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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Seasoned Skipper
![]() Join Date: May 2005
Location: South Africa
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From what I understand. If he is not, he sure has an inside track into the development of the game and Ubisoft if you preview his previous posts.
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#17 | |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
Posts: 2,674
Downloads: 25
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#18 |
Captain
![]() Join Date: May 2007
Location: Romania
Posts: 492
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Well nobody knows the code better than the devs. Who's to say 1.4 will be an UBIsoft patch? :P
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#19 |
Dominant Wolf
![]() Join Date: Nov 2006
Posts: 2,143
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@ TDK1044 : You have PM sir.
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#20 | |
Captain
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Location: Romania
Posts: 492
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#21 |
Ocean Warrior
![]() Join Date: Mar 2005
Location: Georgia, USA
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The two members in question can and do answer technical questions about the game, but they cannot answer questions beyond that, such as questions regarding additional patches.
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#22 |
Grey Wolf
![]() Join Date: Mar 2001
Location: Sydney, Australia
Posts: 818
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* AI - still horrible
* Inability to make surface attacks at night without being seen * Ability to "hover" (maintain depth without any forward way) * SD radar - should give a distance ONLY - no bearing. SD was always A-scope throughout war. Needs to have a reading somewhere prominent so you can see if a contact is closing or not * Subs' motions on surface ("running on rails" effect.... SHIII looks more realistic when it comes to sub's interaction with waves) * Depth changes - you change depth as quickly when stationary as you do when moving, and that's just plain wrong. Decreasing depth without forward motion MUST involve using compressed air (I'm yet to see sub use any, ever). Tests show you dive more quickly from surface at lower speeds. As you can see, I think the whole physics of a sub's movement and depth-keeping is out of whack.... Well those will do for me. Fix them and I might start playing again. I've only been playing SHIII (which I picked up for $19.95, as against the $99.95 I payed for SH4....won't make that mistake again....). |
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#23 | ||
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
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![]() also, the purpose of this thread is to bring to the attention of what's pretty much left to be done, which really isn't a whole helluva lot but there are stille some things. it's not to ask if one is in the works, cuz the devs aren't going to say, and if so when it'll be released
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#24 | |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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![]() One mans bug is anothers reality. |
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#25 | |
Canadian Wolf
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RDP |
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#26 |
Navy Seal
![]() Join Date: Aug 2005
Location: Sinking ships off the Australian coast
Posts: 5,966
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A fix for moving the deck gun and not losing the crew list for it.
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#27 | |
Captain
![]() Join Date: May 2007
Location: Romania
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#28 |
Neptune's daughter
![]() Join Date: Apr 2007
Posts: 325
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I don't want to take this thread off topic, but can I suggest 2 'improvements' that I believe might be useful - at least in my recent experience they would have been...
1. When plotting a course across a large distance sometimes you might have the map zoomed out so far that you don't notice a tiny little island. The first you know about it is when you've run aground and your ship is destroyed. Couldn't the AI either cut down to 1x about 1nm from land directly ahead in the sub's path? Or couldn't your watch officer be smart enough to plot a manoeuver around it without any input from the Captain - surely that's more realistic? The Captain says... "Get me THERE" and the crew get the boat there safely in the most direct course? 2. Now that I'm suffering from fuel issues being based out of pearl in the new Gato class, I have to rely on a trick to maximise my fuel, and that is staying submerged at 2/3 on batteries until they are exhausted, then surfacing and running at 2/3 until they are recharged, before diving again - all to conserve diesel. Wouldn't it be good to be able to tell the crew to do this automatically? Or am I losing the plot? I have read that great guide on fuel conservation but I thought that this tactic was more fuel efficient. Any thoughts? I hope the thread starter doesn't mind me putting these 'wishes' here. Elphaba |
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#29 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
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Elphaba, this is more for problems still outstanding with SH4 rather than a wishlist.. as for the 2 you mention, i'm not sure it can be done. i've run agound on account of that a few times, but it's never really good to be zoomed out that much anyway, and when entering shallow water the TC reduces to 4x anyway
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#30 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
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Quote:
"Safely out of Manila Bay and moving south in the South China Sea, Sculpin made her trim drive, one of the first items of business for a submarine on leaving port. The dive was necessary to adjust the weight of the submarine to a condition of neutral buoyancy so the sub could submerge and the diving officer could keep the sub at the desired depth with little or no headway ... The compensation was made through a system consisting basically of a forward trim tank, an after trim tank, and an auxiliary tank located near the center of the boat. By pumping sea water between these tanks and from or to the sea, the diving officer could reach a condition of neutral buoyancy where the boat would stay put, like a balloon, with no need to use speed or control planes to maintain the desired depth." -- Submarine Diary, page 7, Algonquin Books of Chapel Hill, 1991, by Rear Admiral Corwin Mendenhall, U.S.N. (Ret.) |
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