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Old 02-28-10, 10:09 AM   #106
Denson
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Originally Posted by Bilge_Rat View Post
nope, tried that, but its just part of the scenery, no mention of it in the manual either.

I thought it might be accessible through the XO, but no go there either.


I propose Pre-official-release PATCH content Request Topic on this forum.

I really wanted to buy this game despite my dislike of DRM but what u said is just too much. I'm wondering if a further developpement of GWX is the way to go...

UBI screwed that game period.
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Old 02-28-10, 10:46 AM   #107
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Maybe im being to optimistic here but maybe we should all wait until we actually have the game before writing it off, ya DRM sucks big time, but everything else half of the posts ive read in hear are of guys who have the game still trying to figure out how the new interface and such works.

Give it time im sure its not that bad and ya the modders will hopefully be able to add alittle more realism and eyecandy
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Old 02-28-10, 11:01 AM   #108
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Give it time im sure its not that bad and ya the modders will hopefully be able to add alittle more realism and eyecandy
I FULLY agree on that.

BUT

It's not to modders to complete a unfinished product, why i have to pay a full price for something that doesnt provide esential (to me) features, modders arent paid for that. They didnt add all we wanted - i know tech limits- but even took away (indeed,need more players feedback) some feature/graphics from previous sh.
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Old 02-28-10, 11:03 AM   #109
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Hi!

Looks quite good so far... first users report only minor Bbugs/problems... and finaly we have the Kiel canal and realistic harbours!! nice dev-team!!
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Old 02-28-10, 11:20 AM   #110
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Quote:
Looks quite good so far... first users report only minor Bbugs/problems...
i seriously hope these "minors" like no usable TDC
will be patched in or can be modded.
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Old 02-28-10, 11:31 AM   #111
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some new pic´s here :

http://www.marinesims.de/wbb2/thread.php?threadid=11935

Boat in heavy weather...
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Old 02-28-10, 12:19 PM   #112
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Denson, i totally agree dont get me wrong its sad that we have to realy on modders to fix products, but nothing is going to change until we breach ubisofts doors and through flashbangs and fist to cuff emm. Until then thier like every other evil empire thier out for the $$$$ or dont have enough balls to demand a game be delayed until they fully produce.
Other than that i think the game is going to rock, and ya same cycle it wont be totally awesome until the genious modders we have here do thier magic

Jonesy
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Old 02-28-10, 12:39 PM   #113
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Quote:
Originally Posted by Denson View Post
At close distance, aka 1000m even a newb soundwatch should be able to follow a merchant. But i used this way to fire torps in sh3 vs DD cruising around me. I tried to anticipate they circular path on a 5 sec basis and market crosses on my map given the hydro data . Then fired a salvo on approx future position. During the whole war 40-45 in SH3 i sunk a dozen of DD this way and saved my sub from a certain death.

It's not easy, doesn't work every time but as a sign of realism i should be abl to do so. Sh3 allowed this desperate attempt, if sh5 can't, it is NOT an improvement over SH3 in realism. This is what dev promised us, fix some unrealistic methods form sh3 like speed calculation. They promised that Hardcore player will have all the setting to their disposal at 100% realism.
Sh5 is just a different approach to the sub sim, thus it doesn't mean it is more realistic than sh3 was.

Still you played with map notification on, i wonder how full realism difficulty leve looks like.
Your method is surely not a realistic one and works only with the easy and poorly scripted AI escorts.
I would not work neither in real life or in MP versus human controlled DD.

I do not know a sigle case of such method being used by U-boats during the war. Unless you had GNAT torps, the best thing you could do was to try to get deep, instead remaining at periscope depth or shallow.
Many people tried such methods while we played MP combats with SH II vs DC just to get their subs duly sunk.

But be happy maybe the AI escorts in SH V are as dumb as the ones in SH III so you can try your "realistic methods"
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Old 02-28-10, 12:59 PM   #114
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Quote:
Denson, i totally agree dont get me wrong its sad that we have to realy on modders to fix products, but nothing is going to change until we breach ubisofts doors and through flashbangs and fist to cuff emm. Until then thier like every other evil empire thier out for the $$$$ or dont have enough balls to demand a game be delayed until they fully produce.
Other than that i think the game is going to rock, and ya same cycle it wont be totally awesome until the genious modders we have here do thier magic
Wow... so now catering to the mainstream makes you "an evil empire"? Was there a law passed that says submarine simulators must be marketed to hardcore simulator fans?

Sure, it's got the "Silent Hunter" brand name, but as you said, Ubisoft is manned by men and women who are in it for the money, just like you are in it for the money when you go to your own job. Simulators are not "in" right now in our fast-paced "Modern Warfare" society, and for all we know, it was either this or no game at all.
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Old 02-28-10, 01:03 PM   #115
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Quote:
Originally Posted by rcjonessnp175 View Post
Denson, i totally agree dont get me wrong its sad that we have to realy on modders to fix products, but nothing is going to change until we breach ubisofts doors and through flashbangs and fist to cuff emm. Until then thier like every other evil empire thier out for the $$$$ or dont have enough balls to demand a game be delayed until they fully produce.
Other than that i think the game is going to rock, and ya same cycle it wont be totally awesome until the genious modders we have here do thier magic

Jonesy

I dont want to bitch the game, but why dev didn't left what was good in SH3 and 4? I'm sad that possibly modders will not have all the tools needed. I understand that UBI wants $$ back that they invested in the game, but i have to remind that SH5 is still based on old sh3 engine, so plenty of $$ saving.
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Old 02-28-10, 01:09 PM   #116
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Your method is surely not a realistic one and works only with the easy and poorly scripted AI escorts.
I would not work neither in real life or in MP versus human controlled DD.

I do not know a sigle case of such method being used by U-boats during the war. Unless you had GNAT torps, the best thing you could do was to try to get deep, instead remaining at periscope depth or shallow.
Many people tried such methods while we played MP combats with SH II vs DC just to get their subs duly sunk.

But be happy maybe the AI escorts in SH V are as dumb as the ones in SH III so you can try your "realistic methods"
I played MP too in sh3 and didn't get always sunk by DD -yes i was using Zaunkönig T-5.
My method is not historical, but there's a video on youtube showing how to sink a merchant based on hydrophone data, so no zig-zag.
Back to subject i was complaigning that a feature that existed in SH3 (setting manually torp gyro) should be here in SH5 and it isn't. That not a progress but a step back.
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Old 02-28-10, 01:53 PM   #117
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I can assure you i dont do my job for the money, if that were the case id be going down a different road right now. But anyways back to the game i still bought it and will fully enjoy it, sometimes what game companies do just has no common sense attached to it, and in different lines of work that would get people killed.
Enough said Im still a fan
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Old 02-28-10, 02:22 PM   #118
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current depth 148 meters (advanced depth/speed scale in lower left corner):

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Old 02-28-10, 02:42 PM   #119
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Before everyone starts frothing at the mouth, you can set gyro angle, but its done via the periscope. Where you aim, factoring in the rest of the solution, determines the Gyro angle.

In SH3, to get a solution on a TGT, you had to lock the periscope and frequently had to set gyro angles 1+ degrees towards the bow to make sure you hit.

I actually prefer this system since you can lock a TGT for TDC purpose and input all the data pertaining to that TGT without having the periscope itself locked to the TGT. So you can lead the TGT as little or as much as you want, making it easier to target specific sections of the ship.

Being able to manually set gyro angles would have been nice, but this system works well and hitting a TGT w. manual TDC/map updates off is as hard in this game as in SH3.

Apart from that, you get the same data as in SH3. The only one I have not found so far is "depth under keel", forcing me to guesstimate based on the map.

One major complain which I have is the manual which is as bad as the SH4 one. It is 35 pages and glosses over or does not explain many aspects of the game.

I am also having problems with the stadimeter. When you read the range from the top mast as in SH4, the range is off and of course, the manual offers no explanation. If anyone has figured it out, I would appreciate the answer as well.
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Old 02-28-10, 02:54 PM   #120
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Quote:
Originally Posted by Bilge_Rat View Post
One major complain which I have is the manual which is as bad as the SH4 one. It is 35 pages and glosses over or does not explain many aspects of the game.

I am also having problems with the stadimeter. When you read the range from the top mast as in SH4, the range is off and of course, the manual offers no explanation. If anyone has figured it out, I would appreciate the answer as well.
Oh boy... here we go again.
Is there a way to input range manually without the stadimeter?
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