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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#451 |
The Old Man
![]() Join Date: May 2005
Location: At comms depth, obviously.
Posts: 1,476
Downloads: 7
Uploads: 0
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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
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#452 | |
Let's Sink Sumptin' !
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#453 | |
Sea Lord
![]() Join Date: Sep 1998
Posts: 1,846
Downloads: 163
Uploads: 5
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The tradition continues! http://www.subsim.com/radioroom/show...&postcount=369 |
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#454 | |
Ace of the Deep
![]() Join Date: Jun 2005
Location: Palm Beach, Florida
Posts: 1,243
Downloads: 53
Uploads: 8
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...and you forgot the Nautilus easter egg. I mean the JV version, not the US nuke. |
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#455 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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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. |
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#456 |
Eternal Patrol
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![]() ![]() 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.
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#457 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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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. |
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#458 |
Weps
![]() Join Date: Mar 2008
Posts: 354
Downloads: 1
Uploads: 0
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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.
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#459 |
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
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"I am prepared to go anywhere, provided it be forward"
D. Livingstone
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Contritium praecedit superbia. |
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#460 | |
Sailor man
![]() Join Date: Jul 2002
Location: Louisville, Ky
Posts: 45
Downloads: 5
Uploads: 0
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#461 | |
Ocean Warrior
![]() Join Date: May 2007
Posts: 2,689
Downloads: 34
Uploads: 0
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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
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"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 |
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#462 |
The Old Man
![]() Join Date: Dec 2008
Location: Deep in the Wild Canadian suburbs.
Posts: 1,468
Downloads: 0
Uploads: 0
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That would actually be pretty awesome, though I never understood the sextant. Or math, for that matter.
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#463 |
Seasoned Skipper
![]() Join Date: Feb 2009
Posts: 714
Downloads: 0
Uploads: 0
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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.
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#464 | |
Weps
![]() Join Date: Apr 2007
Posts: 351
Downloads: 35
Uploads: 0
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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.
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![]() Last edited by skookum; 02-26-09 at 01:10 AM. |
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#465 |
Silent Hunter
![]() Join Date: Jul 2005
Location: Swansea
Posts: 3,903
Downloads: 204
Uploads: 0
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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? ![]()
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Well, here's another nice mess you've gotten me into. |
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