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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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I only have a few requests...
1) Death to the Notepad! I don't want to be bound to some silly notepad-ish sorta thing for target data. Just leave that out and let us work the dials in some nice consoldated attack-map type area and I'll be happy. 2) Dual Monitor Windowed Support Like maybe nav map on one monitor and another view on a different monitor. 3) Give us a way to interact with the game. We like to build tools (like MoBo and SH Commander, etc) but we have limited ability to interact at runtime. Can we use a search pattern as a variable that we can define mid game with a different app and then be able to access it while playing? I could develop nav routes and intercept courses and have them all saved, and then just push a button to import them into the game. All I need is one of those search pattern slots that would read the data at runtime instead of initialized at game load. That's it for me... |
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#2 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
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It would definitely be coolest of all ever for all time.
if they would release a modder friendly version with an SDK (service developers kit ) instead of the usual funny dual posture of we monitor the mod community for good ideas but we dont acknowledge them at release because theres no profit in it. hmmm we are the guys that buy two copies. |
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#3 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,809
Downloads: 11
Uploads: 0
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1) AI for NPC submarines, Allows for Wolfpacks and a Royal Navy sub or two - to battle it out with.
2) AI topedo controller for Submarines, PT boats and Aircraft (a no brainer TBH) I want to **** my pants when i see an Elco or enermy Sub! Just like a really Uboat skipper would have ![]() 3) If 1) and 2) happen we also will need: Watch crew able to spot Periscope & torpedo Wake trail Sonarman able to i dentify torpeedo RPM's on the hydrophone. 4) Engine draw distance allows for ships render on the Horizon line - like SH3. Please dont bother with a 25km athmosphere unless ships & smoke can also be seen at 25km, I cant stress this enough. 5) Much greater draw distance for land mass and Terrain objects, I believe buildings & trees magically appeared at about 2km in SH4. Would be great if land itself could be rendered at 25k (the horizon limit) - just with a very low L.O.D, so it doesnt choke peoples systems. 6) Volumetric Fog and improved rain effects would also be nice. Last edited by JU_88; 08-22-09 at 02:43 PM. |
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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1. Support for multiple diesels and multiple electric motors. And aux diesels. (thinking ahead to fleet boats, plus steering with no rudder).
2. Keep track of named ships. In the Roster, have the names pulled randomly (unless specified in the mission editor). If a named ship is sunk, the name is off the roster. Include a wildcard roster names for ships that will always be available after all named are sunk. 3. Allow damage claims. 4. Kill the "instant success" paradigm. Add instead a system where the captain's log IS the kill recording system. Have the log include a plain text field, AND some pull downs for the type of entry it is. If it is a sinking report, then the skipper claims each sinking. The PLAYER enters the target class and tonnage. The report is given weight based upon what the game knows about the sinking. Was it viewed sinking by the player/crew? Stopped? Settling? Sonar sinking report? Radar? Upon RTB, your reports are weighted, and compared to fleet intelligence (a random chance to corroborate exactly). At the end of the player career, the claims are compared to actual sinkings. 5, Damage that makes the boat noisy. The bones are already in SH4 if you look. The lists of detailed damage that never got turned on (shaft damage, etc). Last edited by tater; 08-23-09 at 11:06 AM. |
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#5 |
Chief
![]() Join Date: Jul 2005
Posts: 316
Downloads: 28
Uploads: 0
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1) a pencil to write text in the map
2) a possibility to switch off gps and a button to get the position by use of a sextant (quality of positioning depends of weather and WO skills) 3) different sound volumes for single contacts and convoys (convoys could be heared for up to 100 km) 4) wolfpacks 5) radio commands from other boats, from bdu and from sinking ships) 6) possibility to give up the boat 7) manual control of depth rudders and diesel engines 8) rendering of the masts before seeing the hull of a hostil ship 9) the patrol shouldt end when docking in the harbour. the kaleun can (because of the new ego perspective) leave the boat and check out the harbour. perhaps he can go to the docks and look for new torpedos, technics or he can go to nightclub or to the flottillas comander and ask him for a new boat. when he is ready, he can come back to his boat and see his men waiting on deck for him... the role play should end when docking, it should be possible to explore the whole harbour by feed... Jaeger
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Everything comes to him who waits Last edited by Jaeger; 08-22-09 at 04:34 PM. |
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#6 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
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Good modability.
Better weather system - no endless storm or sunshine - fog and rain without wind too. More events/triggers for the editor, NPC should be able to trigger events. More space for briefing text while loading missions. SHV Destroyer Command. Free choice of resolution. ![]()
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![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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#7 | |
Dominant Wolf
![]() Join Date: Nov 2006
Posts: 2,143
Downloads: 30
Uploads: 0
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#8 | |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
Downloads: 3
Uploads: 0
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Jesus give us dynamic radio communications and wolpacks! |
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#9 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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I could care less about radio comms and wolfpacks; that's not why I play the game. |
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#10 | |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
Downloads: 3
Uploads: 0
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#11 |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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Bashing; I use the term loosly to describe belittling or demeaning intent.
You've suggested that 2 of my ideas are not as worthy of consideration as dodgy AI wolfpack implementations or talking on a radio with a sim. I'd trade every item listed on this thread in exchange for the third item on my list. And I would happily have the devs completely ignore your suggstions to avoid a notepad (SH3) or input dial (SH4) or who knows what other restrictive environment for data entry they might try to impose upon commanders in SH5. I just want unhindered access to entering my data for firing solutions. My preferences are geared toward unhindered data entry, immersive display enhancements, and interactivity. I think at least 2 of the 3 should be easy to accomplish. |
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#12 | |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
Downloads: 3
Uploads: 0
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Anyways, I don't want to go back and forth with you, this is my last post. |
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#13 |
Captain
![]() Join Date: Jan 2004
Posts: 498
Downloads: 2
Uploads: 0
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Do we have dynamically changing routes based on sub activity?
Does radar work this time? Do we have the increased visual range, can we see smoke from over the horizon? AI that is smarter, better modeled...but remaining realistic Acoustics and thermocline modeled better Crew that provides more valuable information and does their jobs better Air war content modeled more accurate A persistent online campaign where we mainly play solo, but can run into other players at sea? Better plotting tools, with better fidelity Crew voice overs with german accents...whats up with that American sounding U-boat crew in the trailer...did I see Matthew McConaughey in the background? DDs FOR ONLINE SKIRMISHES!?!?!?!? Of course I'll come up with more! |
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#14 |
Stowaway
Posts: n/a
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i want to see above waterline damage does NOT cause flooding until you are submerged and water depth determines the rate of flooding speed
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#15 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
Uploads: 0
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I'd like to see some life aboard the freighters and the DDs.
Peoplewalking and working on the freighters, Captain and watchcrew on thebridge of a DD, more personnel for the DC racks and the weapons, crewlaunching lifeboats... "Man battlestations!" should be visible. The hydrophone operator should give more qualified information - even if the periscope is up. Correct 'closing, constant distance and moving away'; U-Boot sonar should work properly. Navigatorshould get a lesson in steering straight. And let him - or thehydrophone operator - do a course in target motion analysis to find thecourseline of a hydrophone contact. I'd like to order my radiooperator to report all messages, only relevant messages (BdU, area)and/or give me a report all x hours. Let's have some folders for'local radio stations' - German, British, French, Spanish, American,Italian, Greek, Arabian... - free to customize in amount and content. Animated external torpedo reloading sequence - only in calm waters. Inclusive no diving for several minutes while torpedo goes in. ![]() Letme paint my conning tower wherever I want. No fixed locations foremblems. And perfect texturing and skinning please - as for the targetstoo. Bow numbers and shipnames! Give me a duty roaster for mycrew. Once done my officers care for correct execution. To surfacemeans to enter the bridge for the WO on duty. (btw - someone who knows Dan Dimitrescu should ask for a tiny patch for SH3 ![]() Food supply should limit the cruise. Give us a white flag - just in case we need it. ... I call it a day....
__________________
![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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