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Old 04-12-07, 03:57 PM   #1
Sailor Steve
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Quote:
Originally Posted by Gizzmoe
Thread stickied.
As long as it's not stuck.
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Old 04-12-07, 04:30 PM   #2
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Very nice - now that's what I call service after the sale - Thanks developers, SUBSIM moderators, and all members who have made their (constructive) inputs! Now about that stopwatch... Actually, I find it more immersive to use the stopwatch just to mark time, along with the nomograph imported from SH3. It's sort of a gaphical slide rule superimposed on the map. Take your 1 minute, 3 minute bearing change - whatever you can, measure distance travelled, draw a line on the nomograph, and boom, there's your speed - input it into the TDC and shoot.

I was an artillery Fire Direction Officer in my 'previous life', so I love this stuff. technical fire direction, I imagine is very much like plotting a manual solution for a torpedo attack. Before we graduated to computerized fire direction, we had to learn to do it with "charts and darts" - a big metal protractor, thumbtacks, slide rule, logarhithm tables and TFT books spread out on a big paper chart of the tactical situation. But I digress...

Hooray for v1.2!

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Old 04-12-07, 04:39 PM   #3
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Didn't say anything about the attack map... or the mutiple open doors.

Oh well.. fixes some stuff though.
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Old 04-12-07, 08:24 PM   #4
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What’s wrong with you people in here?
Are you all stupid or what
If any of you went out and brought anything
Else and half of it did not work
You would soon take it back
But no you all go on about the poor devs working so hard
And could they plz put this right and that right
The game should have been working before it went in to the shops
Now they have got your money they don’t give a 5456”$^”$&”
So they will make 3 or 4 patch’s and all you stupid people in here
Will say how great they are and then they will make another half made game
And call it SH5 in a year or so and they will get your money again
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Old 04-12-07, 08:38 PM   #5
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The thing that's wrong with the current set of "tools" is that it either forces the player to accept a bunch of magic satelite view crud, OR it forces the player to act as the whole crew.

IMO, the best solution would be for an AI "track team" to use input from you the captain to plot solutions for you, using only the data you provide. For example you mark bearings, distances, and AOB, and the plotter uses that info (right or wrong) to build a plot and calculate speed over time.

This is exactly the distribution of effort on a real sub crew, and would make a great simulation.
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Old 04-14-07, 03:18 PM   #6
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Quote:
Originally Posted by gmohr
The thing that's wrong with the current set of "tools" is that it either forces the player to accept a bunch of magic satelite view crud, OR it forces the player to act as the whole crew.

IMO, the best solution would be for an AI "track team" to use input from you the captain to plot solutions for you, using only the data you provide. For example you mark bearings, distances, and AOB, and the plotter uses that info (right or wrong) to build a plot and calculate speed over time.

This is exactly the distribution of effort on a real sub crew, and would make a great simulation.
This is exactly how I have wanted the thing done from day 1. It also allows for the improvement of your plotting team over time with experience.Reading various works by Dick O'Kane etc. makes it clear that this is more 'realistic' than doing everything yourself, although some people seem to think doing everything - including actual poltting - is realistic. Bollocks!

My preference would have the system plot a mark for your target on the map when you give the range (using stadimeter) and bearing (as read off the bearing ring on the outside of the scope, typically by an assistant). Continue to do this over time and you get course and speed estimates. You can then check those estimates against the poition keeper output. That's how I'd do it, and I could do away with all these imprecise plotting tools. I call range and bearing, a mark goes on map exactly based on that. That's how it 'should' be.

Oh well.....point is, something needs to be done about this as it is definitely too 'all or nothing' at present (i.e. map updates on/off and auto TDC on/off seem to be only real choices).
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Old 04-14-07, 05:18 PM   #7
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Quote:
Originally Posted by gmohr
IMO, the best solution would be for an AI "track team" to use input from you the captain to plot solutions for you, using only the data you provide. For example you mark bearings, distances, and AOB, and the plotter uses that info (right or wrong) to build a plot and calculate speed over time.
Good point!

That would be an ideal solution, and looks even better than the current manual targeting scheme implemented (even with a working chrono).
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Old 04-14-07, 06:23 PM   #8
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Neal

Im not shore if my PM's are reaching you?.

Any feedback on that issue I made mention?
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Old 04-13-07, 10:01 AM   #9
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Good news! The patch should arrive just about the same time as my new video card.

Watch out! KLH will be moving from the Atlantic to the Pacific.
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Old 04-12-07, 04:48 PM   #10
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Why are they wasting time on eye candy like AA and not fixing real issues like the chronometer and the crew wounding bug when bridge damaged (yeah, yeah maybe 5 fixes that but I wouldn't bet on it - tuning damage model doesn't sound like fixing crew damage/wounding bug to me - too many optimists here).

There was no mention of the uncontrollable dive into hell/crush depth bug either.

Fixing the A key crash - just keep your fingers off the A key. Spend the time spent on that on a real problem...

1.2 looks like they went after the low hanging fruit.

The real fixes are yet to come.
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Old 04-12-07, 04:50 PM   #11
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Hmmmmmmmmmmmm......Still no hint as to .......a release date. But Yippee, horay for the 2nd patch
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Old 04-12-07, 04:50 PM   #12
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Let's wait, eh? This is all speculation.
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Old 04-17-07, 03:52 AM   #13
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Quote:
Originally Posted by Werewolf13
Why are they wasting time on eye candy like AA and not fixing real issues like the chronometer and the crew wounding bug when bridge damaged (yeah, yeah maybe 5 fixes that but I wouldn't bet on it - tuning damage model doesn't sound like fixing crew damage/wounding bug to me - too many optimists here).

There was no mention of the uncontrollable dive into hell/crush depth bug either.

Fixing the A key crash - just keep your fingers off the A key. Spend the time spent on that on a real problem...

1.2 looks like they went after the low hanging fruit.

The real fixes are yet to come.
They did not waste time in eye candy only.

They did something for everyone. They corrected bugs for us simulation fans, and they corrected eye candy for power users who take interest in the graphics first and simulation 2nd.

Instead of completely satisfying one part of the community and neglecting the other...they partially satisfied both.

Good decision.
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Old 04-17-07, 04:05 AM   #14
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Of course, but it would be a simple thing to 'readjust' in the code where the sounds kick in due to triggers ( if sub > 250 feet then play creak2.wav) or (If water pipe breaks--> play water burst.wav) all the sounds are there from SH3.

They do mention in the patch 1.2 they fixed 'Sound Volume levels that were not playing correctly' which just maybe that.

But yes, for this patch 1.2, something for all. Maybe more gets fixed next time. SH3 got to patch 1.4b before they gave up the ghost.
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Old 04-12-07, 05:10 PM   #15
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Sorry DEVs, no excuse this time !!!
chronometer issue!!!beep/beep/beep (censored)
YES, I am COMPLANIER AND WHINER because


its very simple to make a speed sent to TDC. with 10 seconds taken on chronometer +-15% of real target speed, with 15 seconds -+12% of real TS with 30s -+10% etc and finally 3 min15s 100%

I can write proper function on C/ C++ or VB. its simple. Its just one function takes value from another one, calculate " TDC target speed" and send it to TDC function- thats all. We will have enough fan with accurate distance measuring and AOB :-). PLS MAKE speed calculation easy XXX. Life is complecated enough :-)
I can understand time pressure I can understand that you have enough headache!!! But You dont respect customers legal wishes to make chronometer worksmas it was promised in game manual (one way or another , temporary solving the problem then finally).
THANK YOU FOR smoki... CODING
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