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Originally Posted by VikingGrandad
In GWX Knight's Cross, we got rid of the mythical red lighting effect. The red lighting (used in the original SH3 release and also in other U-boat simulation games) was an invention of the otherwise quite historically-accurate 'Das Boot' 1981 movie/series. It was not something that actually existed in real U-boats (except for maybe a red light in the conning tower of some U-boats, likely only used briefly before the watch crew went on duty on the bridge at night).
In reality, most/all of the lighting was simply dimmed at night, which is the effect we've aimed to recreate. This decision was based on careful research of primary source documents (thanks to derstosstrupp for that).
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I don't know if it's historical or not, but astronomers knew for a long time that red lights reduce the effect of light on "night vision" that a white light would do. Red lights are used to read star maps and readings on instruments without causing the pupils to close. It keeps people dark adapted. Could this be why red lights were used in conning towers, so they wouldn't lose night vision when going onto the bridge?
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I agree about the excessive amount of food hanging in the control room and also the excess of stacked food boxes. We should trim that down. Will add that to my to-do list for a future update, along with other interior improvements I'd like to do.
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Is it possible to reduce the amount of food based on game time since leaving port? I currently stay out until I run out of torpedoes or my fuel is low. There is no consideration for running out of food. Even if there is nothing in the game to "kill" a crew when the food runs out, a visual showing of dwindling food might feed the immersion that it's time to head back to base.