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Old 08-23-09, 11:38 PM   #16
FIREWALL
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I want to see" Steam "comeing out of the crew members during crash dive.
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Old 08-24-09, 07:27 AM   #17
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Originally Posted by pythos View Post
I am sure the statements about lugers being shot in a submarine are meant in a joking manner.

But gotta say, the bullets in a gun like that would be of a material that would hurt or kill a human, but not go through the hull of the boat, or ricochet. For obvious reasons.

Such weapons did exist for the specific purpose of shooting in such a vessel.
I know of at least one instance where an on-board shooting did take place:
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Originally Posted by uboat.net
While outbound east of the Azores on 24 Oct, 1943 the boat was severely attacked by depth charges. Peter Zschech apparently broke down and took his own life with a handgun in the control room of the boat. The IWO, Oblt. Paul Mayer (26), then took command, evaded the pursuers and returned the boat to Lorient on 7. Nov, 1943.
"My entire control room crew shot themselves, just for fun. Now my sub won't do what I want! Ubisoft sux!"
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Old 08-24-09, 07:42 AM   #18
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Quote:
Originally Posted by pythos View Post
I am sure the statements about lugers being shot in a submarine are meant in a joking manner.

But gotta say, the bullets in a gun like that would be of a material that would hurt or kill a human, but not go through the hull of the boat, or ricochet. For obvious reasons.

Such weapons did exist for the specific purpose of shooting in such a vessel.
Really?
I would have doubted a weapon of that calibre could even dent the pressure hull of a sub / U-boat, wouldnt you need a 20mm cannon or something?

Anyway - I'd be surprised if 9mm round could penetrate this:
http://www.submarine-history.com/NOVAsections.jpg

Its not quite tank Armor i admit, but nor does it resemble the thin pressure cabin of a modern day Airliner...

Better safe than sorry I guess...
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Old 08-24-09, 09:15 AM   #19
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This ventilated feature gives a lot of room to fantasy discussions...

If my engyneer is fatigued I would like to notice it by his face and slower movements and reactions... (extremely fatigued, fall asleep at his station...)

I would like to see extreme situations into the sub, like water or fire in a compartment, and the people running to fix it, with a certain chance of success... even people dyeing in the process if serious enought... (some random factors would be interesting).

Curious to see what it happens by calling "battlestations"

Some crew members with weak nerves that with a certain chance, will pessimistically yell when under water bombs attack even when silent running is an order, compromising the position... lol
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Old 08-25-09, 01:15 PM   #20
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The big problem with firing a regular bullet in inside any thick hulled machine (tanks, armored car, submarine, surface vessel) is ricochet. This can literally shred the crew of a tank, and do some serious damage to the crew and equipment).

Lugers were notorious for being more powerful than most 9mils. The scene in Indiana Jones when he shoots the three Germans in front of him, is based on the reality of the Luger. It was quite a hand gun. God knows why.

Now, as far as the bullets. To my knowledge these soft bullets are in the side arms of submarine crews of Russian, and European boats (not sure about US, but I would hope so).
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Old 08-29-09, 09:57 AM   #21
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With a full 3d realism a crash dive diving time could depend of the player skills moving from the bridge to the control room ?

could the sub dive with the hatch open ? or the IA crew will wait until the bridge crew is inside of the boat ?

The first person perspective in a submarine game opens a lot of news possibilities and questions,
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Old 08-29-09, 10:47 AM   #22
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imagine the reviews from the average gaming audience:

'This is the shortest game ever, there's only 45 guys to shoot and none of em run away or shoot back, what a waste of my money'
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Old 08-29-09, 04:55 PM   #23
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Quote:
Originally Posted by Bosje View Post
imagine the reviews from the average gaming audience:

'This is the shortest game ever, there's only 45 guys to shoot and none of em run away or shoot back, what a waste of my money'
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Old 08-29-09, 06:47 PM   #24
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i would love using TrackIR , together with a good physics engine for the interrior also, ie if the diving angle is to high, you have to grab something to fix you, otherwise... outch
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Old 08-30-09, 04:33 AM   #25
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I also hope there will be no more "separation" between interior and exterior world like in SH3/4. It would be great to be able to check your charts (or whatever), then climb the ladder to the conning tower, and to the bridge, discovering the sky and sea as you climb. Very atmospheric
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Old 08-30-09, 04:45 AM   #26
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Quote:
Originally Posted by tonibamestre View Post
So,if this is going to be a 1st person sim can we assume that no fast positioning icons will be there? Mean that being in the torpedo compartment,you are called up to the bridge,so you will have to move your body all the way back through the submarine? That would be authentically realistic,so as to be able to walk and run in Alarm situations.
I am assuming that an updated version of the current style of UI and movement system will be included as well if this review is correct:

Quote:
Originally Posted by IGN
Of course, there are still the same hand-of-god style controls as well, for moments when you just care about the results rather than the immersive quality of the game.
http://pc.ign.com/articles/101/1016321p1.html

I don't think the first person will ever be required. Maybe they will add a "lock" on the first person mode as a difficulty option, much like No External Views in the current games.
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Old 08-30-09, 08:26 PM   #27
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Originally Posted by Mikhayl View Post
I also hope there will be no more "separation" between interior and exterior world like in SH3/4. It would be great to be able to check your charts (or whatever), then climb the ladder to the conning tower, and to the bridge, discovering the sky and sea as you climb. Very atmospheric
yes, or even be able to dive out of your sinking sub, till the flooding level of tranparent water inside the central has reached the hatch and so on....

after reaching the surface, you have to swim of course, away from that aproaching sharks , to maybe an approaching escort...
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Old 08-31-09, 01:12 AM   #28
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Seemless interior to exterior would be nice but could take a big toll on the poly and texture budget. That little hiccup in our PCs when we go from inside to outside now ain't for its own health. Perhaps the hatch could animate open, showing the sky directly above and it could fade to black (night) or white (day) and then back to normal as the exterior environment was rendered.
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Old 08-31-09, 01:59 PM   #29
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Quote:
Originally Posted by Frederf View Post
Seemless interior to exterior would be nice but could take a big toll on the poly and texture budget. That little hiccup in our PCs when we go from inside to outside now ain't for its own health. Perhaps the hatch could animate open, showing the sky directly above and it could fade to black (night) or white (day) and then back to normal as the exterior environment was rendered.
You're wrong there. The conning tower acts as an intermediary between the interior and exterior. As you climb the stair, which takes a few seconds, the exterior loads. It would be seamless and open up the possibility of flooding the sub if someone forgets to close the hatch . No more teleporting from the deck to the CR when you stay those extra seconds as the sub crash dives... You drown
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Old 08-31-09, 02:22 PM   #30
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Quote:
Originally Posted by Frederf View Post
Seemless interior to exterior would be nice but could take a big toll on the poly and texture budget.
You'll see there is no problem with that

Quote:
It would be great to be able to check your charts (or whatever), then climb the ladder to the conning tower, and to the bridge, discovering the sky and sea as you climb. Very atmospheric
You can't even imagine
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