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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Bosun
![]() Join Date: Feb 2007
Location: Tennessee, USA
Posts: 67
Downloads: 149
Uploads: 0
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After viewing this latest developer interview, I am fired up and it will be difficult to be patient for the mailman to deliver my pre-ordered copy of the game into my eager hands. I agree with some other posted comments that there will most likely need to be a patch or two to tweak issues in the game and also I look forward to some upcoming, no doubt outstanding, mods created by the gifted modding community to add additional punch to the game.
I am definately looking forward to spending all my upcoming spare time commanding a US submarine in the Pacific in the dynamic campaign. |
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#77 |
Sonar Guy
![]() Join Date: Feb 2005
Posts: 377
Downloads: 20
Uploads: 0
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Man this looks great. I love all the Crew on deck. Damage models, the graphics.... Boy this is going to rock. Can't wait till next week.
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#78 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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![]() Save the ranting for when you've actually played the game. Only then can you give it a fair evaluation. |
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#79 |
Ensign
![]() Join Date: Apr 2006
Location: Walla Walla, Wa
Posts: 223
Downloads: 3
Uploads: 0
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Anyone notice the effect when the Virtual Camera leaves the water; how the water runs off the screen?
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#80 | |
Grey Wolf
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#81 | |
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
Uploads: 0
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That fish or whatever I had the small hand with finger pointing to was not a persons name in MP and at times there were two, then three of the said possible fish. Maybe it was not anything to do with the game for even with fairly good resolution in media player this thing was allways a blur because of how the Dev was moving the 'Ship Camera'. Did you not read Neals post after mine ? Well whatever it was will keep my curiosity up till I get ahold of the Sim and then I'm takeing along my fishing gear just in case. ![]() ![]()
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#82 |
Ace of the deep .
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Whatever
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#83 |
Gunner
![]() Join Date: Feb 2007
Location: Houston, Texas
Posts: 99
Downloads: 0
Uploads: 0
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"and here we see that the target is at 500m"...
Metres! Yikes! US Subs and Meters! I hope there is an option for a more authenitic Imperial System...Yards! ![]() But in all the previews i read and watch I only see them mentioning meters..... ![]() |
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#84 | |
Captain
![]() Join Date: Apr 2002
Location: Davie, FL Grid DM 23
Posts: 544
Downloads: 60
Uploads: 0
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#85 |
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
Uploads: 0
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Imperial and Metric measure are discussed here:
Check out post #15 http://www.subsim.com/radioroom/show...perial+measure
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![]() ![]() Last edited by Elder-Pirate; 03-15-07 at 02:35 PM. |
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#86 | ||
Gunner
![]() Join Date: Feb 2007
Location: Houston, Texas
Posts: 99
Downloads: 0
Uploads: 0
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#87 | |||
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
Uploads: 0
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Really? you did not read my post above yours and then read post #15 in that thread. I believe thats pretty offical.
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#88 |
Planesman
![]() Join Date: Mar 2002
Posts: 184
Downloads: 3
Uploads: 0
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This is pure speculation on my part, but the Adversarial Mode may be the hook into a DC2. It is a basic interface to control ship elements in the the game. You can issue commands to these ships, manage an attack. There is feedback to the escort commander by way of blue sonar bearing lines. This covers the basic inputs/outputs needed to interface two games. DC2 would be a filled out Adversarial mode plus extra DD stuff to do.
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#89 | |
Ace of the Deep
![]() Join Date: Jul 2003
Location: Morris, Illinois USA
Posts: 1,090
Downloads: 29
Uploads: 0
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Please Devs make this person right. ![]()
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#90 |
Ace of the Deep
![]() Join Date: Sep 2006
Location: 2 Meters Below Jimbuna
Posts: 1,060
Downloads: 4
Uploads: 0
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Thanks for the upload of the video to the site. None of Neal's would work for me...
NealT |
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