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Wish list for the DEVS
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Redwine



Joined: 10 Jan 2002
Posts: 1143
Location: Buenos Aires , Argentina.

PostPosted: Mon Jan 16, 2006 9:14 am    Post subject: Reply with quote

Some of my wishes :

1]
Thermal layers. They can be modelled as a second sea surface under the real sea surface. A subsim with no thermal layers is how to suck a breast with soutien.

2]
An order for determined crew to take water samples to determine thermal layers position, with a log in some screen.

3]
Interacting Wolf Packs

4]
Molk Cows

5]
Difrent behaviour for DDs and DEs.
DDs on hunter killer groups hunt on you for 30 hours attempting you run out of O2 and batteries, and DEs hunt on you for a wile to maintain you far of the convoy and the they return to escort position.

6]
NO Notepad Feature, it is useless and unreal, instead of it a good mouse working Whiz Wheel into a game screen. I made it for SH2, it is perfect posible.

7]
Very BIG and precise TDC instruments, is SH3 they are so small and off-set, i can say they are near to useless.
May be slide instruments as a mod done for navigation instruments.

8]
BIG periscope bearing strip chart. It is present in the 3D inside view, but is useless there, but we need it into the periscope station view.
This big chart is modelled into 3D vies but in real life, i see planes, they had a Vernier second scale to be more precise and measure small parts of degrees.

9]
No crew fatigue management (it is the most anoying feature for me)

10]
Better operable sonar and radar station as in SH2.

11]
Realistic crush depths.

12]
A working well silent running protection.

13]
We need a Quick Mission Editor as in SH1 and SH2.

14]
A friendly to user Mission Editor as in SH1 or Flanker 2.0.
SH3 Mission Editor is really a Bull S..... i never was able to make it run well, windows runs out my screen, the contain of windows runs out the windows. I was not able to see the contains of windows.


I have 100 more, but these are the most important i remember yet now.

Thumbs Up


Last edited by Redwine on Tue Jan 17, 2006 7:54 am; edited 2 times in total
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don1reed



Joined: 16 Dec 2004
Posts: 437
Location: Valhalla

PostPosted: Mon Jan 16, 2006 9:20 am    Post subject: Reply with quote

Forgive me for reposting this. I thought this might be the proper thread to post this:

Quote:
In addition to the Photo Recon & Lifeguard missions, I would also like to see WW2 Special Ops Msn of INFIL/EXFIL Marines and/or Australian Coast Watchers, i.e., Macon Is. etc.

Post Photo Recon Msn, have a mid-ocean link-up with PBY Catalina to whisk away the photo intel for timely processing. (Calm Wx: the PBY makes water landing. Foul Wx: Flyby grapling hook pickup of photo canister strung between masts.) Perhaps with Far and Near recognition signal[s].


cheers,
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Takeda Shingen



Joined: 14 Mar 2001
Posts: 841
Location: Allentown, Pa, USA

PostPosted: Mon Jan 16, 2006 10:14 am    Post subject: Reply with quote

don1reed wrote:
Forgive me for reposting this. I thought this might be the proper thread to post this:

Quote:
In addition to the Photo Recon & Lifeguard missions, I would also like to see WW2 Special Ops Msn of INFIL/EXFIL Marines and/or Australian Coast Watchers, i.e., Macon Is. etc.

Post Photo Recon Msn, have a mid-ocean link-up with PBY Catalina to whisk away the photo intel for timely processing. (Calm Wx: the PBY makes water landing. Foul Wx: Flyby grapling hook pickup of photo canister strung between masts.) Perhaps with Far and Near recognition signal[s].


cheers,


That would be nice. The USN always did a lot of cool things with their subs.
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finchOU



Joined: 27 Jan 2004
Posts: 486

PostPosted: Mon Jan 16, 2006 1:58 pm    Post subject: Reply with quote

Inside sub stuff:

1. Realistic Periscope view! When looking through the periscope the only thing i should see is the view through the periscope. Adding torpedo screens, fire buttons, reconition manual, and even the tool bar at the bottom of the screen not only take way from the size of the view (which is very important), but it adds unnessisary light making it even harder to see! There should be a scope veiw and a drop back view with all the stuff you need (stuff mentioned above).....it just stinks of gamism and not simulation!

2. The ability to actually command the boat with out having to use shortcut keys. This should have been fixed in SH3...but just looks like it was scraped for time.

3. A Captains log you can acually write on! more immersion factor!

4. No Range info from the WO(big cheat for manual plotting/targeting)....but need a bearing when a contact is spotted

5. Ability to tweak most anything on the sub from ballast to engine management.

6. Look into Manuvering Boards....and see if you can make a station/screen for an automated one.

7. All compartments...like to see the crew loading torps or sleeping....or glaring at me for taking them out for so long....continuous bread growth would be cool.

8. Breakdowns! I've been on ships....stuff breaks all of the time and is constantly being fixed...not in SH3 though!

9. Food/supplies has to have some bearing on lenght of patrol and moral! The CE should have a vibe on Crew moral and should start hinting that we need to start heading home before the crew is completely overcome with combat fatigue.

Outside the sub....

1. Friendlys?? Wolfpacks?? a must!!!

2. its been said that DD's only have one type of depth charge..this needs to be changed......and make them run out!

3. I would like to see ships doing an UNREP (underway replenishment)....a DD needs to refuel from a tanker.

4. a general improvement in AI in general. convoys are too predictable......they only zig zag for a period of time then go back once a DD is back in the lead. Why do I never see straglers from a convoy in bad weather (alot of ships were sunk because of their inablity to keep up with the convoy..look that one up at uboat.net)

5. damage model was new and pretty good with some exceptions. Ships didnt seem to slow down at all taking two torpedos...the shear amount/weight of water rushing in should be enought to slow any ship to a crawl. Fires dont seem to light up the night like they should.

more stuff...but I cant remember right now.
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LukeFF



Joined: 05 Apr 2005
Posts: 410
Location: Fort Bragg, NC, USA

PostPosted: Mon Jan 16, 2006 3:36 pm    Post subject: Reply with quote

A lot of things I'd like to see have already been mentioned, so I'll just list a couple of mine here:

1. A "track selected target" command for the hydrophone and the radar stations. One can select a target via the hydrophone station or lock on to a target via the UZO/periscope and then tell the sonar/radar operator to track that target.

2. In relation to the above: a "plot contact on map" option. This would work both when one is telling the radar or sonar operator to track a contact and when following a target in the UZO/periscope.

3. An option to enter a new compass heading and/or depth via the keyboard.

4. The AI's estimation of a target's speed, range, and AOB should be dependent on their skill level, time of day, and weather conditions. Otherwise, the Weapons Officer will continue to be practically worthless at 100% realism when plotting a firing solution.

5. The time to reload a torpedo should be shown in minutes only (e.g., "Tube ready in about 5 minutes."). The current setup reminds me too much of a space shuttle countdown timer.
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VON_CAPO



Joined: 18 May 2005
Posts: 257

PostPosted: Tue Jan 17, 2006 3:56 am    Post subject: Reply with quote

Takeda Shingen wrote:
Snow and ice may not be such a big deal in the South Pacific.

If you are talking about the conflict between Japan and the Allies, I must say that it was predominantly in the nothern Pacific.
I have some pics to show about ice and snow:

Snowfall at Japan, data from yesterday.


Also, Japan in winter, with snow of course:





Consider this; if you play american surely you will stalk the japanese shore.

This is a global simulator, where passion for details and duplication of every environment is a must.
Do you remember your first impression about the images when you purchased this game ... ---> Surprised Surprised Surprised Surprised Surprised The graphics were amazing.

So, this is only one of the reasons this simulator should include snow and ice.


Last edited by VON_CAPO on Tue Jan 17, 2006 4:52 am; edited 2 times in total
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VON_CAPO



Joined: 18 May 2005
Posts: 257

PostPosted: Tue Jan 17, 2006 4:41 am    Post subject: Reply with quote

A particular desire.

DEVs can you program the graphic engine with Open GL?
Because DirectX ... Rolling Eyes :shifty:

Well, you already know which one is the point. Neutral\
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Takeda Shingen



Joined: 14 Mar 2001
Posts: 841
Location: Allentown, Pa, USA

PostPosted: Tue Jan 17, 2006 5:30 pm    Post subject: Reply with quote

VON_CAPO wrote:

If you are talking about the conflict between Japan and the Allies, I must say that it was predominantly in the nothern Pacific.
I have some pics to show about ice and snow:


Not true. The most exstensive theatres of operations for WWII submarines were Indochina, the Mid-Pacific, and the South China Sea. The Kuril Islands and Alaskan theatres to which you refer were only held sparse operations and generally in '42-'43.


Furthermore, the pictures you are citing are (1) from an abnormally active winter and (2) shows snowfall not in excess of 15 centimeters. Also, do remember that Japan is not flat, and unless one is conducting torpedo engagements on the slopes of Mount Fuji, he is not going to see the type of snowfall you are seeing, especially in your fourth picture.
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VON_CAPO



Joined: 18 May 2005
Posts: 257

PostPosted: Tue Jan 17, 2006 9:25 pm    Post subject: Reply with quote

Takeda Shingen wrote:

Not true. The most exstensive theatres of operations for WWII submarines were Indochina, the Mid-Pacific, and the South China Sea. The Kuril Islands and Alaskan theatres to which you refer were only held sparse operations and generally in '42-'43.
Furthermore, the pictures you are citing are (1) from an abnormally active winter and (2) shows snowfall not in excess of 15 centimeters. Also, do remember that Japan is not flat, and unless one is conducting torpedo engagements on the slopes of Mount Fuji, he is not going to see the type of snowfall you are seeing, especially in your fourth picture.

Rolling Eyes My dear friend, the point is:
Takeda Shingen wrote:
Snow and ice may not be such a big deal in the South Pacific.

That means that you had already dismissed the posibility of snow in this simulator.
If you prefer to play in the tropics, good for you, it is your option.
But it is not a valid option for the rest of us.

By the way. The pics posted by me have the solely intention, to show that we can find snow and ice in a pacific campaign, and not only on the mountains.
You know, an image worth a million words.
I think you are focusing in a secondary target (tropical pacific) because you want to be right.

I suggest you to read very carefully my precedent post.
If after that you understand the same, my recomendation for you would be to take some grammar course to analyze the meaning. Joking
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Dagger U-539



Joined: 25 Dec 2001
Posts: 524

PostPosted: Thu Jan 19, 2006 5:36 pm    Post subject: Reply with quote

all of the above plus NO starforce!!
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Drebbel



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

PostPosted: Thu Jan 19, 2006 5:51 pm    Post subject: Reply with quote

Dagger U-539 wrote:
all of the above plus NO starforce!!


No Starforce ?Why ? What is wrong with it ?
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turbidite



Joined: 18 Apr 2004
Posts: 148

PostPosted: Fri Jan 20, 2006 10:44 am    Post subject: Reply with quote

a simple wishlist :

-make it possible to use campaign and ship models from sh3 with the improved engine that will be used for sh4 so we can have both cakes
-a working logbook Damn
-find a decent alternative to starforce
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Immacolata



Joined: 12 Apr 2005
Posts: 189

PostPosted: Sun Feb 05, 2006 8:07 am    Post subject: Reply with quote

I had most fun with observation and targetting in SH3. I really wish they would make a really solid manual targetting system this time, where you can take plottings on the map, use sliders and rulers and all that which was modded into SH3. To me, that was really great part of the game.

In SH3 it was pretty hard to do fast plotting due to the inadequate design of manual targetting. It wouldn't require much to make it work in SH4 I hope. All you need is some commands for you to call out a plot current position on map.
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Sulikate



Joined: 29 May 2004
Posts: 610
Location: Goiania, Brazil

PostPosted: Sun Feb 05, 2006 9:02 am    Post subject: Reply with quote

my 2 cents:

-new graphic (and dynamics) engine.
-Ability to command either Japanese, US, and if possible German sides.
-More modability.
-Full modeled sub interiors.
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supersloth



Joined: 24 Oct 2005
Posts: 36
Location: CA, USA

PostPosted: Sun Feb 05, 2006 9:12 pm    Post subject: Reply with quote

ships that stop or return for survivors and maybe and american version "wolfpacks".
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