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Old 06-23-06, 01:37 PM   #1
zaza
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Quote:
Originally Posted by stinger503
Japanese subs are a must: think about it, you could start off in a two man midget sub or something and move up from there, then you could be a mother sub and fire midget subs or something. plus it would have a learning curve ex. going from the easy pre-US war days to the US-Japanese war, thus extending the war for you

New missions from HQ ex. attack the Panama Canal, raid Pearl Harbour, hunt other sub or ship etc. maybe add in secret missions ex. delivering atom bombs to Germany or testing out a new sub etc.

wolfpacks
I agree.And I want go Niuginia area islands as supply sub.
IJN have used new submarine such as Jyunsen typeB for that operation.
That mission will be exciting! Because they cant dive so deep, US PT boats and planes
are try to attacking sub when we reach to islands.
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Old 12-22-05, 12:08 AM   #2
bill clarke
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Gents, my two cents worth. A full range of IJN ships, not just the BB's, CV's ect, but all the auxilliarys, like the submarine depot ships, and the repair ship Akashi, and the later CVL's, have the Chiose and Chiyoda, then if they survive to the point of their conversion, have them respawn as the carrier's, likewise, the Hyuga and Ise, respawn as BCV's (I think that's the right acronym). If the Dev's want to do it right then they should give us plenty of classes of ships.

forgot to mention more realistic damage model, when BB's roll over their turrets fall off, all deck cargo should slide off along with anything else not nailed down, including crew.
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Old 12-22-05, 02:59 PM   #3
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To get the maximum number of ships in SH4 the DEV's should enlist the modelers on this site now to help them. The DEV's could probably create roughly the same ammount of ships for SH4 as they did for SH3, but just think of the numbers/versions/skins etc. that could be created with the help of the modders here .

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Old 06-16-06, 05:55 AM   #4
Fritz Fraghof
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Many fantastic suggestions here. A few vital ones from me: update the graphics at least to include shader model 2 & 3 support and normal/bump mapping for sub/ship skins. Modelling the open ocean is not about polygons so much as having good surface effects. Also I suggest adding bigger waves and better particle effects for waves : both 'whitecaps' and waves hitting the bow & conning tower. Please try to model fog somehow with some sort of (particle/shader) effects, rather than just a grey horizon. (In SHIII I have to ask the navigator to confirm how foggy it is.) It would be very nice to include some sort of animation for the crew manning and leaving the conning tower in the external view. Use a good beta program to cut down on bugs and incorportate valuable feedback. Include good support for mods as with SHIII. Mods elevated SHIII (for me) from very good to the almost sublime. A SDK release for modders would be great (before release preferably), even if just for adding extra ships. Things like this drum up community interest and support and are free content as far as developers are concerned. (Sims 2 did this cleverly pre-release with a Sim skinner or such)

Last edited by Fritz Fraghof; 06-16-06 at 05:59 AM.
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Old 06-16-06, 01:00 PM   #5
Sulikate
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Quote:
Originally Posted by Fritz Fraghof
Many fantastic suggestions here. A few vital ones from me: update the graphics at least to include shader model 2 & 3 support and normal/bump mapping for sub/ship skins. Modelling the open ocean is not about polygons so much as having good surface effects. Also I suggest adding bigger waves and better particle effects for waves : both 'whitecaps' and waves hitting the bow & conning tower. Please try to model fog somehow with some sort of (particle/shader) effects, rather than just a grey horizon. (In SHIII I have to ask the navigator to confirm how foggy it is.) It would be very nice to include some sort of animation for the crew manning and leaving the conning tower in the external view. Use a good beta program to cut down on bugs and incorportate valuable feedback. Include good support for mods as with SHIII. Mods elevated SHIII (for me) from very good to the almost sublime. A SDK release for modders would be great (before release preferably), even if just for adding extra ships. Things like this drum up community interest and support and are free content as far as developers are concerned. (Sims 2 did this cleverly pre-release with a Sim skinner or such)
Nice graphic suggestion, 100% agreed.
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Old 06-19-06, 05:50 AM   #6
Kurushio
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I have to add here that I would like a working anchor....if that isn't too much to ask? :p
 
Old 06-21-06, 04:26 AM   #7
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Simple wishes from me

HDR support

Dynamic resolution

Better tools and assists for manual plotting and target solution
- mods have made this somewhat easier, but I believe the game should be much kinder towards players that wants to plot their own solutions. Like proper rulers, ability to have officers to make time plots on map from bearing and range that you give them.

Missions. Dynamic campaign is one thing, but the ability to get special orders from BdU would be nice. Doesn't have to be historically accurate for my sake, as long as it is fun.

Deeper simulation. SH3 feels a bit shallow, no pun intended. Where is the thermal layers? Why do DC not disrupt destroyer's? Damage model? Repair times? Plane trim?

30 km visual range, ta. Doesn't have to mean 30km visibility all the time, but we need more visible horizon from SH3s pitiful, embarassing 8 km.
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Old 09-21-06, 12:21 PM   #8
MothBalls
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I'd like to be able to replay and review missions from and observer point of view so I could see my mistakes and learn from them. Not everything in the entire mission, but just the area within the subs "zone of influence". Make it part of the final saved mission, you can't use it until the patrol is over.


================================================== ===================
A detailed captains log would be nice too. One that would record every important command given and what time it was given.

11DEC1941 0900 - Periscope depth
11DEC1941 0900 - Rig for silent running
11DEC1941 0905 - New course 270
11DEC1941 0930 - Fired T2 torpedo
11DEC1941 0934 - Torpedo impact - Imperial Cargo Ship
11DEC1941 0936 - Ship Sunk - Imperial Cargo ship - 9,875 tons
11DEC1941 0940 - Surface the submarine
11DEC1941 0943 - Sub damaged by Japanese air attack
================================================== ====================


Make the captain accountable and let him do what he wants. In SH3 you can only man deck/aaa guns in fair weather. If the Captain orders the guns manned, let him. If there is bad weather, increase the probability of losing that sailor.

wind 00 knots 00% chance of man overboard
wind 05 knots 02% chance of man overboard
wind 10 knots 30% chance of man overboard
wind 15 knots 70% chance of man overboard

Possibly include watch crews in this scenario, and allow the sub to be surfaced without a watch crew.

If someone does go overboard, allow the ability to rescue him. You have to stay surfaced within 500m of the point he went overboard and remain there for 1 hour to perform the rescue, possibly longer in bad weather.

If you do lose a sailor, you get penalized for it. Take away renown, etc. If you lose xX number of sailors over a career, your career ends. 15 sailors and your fired, or demoted, something like that.
================================================== ========================


At full realism, don't do anything automatically for the captain. For example, when you surface in SH3 it automatically switches from electric engines to diesel and moves the crew to the compartment, then puts a watch crew on deck.

Let the Captain give the orders, but make it easier than having to slide everyone around. Click switch to diesel engine, watch crew on deck, etc.

================================================== =======================

When an important decision has to be made, give the captain the option to:

1. Phone a friend
2. 50/50 eliminate one wrong decision
3. Poll the audience.
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Old 09-21-06, 03:32 PM   #9
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Quote:
Originally Posted by MothBalls
At full realism, don't do anything automatically for the captain. For example, when you surface in SH3 it automatically switches from electric engines to diesel and moves the crew to the compartment, then puts a watch crew on deck.
That's the only one of your suggestions I disagree with. The captain never tells the engine room crew to switch from diesel to electric. The captain gives the order to dive, the engine crew makes the switch immediately, the officer of the deck (duty watch officer) keeps an eye on the 'christmas tree' and reports all hatches confirmed shut. Then they dive. All the captain does is give the main order.

You might as well have him cook dinner for everyone.
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Old 09-21-06, 04:42 PM   #10
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I don't know if I posted this here before, but I have started a thread on it.

A better selection of merchant ships, including typical generic ones (both small and large). And the generic ones should have a randomized tonnage, such as the tonnages in AOD or in the new open-source subsim Danger from the Deep.
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Old 09-21-06, 06:18 PM   #11
MothBalls
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Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by MothBalls
At full realism, don't do anything automatically for the captain. For example, when you surface in SH3 it automatically switches from electric engines to diesel and moves the crew to the compartment, then puts a watch crew on deck.
That's the only one of your suggestions I disagree with. The captain never tells the engine room crew to switch from diesel to electric. The captain gives the order to dive, the engine crew makes the switch immediately, the officer of the deck (duty watch officer) keeps an eye on the 'christmas tree' and reports all hatches confirmed shut. Then they dive. All the captain does is give the main order.

You might as well have him cook dinner for everyone.
I agree with your point now that I think about it. I guess there has to be a balance, or learn how to cook.
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Old 09-22-06, 12:21 PM   #12
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Quote:
I'd like to be able to replay and review missions from and observer point of view so I could see my mistakes and learn from them. Not everything in the entire mission, but just the area within the subs "zone of influence". Make it part of the final saved mission, you can't use it until the patrol is over.
I'd like this, too. They have it for flight simulators, so why not for this game?
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Old 10-17-06, 07:54 AM   #13
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Quote:
When an important decision has to be made, give the captain the option to:

1. Phone a friend
2. 50/50 eliminate one wrong decision
3. Poll the audience.
:rotfl::rotfl::rotfl:
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Old 10-17-06, 03:44 PM   #14
mookiemookie
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A small wish...if I torpedo a ship and its fuel bunkers are damaged, an oil slick would be a nice touch for something to see.
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Old 10-26-06, 08:38 PM   #15
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Well I am not sure if these have been mentioned, but I would like to see pennants representing ships sunk when returning to port. As for the other, I am not sure if it was in the the original Silent Hunter or if it was another subsim, but I remember that when evading a depth charge attack, the further away I was from the attacker the more distant the sound of the depth charges. That really helps with the immersion factor. I can't remember if this is present in SHIII.
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