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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 | |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
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You might consider a bit of renown for the COB (Chief of the Boat). Next to having a great skipper, the COB was the guy who managed the crew at the enlisted level and many were the sailor who took a berth on a US sub because of the COB. 2. The game of choice on US subs was Cribbage and Ship, Captain and Crew... But chess would be cool for those long 1x missions... ![]() 3. This was a historical reality (maritime sailors, not IJN) were picked up and some intel was had. I still would like to see better AI, wolfpacking and a better, more user friendly Mission Editor!
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#92 | ||
Weps
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But in RO, they take into account the weapon's changing center of gravity as the magazine empties. According to them, (regardless of the weapon's actual weight) the placement of the bullets according to the position of the iron sight changes on the sight because of this. But this is insane, such a minor detail would be handled subconsciously by the soldier using the weapon. Quote:
Last edited by CaptHawkeye; 03-30-08 at 09:03 AM. |
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#93 |
Grey Wolf
![]() Join Date: Sep 2007
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I'll throw in some suggestions on improved physics here. I actually like the way most of the stuff in the game has been simplified to make it easy to work with, but there a re a couple of things missing or that need upgrading:
1. To enable better physics modeling- multiprocessor support! 2. Propeller drag- when you reduce the number of turns in relation to your current speed or stop the engines, the braking effect of the props occurs. Even a simple ratio based or look up table version of this would be great. Make the base drag used in the table/ratio an entry in the sim file that is adjustable 3. Riding the waves. I understand the very simplistic way the boat rides the waves was initially influenced by reducing calculations because of the common CPU's in use at the time of SH3 development. However, times have changed. The video cards now handle a greater part of the load with their GPU's and multiple processors are becoming very common.. The boat needs to have more reference points for the waves to act upon. These can be mass centers that each are acted upon by the wave action and even flooding. Plus, instead of averaging the wave height and only allowing pitch within a specific band, actually try to follow the waves, but use a mass/inertia effect that will cause large waves to wash over the top while staying in the water in a trough. A boat broaching because of large waves is fine, but flying over the trough between waves because of averaging? C'mon now. I have a hard time believing this is too much after having been exposed and worked on the open plane physics engine. In 1999, the engine was doing things with real time mass and CG calculations with multiple aircraft in the air that even military simulators didn't do- and this was on a 200-400 MHZ CPU. It even did those kind of calcs with individual bullets. 3. Entries in the sim file for rudder angle on surface ships. 4. Oh yeah propeller slippage during acceleration. This can again be a simple ratio of amount of applied thrust/HP vs difference in current speed and actual speed. For example if you ring up 8 knots from 6 only 70% of the thrust is available initially and it ramps up to 100% at 8 knots. If you were to ring up 8 knots from 2 knots, you may start with only 50% of the thrust/hp available which ramps up as speed increases. This would greatly reduce the speedboat effect. Place a "max slippage" number in the sim file. Why?, because the amount a propeller slips partially depends on the type of propeller (blades, pitch, etc), and the mass of the ship you're trying to push. It would be easier to make this a simple calculation that can be adjusted than try to figure out exactly what it should be for every ship based on their props, shaft angle, etc. An alternate, but at least workable alternative would be an rpm/min accelaration rate so the props don't instantly jump to the desired speed when a speed change is ordered. Would like this adjustable too. Although not totally realistic, the end result would be similar to prop slippage. Just a couple of thoughts.
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 Last edited by swdw; 03-30-08 at 09:15 AM. |
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#94 | |
Grey Wolf
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#95 | |
Sea Lord
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Location: Too far from the Pacific right now...
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RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
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#96 | |
Navy Seal
![]() Join Date: Mar 2000
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#97 | ||
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
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But anyways, great ideas Mihai. Would love to see these too.
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#98 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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In addition to the plotting aspects I posted above, in terms of physics, while there is a lot of minutiae that could be modeled, something currently lacking and alluded to by Ducimus is depth keeping.
Broaching the boat was a risk, and it would be very nice to have some attention to depth keeping. The crew quality should matter, too. A random chance of the wrong correction, etc. When you read accounts, attacks get aborted and the boat has to go deep on quite a few occasions due to the boat broaching. On a simple level, give the mission builders some more control. I'd like to be able to "lock" the scope on land objects, for example, to take pictures since all photo recon missions were of land facilities, NOT shipping targets. |
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#99 |
Samurai Navy
![]() Join Date: Aug 2006
Location: Beneath the waves
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I remember using a mod for depth keeping for silent hunter III. One mod would cause you to sink and the other mod would cause you to rise if you didn't maintain 1 or 2 knots.
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#100 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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#101 |
Ace of the Deep
![]() Join Date: Mar 2005
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Yep.
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#102 |
Ocean Warrior
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Location: Georgia, USA
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These ideas are very cool, but I'm intrigued as to how such ideas would actually be implemented. With SH4 now offering U Boats, and with a U Boat Atlantic campaign a modding probability within 6 months, it would make no marketing sense at all for Ubisoft to make a new WWII subsim as their next offering.
So are we taliking about possibly more patches/Add Ons for SH4? Are we talking about a Cold War scenario with these new features? Or is this just a "wouldn't it be nice" thread that two of the Devs are contributing to? Interesting... ![]() |
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#103 |
Weps
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Am I the only one who has never liked the idea of Silent Hunter going modern? I like some modern war games but more often than not i've found that any kind of conflict after the 1950s gets progressively more and more boring because their isn't really a "fight" to be had. You're either hiding or shooting. And the shooting part is over fast because as it turns out modern war is ultra high lethality.
![]() LOMAC is a good game, but I got tired of it, like any other modern war flight sim, because it just gets predictable. Beep beep beep you're dead! Missile Lock = 99% chance you will die. Torpedo on the way? Consider yourself more or less boned. Dangerous Waters got boring fast for the same reason. Spend 2 hours staring at a radar screen? Only to fire a single torpedo with a high percentage of kill in one shot? No thanks. How about we hook up an old sonar and go dump some depth charges overboard? Exciting and a hell of a lot more challenging than "lock contact, click kill button". Then again, maybe the early Cold War didn't suffer from all of the boring radar screen battle bull? ![]() |
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#104 | |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
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While the intrique level was high, the "blow 'em out of the water" aspect was nil... So, really, the last period in which we "purposely" shot at anyone with subs was WWII... Looking over the suggestions in this thread, if the devs implemented even 20% of the suggestions, SH would be phenomenal for gameplay...
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#105 | |||
Eternal Patrol
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