: 609
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I think it would be good if you guys calm down a little.
A good sim is accessible to both types of player: hardcore and casual. Even the king of all sims, which is for me Falcon 4.0, had some in-built settings and game modes...directly aimed at the casual gamer. Or look at the Microprose simulations... DW does do that job...the only issue is that it would be helpful if the manual would include also a tutorial chapter...running an example mission for the casual gamer...
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Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. - Albert Einstein |
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#165 | |
Kaiser Bill's batman
Join Date: May 2010
Location: AN72
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Regards, Herr-Berbunch |
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