SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-15-09, 05:37 PM   #451
Enigma
The Old Man
 
Join Date: May 2005
Location: At comms depth, obviously.
Posts: 1,476
Downloads: 7
Uploads: 0
Default

As much as I love the subs, I'd like to see the developers of Silent Hunter to take on WWII surface ships. I'd like to stand on the bridge of a destroyer and aim my guns on land. I'd like to support landing craft fir the Invasion. I'd like to hunt U-boats and be on the other end of a depth charging for a change
__________________

"Patriotism is supporting your country all the time, and your government when it deserves it." -Mark Twain
Enigma is offline   Reply With Quote
Old 02-15-09, 05:57 PM   #452
Torplexed
Let's Sink Sumptin' !
 
Torplexed's Avatar
 
Join Date: Dec 2001
Location: Seattle, WA
Posts: 5,823
Downloads: 43
Uploads: 0


Default

Quote:
Originally Posted by Enigma
As much as I love the subs, I'd like to see the developers of Silent Hunter to take on WWII surface ships. I'd like to stand on the bridge of a destroyer and aim my guns on land. I'd like to support landing craft fir the Invasion. I'd like to hunt U-boats and be on the other end of a depth charging for a change
In other words...Destroyer Command 2. Might also allow for multiplay where we can actaully battle each other instead of these cooperative mulitplayer battles we have now.
Torplexed is offline   Reply With Quote
Old 02-16-09, 06:50 AM   #453
John Channing
Sea Lord
 
John Channing's Avatar
 
Join Date: Sep 1998
Posts: 1,846
Downloads: 163
Uploads: 5
Default

Quote:
Originally Posted by Rockin Robbins
<crawls out from under my rock, scans 360º) It still lives!!?

The tradition continues!

http://www.subsim.com/radioroom/show...&postcount=369
John Channing is offline   Reply With Quote
Old 02-16-09, 10:00 AM   #454
XLjedi
Ace of the Deep
 
Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
Default

Quote:
Originally Posted by magicsub2
yeah, the campaign should have a few playable italian submarines, imagine silent hunter like il2, 300 playable subs!

the subs on my wishlist:
all german, american and other nations during world war 1 subs,
all nations world war 2 subs
and as an easter egg, the turtle and some high tech russian akula and typhoon subs!

also needs secret submarine missions: carrying uranium, blowing up dock facillitys, calling in airraids, using experimental technology like the v2 and artillery rockets, dropping of spies and commandos, (that you get to play as!)

also PROPER SCENERY, i mean WTF was UBI thinking when they released a game with the coastline of sh3??? all jagged! i want cliffs! buildings! destroyable scenery (for airraids)

i hope it has these thinga
Land is irrelevent in a submarine sim. Perhaps they'll included that in "Destroyer Command II - USCG on Patrol"

...and you forgot the Nautilus easter egg. I mean the JV version, not the US nuke.
__________________
XLjedi is offline   Reply With Quote
Old 02-16-09, 12:14 PM   #455
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

I'm more concerned with things like a better paradigm for the player as the skipper. I want the plotter to plot given only the data I give him from the periscope, or that he could reasonably (and realistically) get from sonar/radar/etc.

Not updated in real time, moving on the map by magic. I want an observation, and mark on the map. Another piece of data, then a mark on the map, and a line drawn between them.

Also, I'd like to see zig-zag behavior as part of the AI. Not "constant helming" when the sub is detected, real zig zags. There should be a text file with descriptions of different available patterns (RL ZZs were complex, not /\/\/\/\/, and then they get applied to waypoint groups as needed.
tater is offline   Reply With Quote
Old 02-16-09, 05:02 PM   #456
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default



I've been rooting for something like that all along - sonar lines only move when the soundman calls out the new position, only the ships you identify and pinpoint end up on the map etc.

I would also like to see is the attack map be oriented toward the bow of the boat, not true north. The plotting crew will be drawing what you tell them relative to you, not the outside world. Also the boat should always stay at the center of the attack map - not move across it.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 02-16-09, 05:58 PM   #457
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
Default

With realistic plotting (as I outlined above) there would be no attack map.

Nothing on any map would move (animated) at all.

Your sub would be periodically updated, but would not "move" along the map, you'd hit "update" and you'd see the animated hand of the plotter avatar draw in the sub, or perhaps just move the range/bearing tool over the current position.

There would be a dot (range/bearing tool) where you are NOW ("now" defined as when you select the map, or "ask to update map"). There would be lines behind you (which you'd have in you log, forever). Not a curvy line, either. Straight line plots from the time you turned.

No magical GPS system.

I'd also build-in a more realistic navigation system. No, I'm not going to shoot positions with a sextant, I simply don't have the time for that. What I would like, though, is for my position on the world map to be somewhat uncertain. A daily exercise would be for my junior officers to calculate where we were. Have the AI do it, and the results might have an error bar that fluctuates with crew skill. If I'm in a storm for days, I should be VERY careful about steering near land.
tater is offline   Reply With Quote
Old 02-16-09, 11:28 PM   #458
CaptHawkeye
Weps
 
Join Date: Mar 2008
Posts: 354
Downloads: 1
Uploads: 0
Default

The issue is how do you make your game *not* just turn into a giant group of spreadsheets? Realistic navigation might be fun but that's something to be left up to the options menu of course. I generally reference B-17 2's navigation game play which was simple and consequential at the same time. The Mighty Eighth did a lot of things I frankly wish more sims would do. Things that are inconceivable to fanhards. Ya know, a streamlined interface, a wide list of adjustable realism settings, an intelligent use of crew training and station management to keep the player active even in downtime etc etc.
CaptHawkeye is offline   Reply With Quote
Old 02-17-09, 08:46 AM   #459
Arclight
Navy Seal
 
Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
Default

"I am prepared to go anywhere, provided it be forward"
D. Livingstone
__________________

Contritium praecedit superbia.
Arclight is offline   Reply With Quote
Old 02-25-09, 09:03 PM   #460
TinCanWolf
Sailor man
 
Join Date: Jul 2002
Location: Louisville, Ky
Posts: 45
Downloads: 5
Uploads: 0
Default

Quote:
Originally Posted by CaptHawkeye
The issue is how do you make your game *not* just turn into a giant group of spreadsheets? Realistic navigation might be fun but that's something to be left up to the options menu of course. I generally reference B-17 2's navigation game play which was simple and consequential at the same time. The Mighty Eighth did a lot of things I frankly wish more sims would do. Things that are inconceivable to fanhards. Ya know, a streamlined interface, a wide list of adjustable realism settings, an intelligent use of crew training and station management to keep the player active even in downtime etc etc.
Oh man, B-17 was brutal at times. When you'd get near the target and had to go back around because you couldn't see the target. That was agonizing.
__________________


U-64/7th Flotilla
USS Helm DD388/2nd Fleet
TinCanWolf is offline   Reply With Quote
Old 02-25-09, 09:13 PM   #461
joegrundman
Ocean Warrior
 
Join Date: May 2007
Posts: 2,689
Downloads: 34
Uploads: 0
Default

Quote:
Originally Posted by tater
I'd also build-in a more realistic navigation system. No, I'm not going to shoot positions with a sextant, I simply don't have the time for that.
i think a fully developed navigation system would be fine, including sextant if you wanted to do it yourself, but getting a fix should also be obtainable by asking the Nav officer and the fix would vary in accuracy depending on weather and perhaps navigator experience.

If it's overcast for a week, you can expect to become lost

and obviously it should be a checkable option in the realism section. GPS fine for those who need it
__________________
"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill
joegrundman is offline   Reply With Quote
Old 02-25-09, 09:15 PM   #462
A Very Super Market
The Old Man
 
Join Date: Dec 2008
Location: Deep in the Wild Canadian suburbs.
Posts: 1,468
Downloads: 0
Uploads: 0
Default

That would actually be pretty awesome, though I never understood the sextant. Or math, for that matter.
__________________


The entire German garrison of Vanviken, right here in your thread!
A Very Super Market is offline   Reply With Quote
Old 02-25-09, 09:20 PM   #463
Max2147
Seasoned Skipper
 
Join Date: Feb 2009
Posts: 714
Downloads: 0
Uploads: 0
Default

Scaleable realism is a must for any sim. I think SH4 actually did a pretty decent job of that. For every fanatic who wants to line up everything perfectly on his TDC and know only what the actual skipper on a WWII sub would know, there are a bunch of amateurs like me who would miss every shot and stop playing the game if it weren't for our color changing arrows.
Max2147 is offline   Reply With Quote
Old 02-26-09, 12:40 AM   #464
skookum
Weps
 
Join Date: Apr 2007
Posts: 351
Downloads: 35
Uploads: 0
Default

Quote:
I would also like to see is the attack map be oriented toward the bow of the boat, not true north. The plotting crew will be drawing what you tell them relative to you, not the outside world. Also the boat should always stay at the center of the attack map - not move across it.
All maps and plotting in RL is usually done north up, JSYK.


I'm with Tater, no moving contacts, only Updated fixes on a map. I'd like to be able to make notes, such as time and estimated speed on the map too. But most of all, it would be nice to see RL navaids like lighthouses and some major topographical features noted accurately so one can navigate visually. Having a workng rendition of a sight compass would make the game for me, though in RL, I think they used the periscope. I think they should increase the resolution and accuracy of the textures on the compasses modelled in the game.
__________________

Last edited by skookum; 02-26-09 at 01:10 AM.
skookum is offline   Reply With Quote
Old 02-26-09, 01:09 AM   #465
Kapitan_Phillips
Silent Hunter
 
Kapitan_Phillips's Avatar
 
Join Date: Jul 2005
Location: Swansea
Posts: 3,903
Downloads: 204
Uploads: 0
Default

I dont care when SH5 comes out.

The transition between SH3 and SH4 blew my mind. I dread to think what SH4 to SH5 could blow.


Wait what?
__________________
Well, here's another nice mess you've gotten me into.
Kapitan_Phillips is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:57 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.