SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 5
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-16-10, 03:01 AM   #166
TH0R
XO
 
Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
Uploads: 0
Default

Quote:
Originally Posted by Probex View Post
I am curious what Neal's machine specs are?

I found all the in-game motion very choppy and apparently low in fps, so I am concerned that the game is written poorly and will be a disappointment to me.

I am also curious if the game will support wide screen resolution properly, such as 3840x1024?

I am willing to bet that its FPS dropped due recording, to even 1/2 of what he normally has when he isn't recording.
TH0R is offline   Reply With Quote
Old 02-16-10, 03:41 AM   #167
martes86
Grey Wolf
 
Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
Uploads: 0
Default

Quote:
Originally Posted by TH0R View Post
I am willing to bet that its FPS dropped due recording, to even 1/2 of what he normally has when he isn't recording.
Yeah, that happens. After all, he's taking 30 caps per sec in high-res while rendering a high-end graphics scene. It's bound to happen.
martes86 is offline   Reply With Quote
Old 02-16-10, 03:55 AM   #168
onelifecrisis
Maverick Modder
 
Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
Default

Quote:
Originally Posted by TH0R View Post
I am willing to bet that its FPS dropped due recording, to even 1/2 of what he normally has when he isn't recording.
Quote:
Originally Posted by martes86 View Post
Yeah, that happens. After all, he's taking 30 caps per sec in high-res while rendering a high-end graphics scene. It's bound to happen.
__________________
Freedom of speech - priceless. For everything else there's Mastercard.
onelifecrisis is offline   Reply With Quote
Old 02-16-10, 06:23 AM   #169
Frederf
Seasoned Skipper
 
Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
Default

karamazovnew is mostly right, AOB 120 and AOB 30 shots from the same side are very similar but not exactly the same. For a short range shot these solutions are very close. They get farther away in range, the more they are different.

It is easiest to imagine the difference this way. Imagine two ships right on top of each other, range 4000m, bearing 45°, speed 10 kts. Ship A has a heading in such a way that it's AOB is 030° while Ship B has a heading which makes its AOB 120°.

Say you have a really fast torpedo such that both torpedo runs take the same amount of time to get to the target. Call this time some 2 minutes. Assuming that both torpedoes were launched at the same time and all periscope sightings were taken at the same place, do you think that the ships A and B still are in the same line after 2 minutes?

Ship A should be ahead of Ship B visually as it has crossed more bearing angles since it has drawn closer to the observing sub. Its rate of bearing line crossing has gotten faster the closer it's gotten for two reasons. One, it's closer so the bearing lines are more closely spaced. Two, the AOB has gotten closer to 90° as it passes in front of the submarine. Ship B has done just the opposite, crossing fewer bearing lines per unit time and has shrunk its AOB getting closer and closer to 180 as it sails toward the horizon.

There are secondary effects to the equations like the fact that torpedoes have reach out of the tube and their gyro angle and their eventual destination's bearing are different because of this reach. Also the finite speed of the torpedo means that the travel time of the torpedo to Ship A is shorter than to Ship B and thus can cancel out the primary effect mentioned in the above paragraph partially, exactly, or can exceed it depending on the speeds and ranges involved.

Quote:
Originally Posted by LukeFF View Post
Some of the replies here in this thread just make me chuckle. All along people have been clamoring for a sub sim that shows the game from the captain's perspective. The devs do just that, including a representation of the captain handing off firing data to the TDC officer. And now some are claiming this is a sloppy, unprofessional job done by the devs?
A idea, C+ execution. I want SH5 to be a "captain simulator" but not like this. Make no mistake; this is just a reworked SH3 notepad skin deep. TDC control wasn't the XO's job or the CO's job it was the plotting party's job! It's a team effort! This video doesn't show a team effort, it shows a blank-faced robot waiting to accept magic numbers from the CO in the form of a screwed up Madlib. Where are the angular rate tables or hydrophone prop counts? Why can't you should out a dozen sightings over the course of minutes and have the plotter...ya know, actually plot to figure out speed and course?

What's the crap with the magic numbers jumping on the dialog box as the CO merrily spins the periscope like a top across 10 different targets? WTF!?!?

Quote:
Originally Posted by Platapus View Post
Some posters wrote that in SH4 you can input speeds in fractions. Just because the graphic interface allows the player to manipulate a dial to indicate 1/2 knot increments, does not mean that the game uses those increments.
This was easily observable in SH4. Even fractional speeds were possible even though the voice files only said integers. I have confirmed that you can get down to at least 0.2 knot resolution by checking the resulting RPM by clicking on various parts of the dial between whole number knot settings. The same is also true for the SH4 TDC as you can watch the torpedo line smoothly change based on things like target speed in the F6 screen.

Personally I absolutely despise the absolute truckload of crap on the screen while in the periscope view. 99% of it is crap. The periscope is for looking and holding down a "give orders" key that can pop up some interface and that's it! In a real submarine there's not even a bearing readout on the glass!

I don't think the devs are lazy... I think they are inadequately insightful as to what an inspired design of this action would look like. Either this or they are fundamentally bound to poor direction/design by someone inadequately insightful. Given a chance I could design something infinitely better.
Frederf is offline   Reply With Quote
Old 02-16-10, 08:38 AM   #170
coronas
Ace of the Deep
 
Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
Default

Anybody has noticed fire's smoke direction? It's seem perpendicular to the ship. Wind effects?
__________________
coronas is offline   Reply With Quote
Old 02-16-10, 10:29 AM   #171
Mash
Sailor man
 
Join Date: Sep 2006
Posts: 43
Downloads: 44
Uploads: 0
Default

I am very disappointed by the whole user interface. What happened to the compass and depth gauges and knobs? This is a WWII game and not a modern ipod version made for average user. Looking at the manual TDC I don’t get the feeling that I am involved in making any of the targeting decisions. It seems to be done for me and I just modify them a bit. I still cannot get over how bad the whole interface looks like.

I guess I will have to wait until some series mods come out and UBI gets rid of the DRM. Otherwise, I will skip this sim/arcade.
Mash is offline   Reply With Quote
Old 02-16-10, 10:38 AM   #172
McBeck
Admiral
 
McBeck's Avatar
 
Join Date: Feb 2001
Location: Denmark
Posts: 2,027
Downloads: 15
Uploads: 0


Default

Well...I think the idea of this sim is for you to be the captain. So in that respect its better than the old ones.
Lets wait and see how much control you can actully have
__________________

"I like subcommanders...they dont have time for bull****!"

Proud member of the Subsim army of zombies
Becks website
McBeck is offline   Reply With Quote
Old 02-16-10, 10:57 AM   #173
piri_reis
Seasoned Skipper
 
Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
Default

Quote:
Originally Posted by McBeck View Post
Well...I think the idea of this sim is for you to be the captain. So in that respect its better than the old ones.
Lets wait and see how much control you can actully have
Well couldn't you just play with Automatic Targeting turned on in the old series, and get a similar effect?
What do people mean, when they say, this is a sim for the captain, captain doesn't touch the TDC. Well he could shove the Wep Officer aside and do it himself if he wanted to, right?

If you want a simulation like this for the captain, the deck/AA gun shouldn't give us any camera at all, and no listening at the hydrophone either.. Funny, what game do we have left then?
__________________

Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB
Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS
piri_reis is offline   Reply With Quote
Old 02-16-10, 10:59 AM   #174
Onkel Neal
Born to Run Silent
 
Onkel Neal's Avatar
 
Join Date: Jan 1997
Location: Cougar Trap, Texas
Posts: 21,385
Downloads: 541
Uploads: 224


Default

Very accurate description, but how about some illustrations?


Quote:
Originally Posted by Frederf View Post
karamazovnew is mostly right, AOB 120 and AOB 30 shots from the same side are very similar but not exactly the same. For a short range shot these solutions are very close. They get farther away in range, the more they are different.

It is easiest to imagine the difference this way. Imagine two ships right on top of each other, range 4000m, bearing 45°, speed 10 kts. Ship A has a heading in such a way that it's AOB is 030° while Ship B has a heading which makes its AOB 120°.

Say you have a really fast torpedo such that both torpedo runs take the same amount of time to get to the target. Call this time some 2 minutes. Assuming that both torpedoes were launched at the same time and all periscope sightings were taken at the same place, do you think that the ships A and B still are in the same line after 2 minutes?

Ship A should be ahead of Ship B visually as it has crossed more bearing angles since it has drawn closer to the observing sub. Its rate of bearing line crossing has gotten faster the closer it's gotten for two reasons. One, it's closer so the bearing lines are more closely spaced. Two, the AOB has gotten closer to 90° as it passes in front of the submarine. Ship B has done just the opposite, crossing fewer bearing lines per unit time and has shrunk its AOB getting closer and closer to 180 as it sails toward the horizon.

There are secondary effects to the equations like the fact that torpedoes have reach out of the tube and their gyro angle and their eventual destination's bearing are different because of this reach. Also the finite speed of the torpedo means that the travel time of the torpedo to Ship A is shorter than to Ship B and thus can cancel out the primary effect mentioned in the above paragraph partially, exactly, or can exceed it depending on the speeds and ranges involved.



A idea, C+ execution. I want SH5 to be a "captain simulator" but not like this. Make no mistake; this is just a reworked SH3 notepad skin deep. TDC control wasn't the XO's job or the CO's job it was the plotting party's job! It's a team effort! This video doesn't show a team effort, it shows a blank-faced robot waiting to accept magic numbers from the CO in the form of a screwed up Madlib. Where are the angular rate tables or hydrophone prop counts? Why can't you should out a dozen sightings over the course of minutes and have the plotter...ya know, actually plot to figure out speed and course?

What's the crap with the magic numbers jumping on the dialog box as the CO merrily spins the periscope like a top across 10 different targets? WTF!?!?



This was easily observable in SH4. Even fractional speeds were possible even though the voice files only said integers. I have confirmed that you can get down to at least 0.2 knot resolution by checking the resulting RPM by clicking on various parts of the dial between whole number knot settings. The same is also true for the SH4 TDC as you can watch the torpedo line smoothly change based on things like target speed in the F6 screen.

Personally I absolutely despise the absolute truckload of crap on the screen while in the periscope view. 99% of it is crap. The periscope is for looking and holding down a "give orders" key that can pop up some interface and that's it! In a real submarine there's not even a bearing readout on the glass!

I don't think the devs are lazy... I think they are inadequately insightful as to what an inspired design of this action would look like. Either this or they are fundamentally bound to poor direction/design by someone inadequately insightful. Given a chance I could design something infinitely better.
__________________
SUBSIM - 26 Years on the Web
Onkel Neal is offline   Reply With Quote
Old 02-16-10, 01:24 PM   #175
hachiman
Planesman
 
Join Date: Dec 2001
Location: Edinburgh Jockland
Posts: 199
Downloads: 33
Uploads: 0
Default

Quote:
Originally Posted by Heretic View Post
http://www.subsim.com/radioroom/showthread.php?t=152590 is the link to the mod thread itself (which is the mod his pics above are from). In the first post there are links for the documentation. The one labeled 'the big one' has all the goodies.

Cheers mate
__________________
Whats not to love about Submarines? Long'Hard and full of Seamen!!
hachiman is offline   Reply With Quote
Old 02-16-10, 06:11 PM   #176
TH0R
XO
 
Join Date: Jul 2009
Location: Croatia
Posts: 420
Downloads: 52
Uploads: 0
Default

Quote:
Originally Posted by piri_reis View Post
Well couldn't you just play with Automatic Targeting turned on in the old series, and get a similar effect?
Not for me. But I agree, there should be a functional TDC. Even if you can't click on one, I would like to see the dials move or show my firing solution.
TH0R is offline   Reply With Quote
Old 02-16-10, 06:36 PM   #177
longam
Admiral
 
Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
Default

Like this one? This is from the game footage.

longam is offline   Reply With Quote
Old 02-16-10, 07:24 PM   #178
Frederf
Seasoned Skipper
 
Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
Default

Quote:
Originally Posted by Neal Stevens View Post
Very accurate description, but how about some illustrations?
Illustrations for which, the AOB30/120 thing, periscope/TDC, or the SH4 intermediary values?
Frederf is offline   Reply With Quote
Old 02-21-10, 02:01 PM   #179
Rykaird
Weps
 
Join Date: Jan 2007
Posts: 356
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by LukeFF View Post

Some of you really need to figure out what you want the game to be: either a simulator where you run around and twirl all the buttons, or a simulation of how a commander interacted with his subordinates. For me, the choice is the latter, and it's going to be the route I take in any mod work I undertake for this game.
For me, the choice is the former. I'm out.
Rykaird is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:57 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.