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Old 01-21-10, 05:59 PM   #16
FIREWALL
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Me hopes GWX4 will hang it's shingle back up.
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Old 01-21-10, 06:23 PM   #17
JU_88
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Quote:
Originally Posted by FIREWALL View Post
Me hopes GWX4 will hang it's shingle back up.

Nooooo more GWX..
SHV doesn't need 'GWX' it just needs good modders.
Its somebody elses turn anyway

I been thinking more about the 1943 & VIIC only thing...
Its dissapionting yes, but it doesnt have to make SHV a bad game. It just goes against what we have come to expect from the franchise.

Think of SHV as the U-boat version of 'B-17 the might 8th'.
Plus most of us here played SH3 in the 'happy times' with a bloody type 7 for the most part anyway.
And the realism nuts amongst us would surely either use SH3 commander for historical career length - or get sunk long before 1944

LOL well, Im trying....
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Old 01-21-10, 09:51 PM   #18
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Quote:
Originally Posted by JU_88 View Post
Think of SHV as the U-boat version of 'B-17 the might 8th'.
...
LOL well, Im trying....
You may wanna try again - in B-17 The Mighty 8th you could also fly the P-38, P-51, P-47, Bf-109, FW-190 or Me 262.

I understand your point though - I'm sure we've all bought study sims. Now, whilst it will be a change going from a survey sim like SH3 to study sim, if the devs pull it off and provide a study sim at the level of other study sims out there (in accuracy etc), then IMHO complaints about missing types will die away pretty quickly. If they don't, then...
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Old 01-21-10, 09:55 PM   #19
Lanzfeld
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JScones,

You KNOW that this will not be a study sim. You know it in your heart.
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Old 01-21-10, 10:00 PM   #20
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I know it in my head too.

But who knows, SH5 may totally redefine the study sim and expand it to include "simulated modelled interiors but incorrect exteriors, controls, systems...".
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Old 01-21-10, 10:36 PM   #21
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Don't feed my paranoia guys!!
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Old 01-22-10, 12:36 AM   #22
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In one of my first posts about SH5 I asked if we'd be able to write our own scripts and define new variables. The answer was pretty much NO. So modders will still have to rely on rerouting the original assets as they've done so far in SH3 and SH4. To me that is the biggest flaw of the game and it's most important missing feature. Game companies like Bethesda have managed to protect their games and yet allow for ample modification of the games.

Consider this simple example:
The deck watch can report the closest target with bearing and range. But the range is perfect so we usually just removed that info from the report. The config file didn't even hinted the variable which it used. If this was a normal programing environment and we could do our own scripts, we could just report an estimated range: EstimatedRange=Mod(NearestVisualRange + rand(2000)*(1-DeckCrewEfficiency),100) or something like that. The exact same goes for any feature of the game, we would be able to randomize and control everything. Direct access to any variable in the game would've been awesome.
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Old 01-22-10, 12:39 AM   #23
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How much do we know about the scripts? I vaguely remember reading something a while ago about being able to edit the (Python) scripts, but haven't heard anything since. Do we know what they will expose?
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Old 01-22-10, 01:02 AM   #24
THE_MASK
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There is one very important person we need for SH5 and that is
.
.
.
.
.
.
.
skwasjer .
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Old 01-22-10, 01:14 AM   #25
FIREWALL
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Quote:
Originally Posted by karamazovnew View Post
In one of my first posts about SH5 I asked if we'd be able to write our own scripts and define new variables. The answer was pretty much NO. So modders will still have to rely on rerouting the original assets as they've done so far in SH3 and SH4. To me that is the biggest flaw of the game and it's most important missing feature. Game companies like Bethesda have managed to protect their games and yet allow for ample modification of the games.

Consider this simple example:
The deck watch can report the closest target with bearing and range. But the range is perfect so we usually just removed that info from the report. The config file didn't even hinted the variable which it used. If this was a normal programing environment and we could do our own scripts, we could just report an estimated range: EstimatedRange=Mod(NearestVisualRange + rand(2000)*(1-DeckCrewEfficiency),100) or something like that. The exact same goes for any feature of the game, we would be able to randomize and control everything. Direct access to any variable in the game would've been awesome.
I can see what you mean and understand it.

One major thing I haven't seen posted is how the Peri and Uzo will work in manual targeting.

Sh4 had a video on this.
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Old 01-22-10, 04:47 AM   #26
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Quote:
Originally Posted by JScones View Post
How much do we know about the scripts? I vaguely remember reading something a while ago about being able to edit the (Python) scripts, but haven't heard anything since. Do we know what they will expose?
I remember them saying that the Python usage will be limited and that you won't be able to edit/view any scripts. Maybe they've changed their mind.

Quote:
Originally Posted by sober View Post
There is one very important person we need for SH5 and that is
.......
skwasjer .
Even skwasjer was not able or not allowed to dig in the game as much as we'd like to. Without his editor, modding would be a LOT harder.

Quote:
Originally Posted by FIREWALL View Post
I can see what you mean and understand it.

One major thing I haven't seen posted is how the Peri and Uzo will work in manual targeting.

Sh4 had a video on this.
Again, you only need to input the AOB once for a specific bearing, then the speed and the range. There are 3 possibilities:
- the old Notepad
- a stylized Weapon's Officer dialog box (most probable)
- actual TDC dials
What I'd like to know is if the TDC will feature the realistic "Calculate" button and delay. Judging from the Easy Difficulty setting interface, I think not. It will be similar to the one in SH3.
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Old 01-22-10, 04:54 AM   #27
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Quote:
Originally Posted by karamazovnew View Post
I remember them saying that the Python usage will be limited and that you won't be able to edit/view any scripts. Maybe they've changed their mind.
Just found the thread with the dev's comments... http://www.subsim.com/radioroom/showthread.php?t=155879
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Old 01-22-10, 08:30 AM   #28
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Lurker has said that he will wait until he actually has Silent Hunter V before deciding if he will mod it in a similar way that he did with OM in Silent Hunter IV 1.5.

Here's hoping......
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Old 01-22-10, 04:44 PM   #29
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Wouldn't it be nice if UBI could turn out a product that didn't need modding?

"Modders can easily fix that" is a piss-poor cop-out for a defective product.
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Old 01-22-10, 04:50 PM   #30
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