![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#271 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
Uploads: 0
|
![]()
I was pleased with the interview and liked what I heard. I've waited years for this sim and it has the features I expected. I'll be one of the 1st in line. I also expect it will meet or excede SHIII sales based on US sales alone. I'm not a super-critical realist. I've just enjoyed sub sims for the last 20 years and the Pacific has always been my favorite. I want a chance at sinking those many many carriers and their escort fleets. To balance out the small problem of the US technology making hitting and evading easier as the war progresses, you also have to get smarter about finding fewer ships. There were carriers to sink right up to the end and US boats were still being sunk near the end.
-Pv- |
![]() |
![]() |
#272 | |
Swabbie
![]() Join Date: Jan 2004
Location: Georgetown, Kentucky
Posts: 5
Downloads: 4
Uploads: 0
|
![]() Quote:
So I cast my vote for having Japanese submarines included for our dining pleasure. (IF we're sharp) I think the main point just about everyone is trying to emphasize here is that although SH3 was good, it's also yesterdays' news/technology and although some things can be carried over to SH4, we want as big a step forward as was done between SH2 and SH3, the formar being a total disaster IMHO! ![]() Just my 2 cents worth!! Bill |
|
![]() |
![]() |
#273 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
|
![]()
Guys / Girls,
If this has been mentioned before, bear with me, I've been reading for hours. When in shallower waters, where you can set the boat on the bottom or run close to it, have it impact the ASW devices as it should. Also where it was known, when you zoom in on the map(s), to have the known depth gradiants there. If the area was uncharted at the time, be careful while sailing there. And let us not forget the tides, as it can effect how you move through shallower areas. Reefs, and crystal clear lagoons, with breakwater waves, to make the clandestine jobs more interesting, and some of the recon and ASR missions.
__________________
A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
![]() |
![]() |
#274 |
Engineer
![]() Join Date: Nov 2003
Location: Portland, OR
Posts: 210
Downloads: 10
Uploads: 0
|
![]()
I don’t know if this has been mentioned yet or not, but I’d like to see an accurate model of the TDC. The TDC equipped on the US Submarines was just more than the angle solver; it was also a position keeper that kept the solution up to date. That way after several observation and corrections (if necessary) if the final bearing matched that of the projected bearing on the TDC, you knew you had an accurate firing solution.
More info on the TDC here I'd also like to see an accurate stadimeter with the split prism. You’d need to know the masthead height of your target, but then it’s just a mater of adjusting the superimposed image so that the second image waterline is set to the masthead of the actual image. I never could get accurate ranges with the line adjustment to masthead height in SH3. Last edited by Nightmare; 09-08-06 at 04:09 PM. |
![]() |
![]() |
#275 |
Seaman
![]() Join Date: Jun 2005
Posts: 38
Downloads: 0
Uploads: 0
|
![]()
How about realistic damage - if your sub suffers a penetrating hit from a ships gun, it shouldn't be able to submerge without flooding.
Maybe this will remove the tendancy some captains have of dueling on the surface against armed ships. |
![]() |
![]() |
#276 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
When traveling from Pearl harbor to Bungo Suido, a lot of real time can go by, even
with high time acceleration. It would really be helpful for those of us who want a campaign but don't always have (real) time for travel to the patrol area if we had a shortcut taking us to the edge of the assigned grid square. It has always annoyed me when operating SH3 and I am assigned to the horn of Africa or the Carribbean and I really haven't the (real) time to wait for the trip out there (or back). I realize there are a number of purists who won't use short cuts, but this is a GAME and not everyone has the time to ignore the real world for that long at one stretch! Please consider a short cut option when loading the mission! Thank you. |
![]() |
#277 |
Eternal Patrol
![]() |
![]()
I agree that a short-cut is vital for those who want it, but not at the expense of those of us who really want to make the trip.
Having both options would be best.
__________________
“Never do anything you can't take back.” —Rocky Russo |
![]() |
![]() |
#278 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
![]() FW |
|
![]() |
#279 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Do you all remember in Silent Hunter (I) what happened when you had a good patrol? You got a citation, perhaps a medal, and a very naval voice read out the citation, beginning with "Attention to Orders!" I always liked that a lot. Made me feel good.
![]() ![]() I really want to see this featured restored in a new US Pacific Sub campagin! Maybe it could just be borrowed from the old game? ![]() FW |
![]() |
#280 | |
Helmsman
![]() Join Date: Aug 2006
Location: Warren, Michigan
Posts: 109
Downloads: 8
Uploads: 0
|
![]() Quote:
Excellent idea! ![]() Somethimes the "old" is "rich" with ideas for the "new". Happy Hunting ![]() |
|
![]() |
![]() |
#281 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
I have been rereading Clay Blair Jr's SILENT VICTORY. I suppose it is the bible of US submarine operations in WWII. It seems to cover every single patrol and takes a thousand pages to do it.
![]() I hope the design team owns a copy of this book because it covers the operational challenges and difficulties that need to be included in a well-designed SHIV. For one thing, since the boats had Ultra messages to advise them of targets, I would think that would be an important include. ![]() It is also a good guide to the torpedo problems and the dates of their solution. But it also points out some things that wouldn't be good in a game. In particular, a lot of boats went out on patrol and never had a contact, or only a trawler,etc. I am reading now the part where the six boats that went into the Sea of Japan in the summer of '43 came away with very little. On the other hand, boats sent to the Formosa-Luzon bottleneck had a target-rich environment as did the boats sent to Empire waters east of the home islands. I have to think that the designers are well aware of these matters but sometimes a timely reminder may help. ![]() FW |
![]() |
#282 | |
Ace of the Deep
![]() Join Date: Feb 2006
Posts: 1,165
Downloads: 38
Uploads: 0
|
![]() Quote:
I very much hope that SH4 has productive areas, and unproductive areas, and even further, an enemy that reacts to submarine sightings, so an area that may be thick with smoky marus, may dry up as soon as the first torpedo explodes or the sub is sighted, as the enemy re-routes their traffic to safer waters. I hope not to see every part of the theater just as productive as any other. I want to curse my Squadron commander for sending me to a bad area, or feel the satisfaction of finding myself right in the thick of it. Challenge me. Make me work for it. Only then will I have a sense of accomplishment. In addition, I hope that the targets we find in SH4 are: a) moving faster on the whole. Ships in SH3 go too slowly. b) sailing a true zigzag course in some cases, not in others. Ships in SH3 do not zigzag, they weave. c) reacting to the player being detected by pouring on the coal, and combing tracks, and radically changing course, even turning back the way they came, or turning to ram, all of which drastically complicates torpedo attack. That said, the devs should indeed have Silent Victory, and I would be shocked if they didn't.
__________________
What? Behind the rabbit? Last edited by Threadfin; 09-14-06 at 02:33 PM. |
|
![]() |
![]() |
#283 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
![]() An occasional stinker will make the productive patrols that much nicer! But not too hard, please! And the zigzagging is an important desideratum, but it sounds "hard to do." If your boat is based in Fremantel, you will earn every score! A NEW POINT: How hard would it be to give actual skipper-boat missions (eg Morton-Wahoo Sea of Japan Aug '43) and see whether we can do any better than the actual skipper did with the contacts that he had? There is a romance to the history of these skippers and their boats that would dramatically improve the enjoyment of the game. It would avoid the arcade shooting gallery that can so easily happen with a war game! I guess this suggests a different campaign design. But why not? I hope these design folk are still checking this thread!! ![]() Thanks. FW |
|
![]() |
#284 |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
Uploads: 0
|
![]()
Driveable ships. Driveable ships. Driveable ships.
Otherwise this game is just a one-sided shooting gallery. Don't get me wrong, I loved SH3, and wrote a bunch of tools for it, but in the end, this is what was missing for me. We don't need a fancy 3D historically accurate bridge for every ship, just a way to direct them, or program some simple ship AI in a mission so we can take a convoy through an AI wolfpack. Oh yeah, and wolfpacks. If SH4 is a clone of SH3 in this way, I may pass till it hits the cheap shelves. TT |
![]() |
![]() |
#285 |
Ace of the Deep
![]() Join Date: Aug 2006
Posts: 1,012
Downloads: 20
Uploads: 0
|
![]()
I'd like to be able to replay and review missions from and observer point of view so I could see my mistakes and learn from them. Not everything in the entire mission, but just the area within the subs "zone of influence". Make it part of the final saved mission, you can't use it until the patrol is over.
================================================== =================== A detailed captains log would be nice too. One that would record every important command given and what time it was given. 11DEC1941 0900 - Periscope depth 11DEC1941 0900 - Rig for silent running 11DEC1941 0905 - New course 270 11DEC1941 0930 - Fired T2 torpedo 11DEC1941 0934 - Torpedo impact - Imperial Cargo Ship 11DEC1941 0936 - Ship Sunk - Imperial Cargo ship - 9,875 tons 11DEC1941 0940 - Surface the submarine 11DEC1941 0943 - Sub damaged by Japanese air attack ================================================== ==================== Make the captain accountable and let him do what he wants. In SH3 you can only man deck/aaa guns in fair weather. If the Captain orders the guns manned, let him. If there is bad weather, increase the probability of losing that sailor. wind 00 knots 00% chance of man overboard wind 05 knots 02% chance of man overboard wind 10 knots 30% chance of man overboard wind 15 knots 70% chance of man overboard Possibly include watch crews in this scenario, and allow the sub to be surfaced without a watch crew. If someone does go overboard, allow the ability to rescue him. You have to stay surfaced within 500m of the point he went overboard and remain there for 1 hour to perform the rescue, possibly longer in bad weather. If you do lose a sailor, you get penalized for it. Take away renown, etc. If you lose xX number of sailors over a career, your career ends. 15 sailors and your fired, or demoted, something like that. ================================================== ======================== At full realism, don't do anything automatically for the captain. For example, when you surface in SH3 it automatically switches from electric engines to diesel and moves the crew to the compartment, then puts a watch crew on deck. Let the Captain give the orders, but make it easier than having to slide everyone around. Click switch to diesel engine, watch crew on deck, etc. ================================================== ======================= When an important decision has to be made, give the captain the option to: 1. Phone a friend 2. 50/50 eliminate one wrong decision 3. Poll the audience. |
![]() |
![]() |
|
|