SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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04-27-18, 09:56 AM | #1 |
Silent Hunter
Join Date: Apr 2002
Location: standing watch...
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yes, agreed. I was not sure at first what to think of this game since at first glance, it seems to lack the depth of say "Dangerous Waters", but this game does grow on you and it has the right mix of realism and playability to be both a interesting simulation and really fun to play.
The Dev support is also exceptional, which is always a big factor for me.
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04-27-18, 02:52 PM | #2 |
Admiral
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I kinda wish there was a modern subsim that was more like SH series.
Modern sims are basically scenarios where SH is an experience. In the middle of transit I can walk around my boat, and check out the night sky. I'm not just moving an avatar around the ocean. |
04-27-18, 02:56 PM | #3 |
Soundman
Join Date: Oct 2017
Location: The land of the free with a glorious military history (France)
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Yep. Silent Hunter is one hell of a good moment.
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02-27-19, 06:27 PM | #4 | ||
Machinist's Mate
Join Date: Mar 2017
Location: Atlanta
Posts: 128
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I agree with OP, and this is with latest (unmodded) version of the game.
Some comments I made on the games Steam community discussion in this thread: https://steamcommunity.com/app/54121...0934258244701/ Quote:
And I said: Quote:
Someone said "torpedo dodging simulator" and sadly, with my current experience with the game, that seems pretty accurate.
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You would make a ship sail against the wind and currents by lighting a bonfire under her decks? I pray you excuse me. I have no time to listen to such nonsense. -attributed to Napoleon Bonaparte (probably paraphrased from Les Merveilles de la science) |
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02-28-19, 04:26 AM | #5 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
Posts: 690
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60.000 yards is the maximum practical range to the horizon, but you have to remember that the submarines' radar and ESM reciever are mounted on small masts that protrude only a few feet above the surface of the water, thus drastically reducing the range at which detections can be made. If you surface the sub and raise the masts, you should be able to detect enemies out to max range, but submarines do not transit on the surface.
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02-28-19, 12:11 PM | #6 | |
Machinist's Mate
Join Date: Mar 2017
Location: Atlanta
Posts: 128
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Quote:
Hmm this wiki page on "horizon" is saying that the horizon from an eye view 1.7m above sea level is 5km!? 5468 yards. I did not realize it was that close. So I guess the fact that my SH4 crews routinely spot enemy contacts out to ~6 or (if memory serves) even 8 nautical miles (~16,000 yd) under ideal atmospheric conditions reflects the fact that those contacts have masts sticking up 10s of meters above sea level.
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You would make a ship sail against the wind and currents by lighting a bonfire under her decks? I pray you excuse me. I have no time to listen to such nonsense. -attributed to Napoleon Bonaparte (probably paraphrased from Les Merveilles de la science) |
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02-28-19, 03:25 PM | #7 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
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More likely your SH lookouts are spotting the smoke.
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03-01-19, 10:07 AM | #8 |
Machinist's Mate
Join Date: Mar 2017
Location: Atlanta
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RIGHT!
Since CDR-PH is on a roll here with his patronizing me for offering you folks some constructive feedback, just let me offer some clarification. Much respect for what you have achieved here. Wonderful game, well worth what I paid for it. Engrossing, engaging, well-balanced, excellent tutorials and reference materials, based on what little I know about the actual subject of the game, seems to be an excellent balance between realism and playability, app performs well, all the assets are good to excellent (voice, sounds, models, anims, textures, etc.). 8.75/10. What would make it a 10/10? Read my previous comments. Given you guys are GAME DEVELOPERS and have been for quite some time, I'm honestly not too worried that my harsh feedback is going to cause you any undue stress or strain. I'm also quite confident that, you can weigh such feedback for what it is worth, i.e., (a) hmmm, this guy is so full of **** I can smell him through the screen < (b) hmmm, seems like some reasonable ideas, but who cares! We are already rolling in bank from the units we sold with the exact design we implemented! Why would we fix it if it ain't broke!? < (c) hmmm, you know he does make some good points, and this isn't the first time we've had this type of feedback. Maybe for next project we could take some of these points into mind from the ground up during design and maybe expand our market appeal a bit, maybe sell more units?? Now CDR here, sorry to get your panties in a wad bro
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You would make a ship sail against the wind and currents by lighting a bonfire under her decks? I pray you excuse me. I have no time to listen to such nonsense. -attributed to Napoleon Bonaparte (probably paraphrased from Les Merveilles de la science) |
02-28-19, 08:40 AM | #9 | |
Helmsman
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Quote:
If you want a true sub simulator that incorporates those aspects of attack sub life, you'll need to find them elsewhere. In this game, your targets are relatively close, go find them, identify them, then kill them and repeat. Lamenting on the game aspects that don't match other game titles is kind of pointless as CW was never intended to duplicate a "real life" sub experience. CW is a quick paced underwater first person shooter. |
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02-28-19, 11:56 AM | #10 | |
Machinist's Mate
Join Date: Mar 2017
Location: Atlanta
Posts: 128
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Quote:
However, I disagree with you that it is "pointless," because if users do not express their lack of satisfaction with this sort of game design then they have no one to blame but themselves when they get more of it. Certainly nothing wrong whatsoever with an "underwater first person shooter." But a game with all the capabilities to be that AND so much more, and which fails to provide both the former and the latter in two or more separate play modes is a shame IMO. Like I said, seems a real missed golden opportunity. I for one will get about half or one third the use time out of the game because to me, (a) the params that control how the engagements unfold are stupid simply BECAUSE how an engagement initiates and unfolds SHOULD depend on the "in-between" engagement process; (b) the tools provided to make the stupidity of the engagements less unsavory are lacking (lack of moddability, one time compression setting).
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You would make a ship sail against the wind and currents by lighting a bonfire under her decks? I pray you excuse me. I have no time to listen to such nonsense. -attributed to Napoleon Bonaparte (probably paraphrased from Les Merveilles de la science) |
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02-28-19, 04:35 PM | #11 |
Helmsman
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More along the lines of buying a Volkswagen and then suggesting with a little more work it could be Porsche. While that statement may be true, the point of producing a VW or in this case Cold Waters was not to make a Porsche or a Silent Hunter variant.
Anything can be "so much more" but at some point developers say enough, that's all its going to be. I am of the opinion that CW is as fleshed out as it is ever going to get. At best we can hope for a better mission editor, perhaps the ability to import mesh designs for different subs and some of the minor outstanding issues polished up. If you wish to tilt at windmills on every site you come across, that is your prerogative but I assume when doing so you realize that your horizon will not be getting much closer than it is now. Hope springs eternal = denial in most cases. You might enjoy the game more if you play it for what it is and not what you wish it was. |
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