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Old 10-24-09, 05:00 PM   #31
mookiemookie
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Quote:
Originally Posted by Sailor Steve View Post
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).
Wait, what? The Germans fired their guns by blowing in a tube?
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Old 10-24-09, 06:36 PM   #32
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Originally Posted by difool2 View Post
Could the devs give us an official surface warfare addon? Should they?.
No they should not. To me they should focus on creating a u-boat sim that is as immersive as possible.

Personally i see very little interest in taking command of a destroyer and chasing an enemy that you hardly or never see at all!

The only cool thing i can imagine would be to catch a u-boat in deep fog with early radar and ram it at full speed.

And i would be surprised if Joe the gamer would have any interest with playing a simulation, no offence.
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Old 10-24-09, 07:18 PM   #33
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What I want to see is SH5 focusing entirely on submarines - no driving a surface ship, no commanding a surface ship, no walking around in a surface ship. This lets the devs pump as much detail into sub driving as they possibly can, making the experience as realistic as possible.

How then do we get to drive destroyers, cruisers, torpedo boats and cargo vessels, or for that matter aircraft?? Make a second stand-alone game, or games, in which you focus 100% on surface ships. Then simply let them use the same engine, so that they can be played together, as if the second game was an expansion pack.

A bit like Dangerous Waters, only as separate games.

Quote:
Wait, what? The Germans fired their guns by blowing in a tube?
The blow pipe principle was dominant on all German warships in WWII, yes. This concept saved countless tonnes of explosives to propel the shells out of their tubes, and was {stupid modern fad} All-Natural {/stupid modern fad}. The problem was that many shells weighed a lot, so while machine guns could easily be fired by a single person, firing a big run required the lung capacity of a dedicated Blow Team.

Seriously, though, I'd like to know more about these blow tubes, too.
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Old 10-25-09, 06:53 AM   #34
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Merged.

Try to keep the topical content in one place. Failing to do so makes the forum a very sloppy thing to read.

The Management
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Old 10-25-09, 08:29 AM   #35
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UBI must be complete stupid when they didnt work out an DC as an Upgrade for SH5.

Battles against other human player are the basics of an good selled game.
The biggest thrill you got in any kind of game is the fight against other human player cause the way the AI interacts got an limit, an coded limit that every good player knows after some sessions.

So in my eyes UBI should work out an interesting DC to make SH5 to an more popular game as an singleplayer based subsim normaly could be.

Greets

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Old 10-25-09, 01:28 PM   #36
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Originally Posted by AOTD_MadMax View Post
The biggest thrill you got in any kind of game is the fight against other human player cause the way the AI interacts got an limit, an coded limit that every good player knows after some sessions.
Of course it would be cool, but i really wonder how would you manage time compression in multiplayer games.
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Old 10-25-09, 03:36 PM   #37
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Quote:
Originally Posted by WEBSTER View Post
please dont spam somone elses thread to redirect them to your own

its not polite

No spam at all. Actually, I provide it as a tool to be heard. I don't intend the thread to deflect from one place to another, I just want people to cast their vote (which they can't do in this thread), specially those that'd like to have a DC2, which I guess is the reason why the threads (the 2 merged) were created.

Otherwise anyone can keep posting here if they want to do so.

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Old 10-25-09, 10:07 PM   #38
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I've been around since the SH2 days and owned a copy of DC. I loved it! There could have been a few tweaks on it and it would have been a great game, the only thing that killed it was the interop between SH2 and DC, it crashed badly and was a drag to play. When interop did work it was a blast! I was surface most of the time and really enjoyed nailing subs.

Lets just hope that there might be a chance for a good DC and SH5 to work. Lets get the skimmers out there again!

Hey, where is Cpt. Kirk? maybe he can get sunk by his own torpedo again!. He got so scared when he saw my Sumner DD that he sunk himself!
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Old 10-25-09, 10:45 PM   #39
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Like my 15 yr old son said "just playing a sub would be boring , they need to make it so you can use ships and planes as well " . Thats just a 15 yr olds view on silent hunter 5 , not necesarily mine .
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Old 10-26-09, 12:00 PM   #40
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Originally Posted by Safe-Keeper View Post
What I want to see is SH5 focusing entirely on submarines - no driving a surface ship, no commanding a surface ship, no walking around in a surface ship. This lets the devs pump as much detail into sub driving as they possibly can, making the experience as realistic as possible.

How then do we get to drive destroyers, cruisers, torpedo boats and cargo vessels, or for that matter aircraft?? Make a second stand-alone game, or games, in which you focus 100% on surface ships. Then simply let them use the same engine, so that they can be played together, as if the second game was an expansion pack.
What i have in mind is 2 standalone games which are compatible. Flying planes would not be an option (complete different physics, input and so on...), but having the option to choose surface ships adding a promoting system from frigate over DD to cruisers and battleships would be great. Adding carriers to that list would be awesome; and there come in the planes: you order what planes in what numbers to launch and where to patrol. I guess that adds some players
Driving cargo? I guess thats not funny; buy Ship-Simulator, driving around for hours and add trying to evade shells/torps.
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Old 10-26-09, 04:51 PM   #41
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Originally Posted by mookiemookie View Post
Wait, what? The Germans fired their guns by blowing in a tube?
According to this source they did: http://www.amazon.com/German-Destroy...6593635&sr=1-5

I'll try to remember to get an exact quote for you.
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Old 10-28-09, 01:38 PM   #42
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Originally Posted by Seeadler View Post
There was a way with DC, to determine the depth mathematically. You had need only two or three good sonar signals in turn and perform a calculation based on Pythagoras. When the sub has not changed dramatically the depth until you drop your depth-charges, you have taken it (sometimes with a hit directly onto the tower).

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.
You mean this from Von Spike:

Determining depth by SONAR

This method requires practice on the part of the destroyer Capt. In order to become comfortable with the procedure. However it is the only method that is available!
It is important to keep some things in mind when attempting to determine the depth of a U-Boat using your sonar, the most important of these is that the SONAR measures distance. The height of the “ping” being displayed is a measure of signal quality only, a smaller spike means that the signal being returned to the SONAR unit is of lesser quality, not that the U-Boat is deeper or shallower.
The physics of the SONAR are such that a “cone” of sound is projected from the sound head at a predetermined angle for each “ping”, and then the SONAR listens for an echo of that sound impulse. If an echo is received, it is displayed on the SONAR screen as a spike wave. The method used to determine the depth of the U-Boat is to determine its distance from the destroyer when it passes beneath the cone of sound.

The angle of the SONAR sound head is such that at 100 yards from the sound head, the bottom of the sound cone is 100 feet deep, at 200 yards the bottom is 200 feet, etc.
These measurements are probably a rough approximation of actual SONAR physics but can be used for determining depth in a battle.
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Old 11-06-09, 09:36 AM   #43
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well wait and see
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Old 11-06-09, 04:04 PM   #44
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I'd like a surface warfare sim, maybe as a DLC or addon for SH5. I like subs just fine, but my real interest is in surface ships (which means, basically, I'm stuck with mods for SH3 and SH4 to get my fix).

My idea would be to start it out kinda scaled - join as a lieutenant or lieutenant commander in command of a sloop or corvette, then you can 'unlock' more ships as you complete patrols and increase in rank (i.e. once you make commander you can captain a destroyer, etc). Things like number of u-boats sunk or percentage of ships in your convoy that survive would help you increase in rank/renown. Eventually maybe you can become a convoy commander and manage 4-5 escorts.

Just thoughts. I don't expect any kind of surface ship game for SH5.

It does boggle my mind, though, that some people seem to think a sub sim and a surface sim are mutually exclusive. Everything you do to enhance the realism of subs can translate directly into a surface ship game.

FWIW, I'd much rather be able to crew a destroyer than watch 3d figures load torpedoes into a tube. I spend 90% of my time in SH3 or SH4 looking at my navigation map, 5% looking through a periscope and 5% on the conning tower or deck gun. I'll watch my crew load a torpedo once or twice, say 'that's cool' and never look at it again.
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Old 11-13-09, 04:01 AM   #45
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I would love to hunt down a U-boat in a Flower class or maybe a Black Swan, working our way up to some of the late war Z class DD. I wouldnt mind playing as Commonweatlh, at least at the start of the game '39. and starting in mid '41 as American as the USN was in an undeclared war with Germany at this time. (We escorted convoys as far as Iceland before the RN took over escort.)
Just going to keep my fingers crossed on this!
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