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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lieutenant
![]() Join Date: Mar 2006
Location: Deep River, CT
Posts: 255
Downloads: 1
Uploads: 0
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This is just my idea to see what anyone else would like to see in an expansion pack for SH4 if one were to be developed. So PLEASE no rants or anything other than ideas.
My First desire would be to be able to conduct a bombardment mission similar to the ones Flucky & The USS Barb did. The second one would to have some new/expanded features on the boats, like Port & Stbd engine control. Third- remove the TBt and install the "polaris" as historically accurate. Fourth- smoke from the diesels on ocassion (like on the boats 5th war patrol before overhaul) Fifth- start in 1940 as a PCO on a new boat out of Portsmouth New Hampshire-report to Groton base for warshots and do an Atlantic training patrol before Dec 7th. randomize this so you could wind up in Pearl or Manila or even on a training patrol on Dec 7th. Sixth- Make all final conversions complete from metric to Imperial. Factor in a "Whole Crew Morale" for the time period. IE: Early war confusion, leadership was not at its peak so the possible influence of say 100% is only 40%, and as the patrol wears on and no sinkings, crew morale sinks which has a negative impact on damage control, and basic crew performance. Seven-Make rescuing/taking a POW possible to gain information on area shipping, routes, etc Eight- Expand on the damage control screen-options-methods-view. So any way...... IF UBI SOFT did an expansion with these and other new additions I'd buy it. now PLEASE dont start smearing UBI , this is just a "what if" thread. THANKS! Frank "Torpex" Kulick Subsim Staff ![]() |
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#2 |
Sonar Guy
![]() Join Date: May 2007
Location: Netherlands
Posts: 389
Downloads: 47
Uploads: 6
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If it's just "what if"....... I'd like to see the possibility of playing other Allied subs- RN "T" class, or (my choice) RNethN "K.XIV" class, "O.16" or "O.19" class.IL2 offers the possibility to play for several nations so it is not impossible by any means.
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Quamvis Patiens Acris My SH3/SH4 mods: http://www.gamefront.com/files/user/GerritJ9 |
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#3 |
Sea Lord
![]() Join Date: Sep 1998
Posts: 1,846
Downloads: 163
Uploads: 5
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And out of respect for Frank and his long service here any OT posts, pro or con, will be deleted. Nothing personal to anyone, but just to keep this clean.
So to keep from having to delete this one, here is mine. A complete training school taking you through every aspect of approach and evasion (preferable with V/O instructors). You would go against allied ships using training torpedos. Each mission would get harder and harder until you could handle just about any situation. Once you graduated then you would go out as a PCO, then get your first boat. JCC Last edited by John Channing; 07-14-07 at 01:30 PM. |
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#4 |
Commodore
![]() Join Date: May 2007
Location: Where you don't see me
Posts: 607
Downloads: 23
Uploads: 0
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1. Some sort of way to work with another sub. Making a wolfpack. It sounds just awesome to me that the first attacking sub would get a lot of attention from DD's, luring them away, so the second and third sub would get some decent shots in. Total mayhem in the convoy, ships scattered all over the ocean without structure in the comms. Everyone is running around to save it's own butt.
2. Never got to play SH3 myself. Hearing a lot about it on this forum, maybe it's possible to add this into SH4. I know a dedicated team is doing an epic WIP to achieve this, but an expansion pack titled "global war" would certainly get my wallet out to pay for such a thing. 3. Active mapping. As the war progresses (globally) it would be known by skippers where the enemy waters would be, which ports to use to refuel, where to refuel and rearm and so on. This should be interactive. We all know how the war ended, but if the players actions could "represent" the actions of the force he/she plays for, the campaign could really be dynamic, without telling the outcome of the war. As is now, it's possible to encounter Yamato, sink it, encounter it again. In the campaign setup as mentioned above that would be impossible. Every side has it's order of battle and that's it. Producing new units would depend on ports, industry, whatever. I'd really like to see something dynamic.
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Regards, Bando |
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#5 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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-Realistic navigation option: no more GPS-accurate locations of your submarine given on the map. The accuracy of your position will depend on the weather, time of day, visibilty, and the experience of your navigator.
-Limited rations: we already have limited fuel, so why not limited rations? Each boat carries a set amount of rations (say, 60 days). Each crewmember consumers one ration unit per day, and if he dies, then his remaining units go into the overall "ration pool." If food runs low, you can cut back on rations, but this will have an effect on the crews efficiency and morale. -Realistic torpedo loading: if the sub tilts more than X number of degrees, the crew will stop trying to reload torpedoes. WWII era subs needed to be as level as possible for the crew to be able to load the tubes safely and quickly. -More coastal traffic for the Japanese. -Realistic numbers of capital ships. Sink two Yamatos, and that's it. They won't magically reappear at a later date. -Proper voice comms for the crew - things like saying "Double oh" instead of "zero zero", and ( ![]() |
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#6 | |
Ace of the Deep
![]() Join Date: Mar 2001
Location: Midwest - USA
Posts: 1,057
Downloads: 42
Uploads: 0
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#7 |
Silent Hunter
![]() Join Date: Apr 2007
Posts: 4,404
Downloads: 29
Uploads: 0
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Well since we are talking wish list... A truly dynamic but interactive campaign (this came close...)
By this - I mean the game would have a strategic AI. Instead of scripted although randomized shipping - a true simulation where each side starts with historically accurate amounts of shipping - and undergoes losses and buildups in a semi-historically accurate way. Granted the strategic AI could juggle resources to accomodate needs (building shipping), but only in a limited way. Yes - this would drastically cut down on contacts (although it could be easily made to give multipliers to resources so you could - if you wanted - flood the seas with ships) - but would truly be a Simulation... In this way - if you hit a task force - you know you truly accomplished something that can change the war (game). Yes - this could open the possibility for a different outcome - or it could be coded to force a drawdown and conclusion of the war as desired. Doing this would also allow a change in the "renown" system. Instead of using it on equipment - it could be used to influence patrol areas. As you perform better - you get better patrol areas - but could "influence" Command to give you an area that looks even better! Since traffic wouldnt be scripted - it might be a target rich zone - or a dud given how the AI routes traffic.... If anyone at Ubi wants a design doc on this - I could draw up a detailed description......PM me if ya want.
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Good Hunting! Captain Haplo ![]() |
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#8 |
The Old Man
![]() Join Date: Mar 2002
Location: Ayr,Scotland,UK
Posts: 1,392
Downloads: 79
Uploads: 0
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Here are my suggestions for expansion packs:
1. Playable destroyers / convoy command 2. All/more compartments modelled on sub at least engine and torpedo and radio rooms with additional challenges eg monitor oil levels, decode radio messages etc. 3. Playable Japanese subs 4. mining operations |
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#9 |
Watch
![]() Join Date: Jul 2007
Location: Melbourne
Posts: 23
Downloads: 51
Uploads: 0
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Here are my suggestion for expansion packs:
In multiplayer game to enable sharing sub with other players like sonar,command room,attack periscope... |
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#10 | |
Commodore
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#11 |
Ace of the Deep
![]() Join Date: Feb 2007
Location: Adelaide, Australia
Posts: 1,047
Downloads: 340
Uploads: 1
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If any expansion were to happen, I'd like the option of commanding a Destroyer or maybe a Cruiser or Battleship.
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#12 | |
Wild Night in Bangkok
![]() Join Date: Mar 2006
Location: San Diego, CA
Posts: 179
Downloads: 0
Uploads: 0
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#13 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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Desires = $$$$
One :Would to have some new/expanded features on the boats, like Port & Stbd engine control,w/screws turning correctly
Two :We need transporter beam option back to base,when out of fish/ammo after long patrol. Three :Having read more than one thread about running out of fuel or being dead in the water due to damage/missing rudder, I would like to be able to send out an SOS and have the chance of friendlys coming to my assistance. Maybe a subtender that could refit do some fast and dirty repairs that would allow me to limp home. Four : Some sort of way to work with another sub. Making a wolfpack. It sounds just awesome to me that the first attacking sub would get a lot of attention from DD's, luring them away, so the second and third sub would get some decent shots in. Total mayhem in the convoy, ships scattered all over the ocean without structure in the comms. Everyone is running around to save it's own butt. Five :We should be able to fire @ depth. Doors open @ 100 ft. set up sonar attack plot. Maybe we can already do this? must try! Six : ![]() ![]() ![]() Last edited by donut; 07-18-07 at 07:09 AM. |
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#14 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Donut, cool bouys!
BTW, "5" is possible, there is a max depth to fire setting in each sub cfg someplace, we had a thread about sonar attacks. ~150' should be possible, I found 2 references for that number. One was a deep diving sub that was DCed at ~300ft. She was damaged to the point a fish started running hot in the tube and they needed to come up---even with escorts above---to 150' to be able to try and get the fish out cause 300 was too deep. Another was a reference (both in Silent Victory) to the fact that Cuties torpedos were required (by the Navy manual for them) to be fired from at least 150' deep to help protect the boat from being homed on by its own fish! tater |
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