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Old 03-28-08, 02:26 PM   #46
Charlie901
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Quote:
Originally Posted by tomoose
....they finish the existing game before moving on to another.

"unfinished" issues (that I'm aware of);
- "flying" submarines (relative to wave action), it took some modders to try and correct this.
- dive plane graphics screwing up
- incorrect collision noise for a rubber raft (uses the same collision noise as a ship)
- "Italian" parachutists from shot down planes
- clouds moving at incredible speeds (again, modders had to tweak this)
- vehicles at base moving at incredible speeds (noone seems to have mentioned this)
- crew remaining at station for a while after diving
- three settings at torpedo station but you can only use two
- inability to "write" on nav map (manual says you can)

Just a few things off the top of my head, not sure if 1.5 addresses these.
Don't get me wrong, I am a fan of the game but these little overlooked things really bug me.
Charlie109 is probably right anyway.


AGREED!!!
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Old 03-28-08, 02:27 PM   #47
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Quote:
Originally Posted by AVGWarhawk
Personally I would like to see SH4 grow from here. The addon was nice and for $10.00, I feel I got a lot of goodies. I have no issue laying out some cash for more addons and upgrades of all the things mentioned in the first post. SH4 has a good root system and has great potential to grow into a mighty oak.

Also Agreed!!!!
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Old 03-28-08, 02:45 PM   #48
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Quote:
Originally Posted by Sonarman
How about "Steel Beasts Pro" & "Dangerous Waters" I agree that for large publishers your statement is probably true although Ubi has Silent Hunter & even Microsoft & EA have their respective rail sims. I think the future for sims lies with the smaller independent studios.
Sure I own both games and both are on the level of harcore I prefer when I'm in the mood to play a combat sim game. On beside of this I am also play "quick an dirty" MP games like UT, BF etc. and I like them much.

But for simulations also the graphical presentation has the the same priorirty for me as the technical side of the gameplay. If Dangerous Waters has the same graphical presentation like SH4 it would be my all favoured game so far.
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Old 03-28-08, 02:50 PM   #49
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I'd love to see what the Steel Beasts guys could do with a WW2 naval Task Force sim!
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Old 03-28-08, 03:24 PM   #50
Alex
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Quote:
Originally Posted by Blood_splat
I wish we could see the crews on the ship from further away with our scopes.
A good request, in my humble opinion. SH4 ships are enough beautiful... Now it would be nice to see the panic onboard any ship, people escaping from any compartment (is it called that way on ships ? ) that has been hit by a torpedo, the number of people always depending on the kind of ship hit... :hmm:



:p
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Old 03-28-08, 03:34 PM   #51
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Quote:
The times for real hardcore sims or at least sim games which can be configured to hardcore level, are gone.
Quite possibly true if you're only addressing the commercial efforts.

Quote:
None of the publishers today take the risk of such development, profits and shares are more important.
Pity... The bean counters run/ruin everything don't they?

Quote:
Therefore, I expect nothing of a SH successor.
Well, for starters, growing SH4 would benefit from adding new vessels and equipment...
The rest of the sim is so moddable that it could remain playable for a long, long time IF Ubi would consider releasing the geometry exporter...
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Old 03-28-08, 03:54 PM   #52
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Quote:
Originally Posted by Penta
Um...playability, guys. You lose a lot of people if SH becomes the Falcon 4 of sub sims, needing a 600pg manual.
Thats a risk I'm willing to take!

:rotfl:

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Old 03-28-08, 04:34 PM   #53
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Quote:
Originally Posted by Alex
Quote:
Originally Posted by Blood_splat
I wish we could see the crews on the ship from further away with our scopes.
A good request, in my humble opinion. SH4 ships are enough beautiful... Now it would be nice to see the panic onboard any ship, people escaping from any compartment (is it called that way on ships ? ) that has been hit by a torpedo, the number of people always depending on the kind of ship hit... :hmm:



:p
Only problem is the possibility of this being a frame rate killer when engaging a task force or comparitively large convoy. (Not sure if it would, but it is possible as you'd be adding a bunch more polys AND animation.)
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Old 03-28-08, 04:37 PM   #54
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BTW, they can make it arcadish if they want, as long as . . .

1. They proveide a description of the files and parameters for modders
2. give the modders a beta to work with so the mods shortly follow the release.

Those 2 things would make life much easier.
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Old 03-28-08, 04:52 PM   #55
elanaiba
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I don't remember anyone in Ubi saying anything about the next game being arcadish?
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Old 03-28-08, 04:56 PM   #56
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Would be nice to have a "no IFF" option so that the only way to have a ship appear as friendly would be to ID it as such with the rec manual. Planes, too.

That means contacts are contacts until PROVED friendly by the player. Perhaps within some short range IFF comes into play (X miles).
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Old 03-28-08, 05:24 PM   #57
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Quote:
Originally Posted by kv29
I really hope UBISOFT will listen, and listen carefully about many thing we expect to see in the next installment, things that are important to us, the people who will continue to support this series....

care to take a little time and dream with me?... dream on then...

- ALL SIDES & WAR THEATERS: german, american and japanese sides to play. All subs, all seas.

- REAL NAVIGATION: no more GPS maps that magically shows your sub position. we need real tools to calculate our position (sextant, another clock, and true stars).

- MORE ACCURATE PHYSIC: no more hitpoints please, we want to see a ship sink as it should be (pay attention to wernersobe work!). No more "flying" subs either please.

- REAL GUNS: yes, you know what Im talking about, no stabilized guns! (DG or AA) and full dg crew animations (gun loading & shells handling)

- BETTER ENVIROMENT: fully 3d rendered clouds, more stars, better storms, no jelly water :p

- NO BULLETPROOF CREW: yes, we want to see dead people!

- FULL SUBS: the ability to walk (yes, walk) between all compartments. and of course, we would like to get more of them.


... anything else? is up to you now.
I keep having day dreams and dreams about being able to play this "perfect" Silent Hunter which you've just described! With you 500%!!!
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Old 03-28-08, 06:28 PM   #58
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The stuff im asking for isn't really that hardcore and can be simplified.

Quote:
I want to be able to control each engine seperatly. If i want to put all 4 on the line, let me do it. If i want to put 3 on the charge and 1 on the line, let me do it.
This could be accomplished by a simple Dial Labeled "Battery recharge, with a 4 position switch. 1 / 1-2 / 1-2-3 / OFF. The more engines i put on the battery recharge, the faster its done, but the slower i go.

Quote:
I want seperate propeller control. If i want ahead full on the port propeller, and all back full on the starbard propeller, let me do it.
Take your current engine telegraph, and duplicate it, assign each one to port or starboard. A simple Lock on it to control both at once, or unlock them and click on each telegraph as you like.

Quote:
I also want full throttle and rheostate control. If i want to push the engines or E Motors to 105%- 110% of their maxmum, let me do it.
A simple dial can do this quite nicely. All you really need to do is add in a telegraph setting that is "beyond flank" that puts the load at 105% or 110%. The trick in this, is coding in a function that makes doing this risky for the increase in speed.

Quote:
I want full control on the dive planes. If i want as few as 5 degrees down on the planes, or 25 degrees down on the planes, let me distinguish which.
This could be simplified with three dive planes settings.
- dive planes set to shallow dive
- dive planes set to normal dive
- dive planes set to maximum dive

The overall point here is to give the player more control over the up and down angle of the sub.

Quote:
I want more control of my boyancy. I want to be able to control things like the saftey tank and negative tank. Not to mention just how fast the main ballast tank floods. Trim tanks would be nice too, but i woudlnt ask for THAT much.
Trim tanks would be asking too much. Saftey and negative tanks, no. I think we need those. Having these would allow you to reduce your draft and gain an increase surface speed for a sacrafice of a slower dive time as a result. OR, a deeper draft, slower speed, faster dive time. Depending if the tanks are flooded or blow dry.


All of the above would greatly add to immersion.

Edit: BUt i would give up All of the above.. IF.....

THE GAME ACUTALLY USED COMPRESSED AIR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

In both SH3, and SH4, compressed air is a total non factor.

Want to surface? NOOO problem, Compressed air isnt used to blow tanks dry, you just come up when you want.

Want to launch umpteen torpedos?! Noooooo problem, shoot as many as you like, the tubes are magic, and no compressed air is involved when firing torpedos.

But i degress one point, if the game does use compressed air, the usage ratio is so abysmally low, as to have totally negated the point for coding it into the sim in the first place. (my apologies if this is sounding harsh).
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Old 03-28-08, 06:33 PM   #59
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wow, thanks for sharing your thoughts, guys

and since we caught "someone" attention....whose nickname begins with E :p .... keep it going!

btw, mr E, stop running away from me and bring the help you promised on the deck gun issue :p

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Old 03-28-08, 07:32 PM   #60
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Quote:
Originally Posted by elanaiba
Quote:
Originally Posted by kv29
- REAL NAVIGATION: no more GPS maps that magically shows your sub position. we need real tools to calculate our position (sextant, another clock, and true stars).
The biggest problem here is the need to create a real map, which in turn raises the question of what map projection system you'll use? Lots and lots of problems with physics, AI, etc if you need to redo that part of a game, and for little gains related to captain work. Not against it at all, just very difficult. Trust me.
Just out of curiosity, why is it so difficult to create a spherical game world?

If that's not the problem, rather it's a matter of how it is presented on the map screen, well you could have multiple charts, with different projections for where you are in the world.

joe
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