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Old 12-25-05, 02:38 PM   #31
Wulfmann
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CFS3 requires much less PC than SH3. There are certainly many tweaks and in fact it is as stock a total waste of time without you modding it so nothing but the engine and a few things needed are left.

IL-2 is certainly user friendly for the average person but anyone here should know enough about modding to make CFS3 far better than IL-2 has a possibility to ne. But, it is certainly a ton of work to do so.

When MAW is released the flight models will be way ahead of anything done in any flight sim yet. Having the stick 2 patched CFS3 is all that will be needed to add that but it will be huge and either a many CD swap or a DVD or choice.
It has not reached beta stage in the below screen

Wulfmann

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Old 12-25-05, 02:58 PM   #32
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Guys, if you want to continue to talk about CFS3 then please do that in the "Other Games" forum. Thanks!
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Old 12-25-05, 03:07 PM   #33
Drebbel
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Quote:
Originally Posted by Gizzmoe
Guys, if you want to continue to talk about CFS3 then please do that in the "Other Games" forum. Thanks!
Hahah, thread hi-jacking is great. But the moderators might feel it neccessary to split the CFS3 posts into a new thread. Yep, there is an option to do that.
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Old 12-25-05, 03:13 PM   #34
Marhkimov
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ah, just leave it... It's not like we have much more CFS3 to talk about... :rotfl:
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Old 03-01-06, 04:17 PM   #35
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Anyone who has read books about life in a submarine knows that the managment of crew members, putting togtether the right team of people in every division of the boat, choosing leaders, looking after morale ect. is a BIG part of the captains job.

I think that there ARE ways to make this a fun (but optional) part of a sub sim. What you need to do is put visible and audible clues throughout the boat that the captain can interpret as signs of morale and crew efficiency. THis also creates a MAJOR reason to model the WHOLE 3d interior and populate it with lifelike crewmen.

SH3 really only scratches the surface of what you can gain in terms of gameplay and sensory immersion from modeling the sub interior.

Trout
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Old 03-01-06, 11:00 PM   #36
Torplexed
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I agree the crew modelling in SH3 was never really carried to full execution. But at least they made the first attempt at it for a WW2 sub sim. I don't quite feel like I'm controlling an RC sub like I did in SH2.

Speaking of crews I was thinking it would be neat feature if you could drill your crew for greater efficiency. So if you did test dives on your way to your patrol area it would pay off in cutting a few seconds from your dive time. Too many drills and it starts to cut into crew morale. Maybe after a certain amount of time in port the crew's proficiency begins to fall off so you have to initiate the drill cycle again on your next patrol.

Just something to fill those empty hours at low time compression.
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Old 03-02-06, 06:34 AM   #37
Sir Big Jugs
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Marhkimov, last thing bout' CFS3.

Read this:

http://forums.netwings.org/forums/showthread.php?t=4432

Guess who Hurricane_320 is!
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Old 03-02-06, 06:36 AM   #38
Sir Big Jugs
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MAW:


http://www.medairwar.com/new.html


OFF:


http://off.oldbrowndog.net/index.htm

Sorry Gizzmoe! These were the last links! I promise!
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Old 04-18-06, 07:00 PM   #39
tautug
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Default Long Transit Times in SHIV

In my original post, I wished for between battle things to do in SHIV, primarily for realism but also to not sit and watch a screen for so long.

There should be options once you set a course, like setting watch assignments. Depending on time of day, sitting in the officers mess to go over tactics with XO, etc. An example is you call a meeting in the mess, your officers arrive. A list of strategic options comes up such as setting speed, ride submerged during day, schedule a practice alarm dive, give XO the helm, load a specific configuration of torpedoes, possible radio messages, etc.. Im sure they could find more interesting things, I am just giving a concept.

After those options are set, the captain can retire to his cabin, shower up, go to bed and give command not to disturb for X hours, unleess a sighting or urgent message or problem arises. Essentially you could "sleep" and boat will transition X hours without delay, unless a sighting, etc. is made.
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Old 04-18-06, 07:00 PM   #40
tautug
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Default Long Transit Times in SHIV

In my original post, I wished for between battle things to do in SHIV, primarily for realism but also to not sit and watch a screen for so long.

There should be options once you set a course, like setting watch assignments. Depending on time of day, sitting in the officers mess to go over tactics with XO, etc. An example is you call a meeting in the mess, your officers arrive. A list of strategic options comes up such as setting speed, ride submerged during day, schedule a practice alarm dive, give XO the helm, load a specific configuration of torpedoes, possible radio messages, etc.. Im sure they could find more interesting things, I am just giving a concept.

After those options are set, the captain can retire to his cabin, shower up, go to bed and give command not to disturb for X hours, unleess a sighting or urgent message or problem arises. Essentially you could "sleep" and boat will transition X hours without delay, unless a sighting, etc. is made.
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Old 04-19-06, 09:00 AM   #41
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tautog,

your post ties into this thread.
http://www.subsim.com/phpBB/viewtopic.php?t=50407

I would like the idea.
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