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The Silent Hunter IV (Pacific Campaign) SUGGESTIONS-LIST
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DeepSix



Joined: 27 Mar 2005
Posts: 802
Location: DB22

PostPosted: Mon Apr 10, 2006 9:39 pm    Post subject: Reply with quote

Torpedoes that launch halfway out the tube and then "jam," thus taking a tube offline until it can be removed.
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pilotxxl



Joined: 02 Apr 2006
Posts: 6
Location: Portugal

PostPosted: Tue Apr 11, 2006 10:02 am    Post subject: Sub Types Reply with quote

I would like to see all types of US subs:

S-Class:

S-1; S-12; S-42 e S-48.


Barracuda;Argonaut;Narwhal;Dolphin;Chachalot;

P-Class:

P-1; P-3; P-5.

Salmon-;Sargo;Tambor;Gar;Gato;Balao and Tench

British S-Class and T-Class/ Group 2 would be welcome, and Dutch too, like the O12;O16;O19 (mine-layer) and O21.

The Kaidai types (KD3-KD4-KD5-KD& and KD7); Junsen and 'C'types of Japanese navy would add a nice touch in the game, but it would be feasible?

I think Silent Hunter IV would be able to make a new path in the game if, like Flight Simulator, give the chance to the community to make new models in order to enhance the game.

In the base models, they only made some types by nation, and take care of other things of real importance such as:

- outfit of ship (spare parts, water and petrol supplies, fresh provisions, munitions);
- net and gross wheight;
- a good fatigue model with random impossibility recoveries by illness and a possibily death by accident;
- engine/radio/radar/rudder/dive planes/manometers and other paraphernalia breakdowns;
- damages only repairable at base or by friend vessel;
- coded messages;
- radio operational with chances of tune in civil radio stations (music and news) and pick other comunications (civilian and war boats) in other languages and codes too;
- morse code between boats by light;
- flag codes between boats;
- chances of asking rescue boats and rescue rafts;
- standard sea routes(chance of make our own routes and save them permanently);
- Crew's quaters, crew's mess and officers quarter's & mess interacting with the fatigue and moral model;
- All possible crew on deck to rest when fatigue is too high;
- Differente tasks to perform during a campaign, and not only 24 hours survey grid (escort/deploy/rescue/and so on);
- Milk cows;
- Stations operating with minimum possible crew or without none (high chances of malfunction);
- Enlisted rates not only petty-officers;
- Ship's cook (we all need to eat)
- Realistic depths and a good weather machine;
- Possibility of make desired depth, direction an velocity in increments of one feet, degree+minute and knot;
- Real search capabilities of DD and other vessels (pls no 360ยบ capability);
- Depth charges blowing separately and in diverse depths with the respective results in the sub;
- Table of sunset and sundown time and meteoroligical bulletins possible when available;
- Much better sound effects;
- Real command voices and confirmation;
- Better log-book w/ possibility of notes added by the commander;
- Rusty and damaged skins aged by use;

That's all folks!
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Sailor Steve



Joined: 22 Nov 2002
Posts: 5433
Location: Salt Lake City, Utah

PostPosted: Tue Apr 11, 2006 11:18 am    Post subject: Reply with quote

DeepSix wrote:
Torpedoes that launch halfway out the tube and then "jam," thus taking a tube offline until it can be removed.

Nice suggestion. Also "hot-runners"; torpdoes that start running while still in the tube, usually before it's flooded. Both of those occurances were rare, but they did happen.

Also the occassional "circle-runner", torpedoes having the gyro jam. Again very rare, maybe once in 10 patrols, but still...
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DeepSix



Joined: 27 Mar 2005
Posts: 802
Location: DB22

PostPosted: Wed Apr 12, 2006 10:14 am    Post subject: Reply with quote

Sailor Steve wrote:
Also "hot-runners"; torpdoes that start running while still in the tube, usually before it's flooded. Both of those occurances were rare, but they did happen.

Also the occassional "circle-runner", torpedoes having the gyro jam. Again very rare, maybe once in 10 patrols, but still...


Forgot about those; I'd like to see them included as well. Thumbs Up
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plaice



Joined: 07 Jul 2002
Posts: 22

PostPosted: Sat Apr 15, 2006 3:06 pm    Post subject: radio msg. Reply with quote

I served in the Pacific on subs. and what was special was radio msg where we were advised of convoy movements. This would be needed on getting a sub in position in the Pacific. I hope you are able to put together a Pacific addition. I enjoyed the first one very much, and since I served on one it was a great game. good luck on your progress
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DeepSix



Joined: 27 Mar 2005
Posts: 802
Location: DB22

PostPosted: Sun Apr 16, 2006 5:29 pm    Post subject: Reply with quote

Thought of another one.

In SH3, by the end of the war, it's not unusual to find yourself under attack by PBYs, Sunderlands, Wellingtons, B-24s - you might have a dozen of them diving, banking, climbing, and generally buzzing around like bluebottles. Even though the late war is supposed to be hard, I think such swarms of a/c - particularly all the 4 engine bombers - are a bit too much, even unrealistic, especially in mid-ocean. Constant harassment by one or two at a time would seem more accurate. As it is, the AI keeps bombarding you with more and more until there are too many, forcing you to dive. I'd rather be forced to dive at the hands of quality, rather than quantity, on the part of the AI.

So in SH4 I'd like to see airborne ASW that's more realistically modelled, if that's possible given that they're going to use the same engine.
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DeepSix



Joined: 27 Mar 2005
Posts: 802
Location: DB22

PostPosted: Tue Apr 18, 2006 3:52 pm    Post subject: Reply with quote

I know, I know, I'm spamming the thread, but I keep thinking about stuff I'd like to see (chalk it up to anticipation) Smile :

Early war, esp. during the retreat and general mayhem in the Philippines and DEI, U.S. subs sometimes spent as little as 24 hours in port. That could be incorporated to have an impact on crew fatigue/morale (I'm not talking about crew management). It might add a challenge - to conduct an effective patrol with a crew that's not completely rested.
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Henchman



Joined: 17 Mar 2005
Posts: 11

PostPosted: Wed Apr 19, 2006 12:19 am    Post subject: Reply with quote

This suggestion has been mentioned already, in this thread and many other SHIII threads, but I'll say it again because it is very important: We need more mission variety (i.e. rescue missions, intelligence gathering, special cargo deliveries etc.)!

Also, (but less importantly) don't forget to include the ability to tune in to "Tokyo Rose" on the radio, as well as historically accurate news broadcasts that correspond to the date/time you are playing. In fact, a fully functional radio that you can manually tune would be great. There could be various radio broadcast stations set up around the world that you could tune in to depending on your location.
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SilentOtto



Joined: 27 Mar 2002
Posts: 19

PostPosted: Wed Apr 19, 2006 8:09 pm    Post subject: Reply with quote

+1 to interactive radio!! You read my mind, how would I love to have that big SW - or AM or whatever it is - radio working in SH3... But Pacific stations would be fine too! Listen to emergency channel, music, enemy comms...
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Safe-Keeper



Joined: 23 Dec 2005
Posts: 63
Location: Norway, spamming P2P sites with SH3 decoys

PostPosted: Thu Apr 27, 2006 4:48 am    Post subject: Reply with quote

Some scripted things for the radio would be really nice.

For example, tune in to the emergency VHF channel while sinking a Japanese ship, and you hear frantic maydays from the ship in Japanese. Fight a battle and you hear radio chatter from the combatants.

That, and the radio officer would give reports such as "Getting an SSS distress signal from [ship] at [source co-ordinates], sir"

Manually tune the radio or give the radio man orders such as "Emergency VHF", "News", "Turn off radio", "Volume down", etc.
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