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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Pacific Aces Dev Team
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![]() I still remember the outcry of online sub players as in the Eagle-League forum this procedure was announced and practiced it in online training sessions for the members. ![]() ![]()
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#17 |
Stowaway
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maybe a destroyer command would work as an ad-on for sh5 because it would bring in revenue and i think if its done as an ad-on it would make life a lot easier on them to make a DC2 using the sh5 engine.
Last edited by Webster; 10-24-09 at 11:56 AM. |
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#18 | |
Serial Port Protector
Join Date: Sep 2002
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it enabled us using original Hunter Killer Tactics... ...as active sonar was modelled like the real beam and its limitations (also limited down angle). So you only needed someone who tracks the sub from a good active side angle (high profile). He than slowly came closer and closer, rdy to note, at which distance active sonar was breaking up. After getting this distance, we only needed to compare this data with a predefined table, in which we found the regarding dept for the distance. As reporting enemy dept to your mates, make shure to update also subs position, by sending contact report via radio. DD´s than deptcharged the hell of a carpet arround estimated subs position, to cover possible evading maneovers and so on. ...it was a real pleasure, as you had to do teamwork with good communication and discipline to sink a skilled Kaleunt. Also take in account, got hunted by humans make a real difference regarding admosphere and immersion especially for the mate below the surface. This realy is, what your buddys are missing in a single or coop game... a real hunter / hunted fever ![]()
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Stormy...... Last edited by Stormfly; 10-19-09 at 03:32 PM. |
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#19 |
Eternal Patrol
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I too miss the DC/SH2 days. But I also miss Destroyer Command itself. I would love to see a companion game with a full-blown career of escorting convoys in anything from a corvette to a destroyer, complete with crew and interiors, and hopefully British voices.
But I realize that it will probably never happen, and as a substitute I too would settle for a multiplayer-only escort add-on that let us fight it out.
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#20 | |
CINC Pacific Fleet
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I told almost the same to the Devteam at the subsim meeting. In an another way offcourse. Markus
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#21 |
Captain
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They said that if SH3 sold enough they might consider a DC2...SH3 was a sleeper hit, sold more than they would have ever thought(though still not as much as they would have wanted)...but DC2 never even came up. I just dont see DC2 being anything even close to bein on their radar.
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#22 |
Sailor man
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I also posted that idea on Ubi-forums nearly exactly a year ago. The answer was
"Geschrieben am 17.10.2008 01:18 17.10.2008 01:18 Gar nicht einfach....ich trag das mal weiter Carsten" translation (more or less ![]() |
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#23 |
Ace of the Deep
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I think that we have patience with the Chinese's WSM-mod.
Sooner or later we have dc2 by that great modder.
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#24 |
Grey Wolf
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...or say "Good Bye" to Ubi and wait for next Battlestations, more open and more adapted for SH2/DC players...
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#25 |
The Old Man
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Location: Ayr,Scotland,UK
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Our best bet for a surface sim may actually not be Ubisoft who are obviously basing their development purely on the sales of the Silent Hunter series but rather in Akella taking the PT-Boats engine up to the destroyer level or alternatively petitioning Jutland developers Storm Eagle to add simulation features to a future Task Force 1942 like WW2 Solomons/Guadalcanal game etc. As for Battlestations Pacific it is a good game but definitely not a realistic simulation, not very moddable and Eidos support for the game once released has been a total joke. Also lets not forget also that our old friend EAST may comeup with something in the near future, he is still plotting and planning a new game.
As for Ubi It really is a shame that they have so far chosen not to pursue a DC2 when they already have a prebuilt world, models and some weapon/sensor systems ready to go from SH3/4/5. I think the main problem was the original DC was released far too soon and in poor shape to damning reviews and poor sales. With a little foresight and faith and an SHIII style revamp I'm sure a DC2 could be a big hit for them. Perhaps its up to the community to make it's demand known?
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"The action is simulated...the excitement is real!" Microprose Simulation Software. Last edited by Sonarman; 10-24-09 at 04:53 AM. |
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#26 |
Admiral
![]() Join Date: May 2005
Location: Berlin
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OP: Could you please learn how to make new topics? Destroyer Command 2 !!!! makes every one thinks it's an announcement. I clicked on it, but I did not want to go through another DC2 circlejerk.
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#27 |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
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If any of you guys haven't voted yet, here's a little poll for ya:
http://www.subsim.com/radioroom/show...=156571&page=3 Cheers ![]() |
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#28 |
Stowaway
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#29 | |
Stowaway
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no need to be harsh just because the topic is a source of frustration for you, we have all made poorly worded thread titles before. ![]() i guess it is a little missleading so i'll send him a PM and offer to edit it if he wants me to ![]() |
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#30 | |
Eternal Patrol
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Once the range was confirmed battleships fired salvos: the left barrels of each turret fired, then the right, then the middle if they had one. Full broadsides were rare. On ships with single guns in each turret the salvo of necessity was also a broadside. It was easiest for the Fire Control Officer to line them up and press the button (or blow in the tube in the Germans' case). That way the shells all arrived in a group and the FCO could judge how close they were by the grouped splashes.
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