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Old 05-04-09, 08:16 AM   #166
mookiemookie
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Quote:
Originally Posted by jimbuna View Post
Carriers will launch....but not in front of you.

If your out in the middle of nowhere and suddenly come across for example, a swordfish, you can guarantee there is an Illustrious somewhere in your vicinity.
Of course they weren't in visual sight. I was cheating and using external view to see what the big task force was made up of. Hee hee hee.
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Old 05-05-09, 06:51 AM   #167
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Originally Posted by mookiemookie View Post
Of course they weren't in visual sight. I was cheating and using external view to see what the big task force was made up of. Hee hee hee.
LOL
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Old 05-05-09, 04:41 PM   #168
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Some things I would like to see in SH5, together with all the things mentioned in all the other posts:

- A manual entry in the captains log. At the moment all data (tonnage, type of ship) is automatically 'written down'. Make it so that I have to identify, estimated tonnage and guess when the ships has been sunk (also, loose the 'she is going down message', and write all of this in my captains log. This way you can make mistakes on the tonnage total or even if a ship has been sunk or only damaged
-Make the medic useful: when patrolling in high seas it could happen that some men get washed overboard or are injured.
-Model on board fires, acid fumes etc
-Get the option to surrender and/or scuttle my boot. To many times I got damaged by planes and lost both diesel and electric engines.
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Old 05-05-09, 04:54 PM   #169
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Another thing I just came up with: as part of the sub's damage model you should have the option to give the order to test the state of the pressure hull. I read somewhere in a u boat diary that the kaleun gave the order to find out whether the pressure hull was intact by inflating air in the room (if i remember correctly).
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Old 05-05-09, 05:06 PM   #170
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Quote:
Originally Posted by Weisia View Post
Another thing I just came up with: as part of the sub's damage model you should have the option to give the order to test the state of the pressure hull. I read somewhere in a u boat diary that the kaleun gave the order to find out whether the pressure hull was intact by inflating air in the room (if i remember correctly).
I must say that's a new one on me
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Old 05-05-09, 05:24 PM   #171
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I'm surprised no one has wanted a working head.
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Old 05-05-09, 05:29 PM   #172
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Here is the link to the captains log I was talking about:
http://www.uboatarchive.net/KTB123-8.htm

On page 11 it says a low pressure test was conducted. Don´t know what they exactly mean by a low pressure test. A shallow dive?
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Old 05-05-09, 05:56 PM   #173
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I agree with all the requests in here,but one thing I would like to see modelled in the game is snow and ice,and its effects on the crew and boat.Especially true if on the Arctic lanes,and around Scandinavia etc
Not sure if that has been mentioned before
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Old 05-05-09, 07:36 PM   #174
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Quote:
Originally Posted by jimbuna View Post
I must say that's a new one on me
In a Documentary I saw recently on the UC-3 Nautilus this was done prior to test dives. Air pressure rises is the sub it tight. In the test I saw the hatch actually sealed itself because of this, somebody had to let Peter out.



Be a neat effect in game.
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Old 05-06-09, 11:06 AM   #175
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REALISM

A SIMULATOR NEEDS TO BE AS REAL AS POSSIBLE!
NO ARCADE BUT SIMULATION that is my deep wish to ubisoft developers of Silent Hunter 5
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Old 05-06-09, 03:35 PM   #176
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1. Right. The game should be real. But the players should decide how realistic game should be. These settings should be fully modable, accuracy of guns, radar range, sub detection by AI at a distance - so that 100% real in a single player was not equal to 100% in another.

2) Of course, these basic parameters should be "core" and should be transferred by the host to players (as missions).

3) Maybe greater diversity of ? Today it is as flat and gently rises or falls.
Maybe sharp slope, a cliff ... especially in the shallow areas?

4) A more diverse types of sea floor, for shallow with more equatorial areas (mountains, cliffs), in warm areas more different plants, coral reefs (which damages to sub). In cold areas only sand.

5) Underwater rocks and boulders should have an impact on the ship - shock, shock at moving to the rocks, small hull damages etc.

6) Why the sub is always sunken straight and never roll on the sides on the bottom of sea?

7) Sen- Toku was sunked by 4 torpedoes... Why this unit was not added to my results? Why this unit was not added to the id book? Players should be easier to add unit to id book.

8) Illuminated id book, of course on player request. If the target is recognized at the night, the book is illuminated too much (the background of units on book). Maybe extra gamma parameters (power of light for id book) for players?
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Old 05-08-09, 04:18 PM   #177
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Adding tidbits:

Better Convoy AI..with respect to weather and probable/real Uboat detection. Straglers in bad sea states and or fog. Have not seen this in SH3. Convoys seemed very predictable in SH3...more variance in course changes maybe?
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Old 05-09-09, 02:16 AM   #178
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The main problem on the multgame matches is not perfect rating system for players.
Is anybody use the UBI rating with multiplayers game?

First:
We cannot change the renown point system as we want. Game should allow to prepare extra rating by player request, as a similar code with parameters like:
- ship type (warship/merchant/sub/planel)
- side type of sunked unit (enemy/neutral/friend)
- tonnage of sunked units
- effectivity (damaged/sunked)
- player's status (survive, disconnect, KIA)
Now, for multiplayer mode, we must copy the final table and prepare our system to points calculating by our request.
At this moment is very simple ways to realise this goal without creation special language to calculating, f.e. java or Visual Basic.


Second:
I don't want tell you that UBI's rating system is incorrect. But maybe we request other system for multigames?
But why? Look on this example.
6 players are attacked superbattleship Yamato. 12 torpedoes hits on this targed.
7th players shoots one torpedo and his torpedo hits! Yamato is sinking now...
And only 7th player has points/renown...
I propose two methods of renown (choosed when multigame is starting)
a) renown points if the targed is sunk (as SH3, SH4)
b) renown points as taken points form ship hull/total points
If 'b' is choosen, the points will be added if torpedo hits.. and value of this points should be equal to damages on ship: if torpedo take 30% of ship's hull, the player have 30% of total point of ship's renown...
Of course not maximal becouse ship isn't sunked yet.
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Old 05-11-09, 02:07 AM   #179
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My humble wishlist:

* Independent engine/motor, diveplane and ballast/dive tank control. You want to call it a simulator, then bloody well MAKE it one

* More options for sensor use, i.e. an ability to follow any one contact in-range, not just the nearest

* Make range estimations a bit more realistic, i.e. pretty vague when an object is far away but more accurate as it gets nearer

* A more comprehensive physics engine so that phenomena such as inertia, prop cavitation, salinity affect on underwater sound travel, etc. are implemented / modelled correctly

Or in other words, more a sim than a game this time please
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Old 05-29-09, 05:05 AM   #180
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Create your own periscope view (full moving of all elements: books, clocks, measurements) and do it saveable!

Create your own central room (movable and scallable clocks for all measurements) for example I need to see together general map & sonar & depth...

Bigger speed/course/depth clocks on ship menu.

Create differents scale for depth... why all depth clocks are 45/165m depth, if etc. the construction depth is "only" 60 or 140?
Bigger scale = most precision.
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