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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 | |||
Pacific Aces Dev Team
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kylania
Quote:
Care to elaborate on how/where each of those items could be modded ? ![]() HundertzehnGustav Quote:
Eaf274 Johan Quote:
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#107 | |
Pacific Aces Dev Team
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Coldcall
on this thread http://www.subsim.com/radioroom/showthread.php?t=166452 Quote:
Interesting. So are we are down to AI as the only deal breaker. ??
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"You need to put your behind in the past". Kumba Last edited by horsa; 03-29-10 at 08:07 AM. |
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#108 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
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SH5 plus others on the shelves or being sold at £5 after 2 months release. End of story
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#109 |
Swabbie
![]() Join Date: Jul 2007
Location: Florida, USA
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For me, well, I am a bit frustrated. Eventually I got rid of the server stored saved games, so that's maybe okay now. I frankly do not like this thing about being on line to play a single player game. I do have a cable connection, but live in a terribly prone area to black outs due to tropical weather come summer, and while electricity is a stopper, we usually have that back in a day or two, but cable can be out for weeks on end. I play MMOs a lot and need cable for those, but when it is down Silent Hunter is running 100% of the time.
There is no excuse for the requirement for a full time internet connection, and the interuption of my single play against the AI if the internet goes down. SHIV was far better in many respects than SHV. I do admit that I absolutely love being able to walk around the boat and chat with my people, of course they have nothing to say so I guess it's like conversing with my lover... Oye, the game is so damned realistic *rolls eyes* In the end, and being a dedicated player of Silent Hunter since the first version came out, I still play SHIV more than SHV since the release of SHV. I guess that says it all right there, except that, regardless of whether I play this sim or not, UBI got my money already. I am disappointed, but it is not a stopper. |
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#110 | |
Admiral
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#111 |
Ensign
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Location: Gent, Belgium
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It's the "to some extent" bit that worries me. Only time will tell to what extent exactly. So I'd rather see those issues addressed in an official patch - idle hope, probably...
For example, I much prefer the SH4 interiors where I cannot walk around but at least I see the crew duck for cover or working on repairs rather than being able to go to the galley in SH5 but the crew stands passively.
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#112 |
Loader
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Location: Saint Louis MO
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Horsa,
I like the changes to the Auto TDC. As I now have to maneuver a bit to get a "good" shot. For distance shots the manual option remains open. It's slightly aggravating that I cannot automatically hit targets at long ranges like in SHIII/IV but forces me to play a bit more. Unfortunately it appears the AI is nowhere near as adept as it used to be and allows me to close the necessary distance. I'd say the "bugged" but moddable (in fact already done) portion of this is the passive and active abilities of the torpedoman increase the speed of torpedoes, and the manual/auto TDC methods do not take these changes into account. |
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#113 | |
Chief
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It is really unchallenging at this stage and while its a beautiful maritime environment to cruise around in a sub, it is devoid of any feeling of tension or danger. |
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#114 | |
Admiral
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![]() But its a comfort that the is the most open SH till date and look what have been done with previous versions
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![]() "I like subcommanders...they dont have time for bull****!" Proud member of the Subsim army of zombies Becks website |
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#115 |
Ace of the Deep
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Location: Off your Stb side with good solution
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#116 |
Medic
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Location: Germany
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Enjoy unpatched SH3? Hardly! SH3 was, at the time of release, in a pretty poor condition. I don't know why many people glorifiy SH3 as the Holy Grail of sub sims, especially in it's early form. Don't get me started on all those bugs it had. Just one example: A major bug in the SCR-layer of the campaign spawned all instances of scripted units of different time frames at once in the same place, making them crash and sink. As a result, the map was effectively wiped off any scripted traffic. Port traffic, ASW groups, historical events, whatever. I remember it so well because it was me who had the thankless task of going through each and every unit on the maps and all its instances, fixing this bug. It was a huge task! Eventually it was officially fixed in the second or third patch, I don't remember. I picked this example for a reason, BTW. When the issues with AI scripting in ports was mentioned, I suspected that something like this might be going on here, a problem with the scripting layer. Not the same problem, and not necessarily the AI per se. But when I saw it for the first time, my very first thought was: 'Oh, they screwed up the script layer.....again!' Not sure if this is really the case, but might be worth further investigation.
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#117 |
Eternal Patrol
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Nico! Good to hear from you again!
![]() And I agree. SH3 needed a lot of work to get it where it is today, "Best subsim ever" and all that. I remember all the complaints it got before the patches were done.
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#118 | |
Pacific Aces Dev Team
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@ McBeck
Thanks for the notes, Jonathan. The bounderies between moddable/not moddable seem to be blurred but looks like the 'deal breaker list' could lose a lot of its items. Nafod81 Quote:
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"You need to put your behind in the past". Kumba Last edited by horsa; 03-29-10 at 05:09 PM. Reason: clarification |
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#119 | |
Medic
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Location: New Zealand
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If I recall correctly SH3 had a lot more bugs relating to various hardware setups then SH5 does. The list went on and on and then on some more. Not saying this excuses SH5's state upon release day, just saying it is par for the course with UBI and the SH series.
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#120 | |
Navy Seal
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