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Update #2: Silent Hunter III
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Neal Stevens



Joined: 25 Jan 1997
Posts: 3517
Location: Houston, Texas

PostPosted: Wed May 12, 2004 4:02 pm    Post subject: Update #2: Silent Hunter III Reply with quote

http://www.subsim.com/2004e3_ssr.html

Spent 90 minutes playing SH3, discussing it with the dev team, and watching the other journalists admire the game--it looks hot and the level of detail is 200% greater than any subsim that has come before it. Updating now.
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Mechman



Joined: 01 Feb 2003
Posts: 35

PostPosted: Wed May 12, 2004 4:06 pm    Post subject: Reply with quote

I'm pretty sure I saw you there too.
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JJ



Joined: 22 Apr 2004
Posts: 879
Location: Oulu, Finland

PostPosted: Wed May 12, 2004 4:12 pm    Post subject: Reply with quote

Damn, the map looks good. Makes me wanna grab the clock Very Happy
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Mechman



Joined: 01 Feb 2003
Posts: 35

PostPosted: Wed May 12, 2004 4:51 pm    Post subject: Reply with quote

Is 1c even showing pt boats? I checked their booth in kentia, and they had the banner, but no game.
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Drebbel



Joined: 10 Jan 2002
Posts: 6153
Location: Almost at periscope death !

PostPosted: Wed May 12, 2004 4:59 pm    Post subject: Reply with quote

Great update Neal ! Love the screenies.

But of course i have someting to complain about:

A)
Gun screen looks very arcadisch Sad

B)
Quote:
After completing a mission you will have a choice of one of three new missions


Choosing from 3 different missions does not sound very realistic to me. Don't think real commanders could do that.

C)
Quote:
I inquired about letting the player interrupt the grid map travel session and be able to take the bridge at any time but Tiberius said at this point that is not planned.


Bummer ! I do hope they will change that !

I sure hope the 'beamed to patrol zone' option can also be interupted by enemy attacks (planes, ships, etcetera).

But it seems there is no freedom at all to go to an other location. No need to set your own course/route. So no tactics needed at all to reach your patrol zone safely, no need to set up a system to avoid the enemy while transiting Sad Sad bummer, bummer and bummer again

D) I get the feeling that if one decides to leave the parolzone and head for another area one will not find much, or am I wrong on this Neal
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JJ



Joined: 22 Apr 2004
Posts: 879
Location: Oulu, Finland

PostPosted: Wed May 12, 2004 5:08 pm    Post subject: Reply with quote

Drebbel wrote:
Gun screen looks very arcadisch Sad


Indeed it does :nope: If it sticks to the final game, I guess the first feature of the first SH3 mod will be the removal of that dumb schei$$e Very Happy

-JJ
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america person



Joined: 01 Mar 2004
Posts: 1309
Location: fairfax, VA, near D.C

PostPosted: Wed May 12, 2004 5:13 pm    Post subject: Reply with quote

nice!! yay Neal he brought back sh3 info, (neal deserves an extra large choclate chip cookie Very Happy Yep Yep )but i agree with Drebbe, the not interupting the transit is a bummer, also the screenie wth the AA gun the side panel anyone notice that it looks reminisct of B-17 the mighty 8th? the scrrenies look nice though YAY NEAL YAY YAY YAY Yep Yep Yep Very Happy
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Heibges



Joined: 26 Feb 2004
Posts: 681
Location: San Francisco, California

PostPosted: Wed May 12, 2004 5:22 pm    Post subject: Reply with quote

it appears the campaign will be modeled after sh1 then. you appeared in your patrol zone with "x" amount of fuel, and beamed back to port when you ran out of fuel/torps and were out of enemy contact.

perhaps if the DEV's played one of the Raiders or Atlantik missions, they would see the patrol format everyone has been begging for.

there is no way to get around Deck Guns or AA Guns being arcadey. Either let them be fully managed by Crew Competency or it is an arcade game. No two ways about it. but you could argue that trying to do manual tdc on a 2D video monitor, will always be arcadey too. especially when you get good enough to plug a tanker at 3000m with a single torpedo. historical uboat accuracy is based on researched figures are the only truly realistic way to simulate what the uboat went through, and this means a well researched, thought out, and designed auto tdc.
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Seeadler



Joined: 14 Mar 2001
Posts: 1992
Location: Germany

PostPosted: Wed May 12, 2004 5:52 pm    Post subject: Reply with quote

great, the same principle to distribute the crew on the damage screen as 1993 in the game Jutland , only it seems more complex than Jutland did. Very Happy
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Pete
Guest





PostPosted: Wed May 12, 2004 6:30 pm    Post subject: Reply with quote

Crying or Very sad Yes is right so I dont wanna play this game then.

After completing a mission you will have a choice of one of three new missions

No real tactic

Why there destroy always the games self? There know what we wont, but no always the same sh.t! Evil or Very Mad

What the hell of sh.t! Mad
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america person



Joined: 01 Mar 2004
Posts: 1309
Location: fairfax, VA, near D.C

PostPosted: Wed May 12, 2004 6:34 pm    Post subject: Reply with quote

ok, you do that hten Yep
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oscar19681



Joined: 20 Jan 2004
Posts: 657
Location: netherlands

PostPosted: Wed May 12, 2004 6:40 pm    Post subject: Reply with quote

its looking better every-time i look!!! . however i wonder if they will model only one scope like in sh2 or 2 scopes like it should be!
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america person



Joined: 01 Mar 2004
Posts: 1309
Location: fairfax, VA, near D.C

PostPosted: Wed May 12, 2004 6:46 pm    Post subject: Reply with quote

know idea, hasn't been in anything ive seen or read about, anyone else know?
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Neal Stevens



Joined: 25 Jan 1997
Posts: 3517
Location: Houston, Texas

PostPosted: Wed May 12, 2004 7:32 pm    Post subject: Reply with quote

Mechman wrote:
Is 1c even showing pt boats? I checked their booth in kentia, and they had the banner, but no game.


They are showing a highlights trailer from ingame footage and a simple model display. Ask for Dmitry Arkhipov. They gave Subsim a copy of the trailer which I will try to get clips from.
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Neal Stevens



Joined: 25 Jan 1997
Posts: 3517
Location: Houston, Texas

PostPosted: Wed May 12, 2004 7:44 pm    Post subject: Reply with quote

Drebbel wrote:
Great update Neal ! Love the screenies.

But of course i have someting to complain about:

A)
Gun screen looks very arcadisch Sad

It looked okay to me, better than SH2.


B)
Quote:
After completing a mission you will have a choice of one of three new missions

Choosing from 3 different missions does not sound very realistic to me. Don't think real commanders could do that.


No, it is a little unusual, I will have to try it before I decide if I like it. The purpose is to use scripted missions but shuffle them a lot so the player does not become familiar with them. But there's more... (read on)

C)
Quote:
I inquired about letting the player interrupt the grid map travel session and be able to take the bridge at any time but Tiberius said at this point that is not planned.

Bummer ! I do hope they will change that !

I sure hope the 'beamed to patrol zone' option can also be interupted by enemy attacks (planes, ships, etcetera).

But it seems there is no freedom at all to go to an other location. No need to set your own course/route. So no tactics needed at all to reach your patrol zone safely, no need to set up a system to avoid the enemy while transiting Sad Sad bummer, bummer and bummer again


Well, the way I understand it, when you are transiting to your patrol zone, you will have a probabilty of chance encounters so it is not so rigid as SH2. You will be interrupted by enemy planes, convoys, and ships (I believe I pointed that out in my article Wink).

But I think you are right, like SH1, you won't have the ability to sail anywhere and everywhere.

I got the impression they are still working out the details of the exact mission structure and the certainly are aware of the dynamic campaign wishes. Tiberius stated he was familiar with Aces. The way it is set now, it reminds me of Silent Service II.

They are quite serious about making SH3 a success and they are serious about continuing the franchise with a Pacific version.
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