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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Torpedoman
![]() Join Date: Dec 2004
Location: Sapporo city Hokkaido JAPAN
Posts: 118
Downloads: 12
Uploads: 0
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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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#2 |
Captain
![]() Join Date: Apr 2005
Location: Wagga Wagga, NSW Australia
Posts: 519
Downloads: 40
Uploads: 0
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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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#3 |
A-ganger
![]() Join Date: Dec 2003
Location: Dublin, Ireland
Posts: 71
Downloads: 2
Uploads: 0
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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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#4 |
Watch
![]() Join Date: May 2005
Posts: 29
Downloads: 29
Uploads: 0
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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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#5 | |
Grey Wolf
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#6 |
Stowaway
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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
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#7 |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 798
Downloads: 3
Uploads: 0
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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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#8 |
Ace of the Deep
![]() Join Date: Aug 2006
Posts: 1,012
Downloads: 20
Uploads: 0
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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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#9 | |
Eternal Patrol
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You might as well have him cook dinner for everyone.
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#10 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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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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#11 | ||
Ace of the Deep
![]() Join Date: Aug 2006
Posts: 1,012
Downloads: 20
Uploads: 0
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#12 | |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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#13 | |
Ocean Warrior
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#14 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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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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#15 |
Swabbie
![]() Join Date: Mar 2005
Posts: 13
Downloads: 2
Uploads: 0
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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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