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auricom
12-01-2009, 06:10 AM
I'm a fan of map contact updates.. here's why, a skipped would usually have a chart officer no..? Conning tower would call out a contact, bearing and estimated range to target, or sonar, and the chart man would maintain all of this information somewhere.. I don't really want to have to do ALL of that myself, all the time so I don't play with contact updates off...

HOWEVER, it's pretty annoying how 'dead accurate' these always are.. radar and visual contacts are spot on down to the meter, and sonar updates give you a 'line length' to the target, which really is unrealistic .. the sonar man would only know bearing, how loud the contact was and a few other things (approaching, moving away, increasing speed etc)

It would be nice if the 'gods eye view' could be disabled, but the 'charting officer' (I don't know what he was really called) could be kept turned on ..

IE create a degree of uncertaininty to map contacts.. radar contacts would be less accurate, visual contacts as well esp at distance.. exact bearing, distance and speed should be subject to a modifier that makes them a little less accurate, with accuracy becoming greater as distance closes, and weather is more fair.

Sonar especially .. I should get a 'bearing line' to the contact, and a 'best guess' at it's distance but it should not be dead dead accurate as it is in SH4

I can pretty much setup calculate an absolutely perfect AOB, bearing, range and speed with just 2 or 3 sonar plots in SH4 which really isn't realistic, but like I said, I don't want to have to maintain all of these myself

another request on the same vein: it's pretty annoying that the sonar op will not sound off on 'unknown' contacts that are detected.. this sucks for when i'm running in time compression .. often times these 'unknown' contacts are *very obviously* ships, but just haven't been ID'd as 'warships' or 'merchants' .. it would be nice if the sonar man would call out 'unknown contact' for something that is obviously another ship

just some suggestions .. hope to see these implemented, but i'll still play your game if they aren't http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif lol

auricom
12-01-2009, 06:25 AM
oops reposted this in Community Q&A (Updated 25.11.2009) so that the dev's might actually read it http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

auricom
12-03-2009, 06:56 AM
56 views an no replies i guess everyone thinks my idea is dumb?

anyways, if anyone's curious check out 'Dangerous Waters' or 'Sub Command' to see this implemented really well

yngvef
12-04-2009, 01:47 AM
The idea isn't dumb. I read your post before, but didn't quite understand what you meant before you compared it to Dangerous Waters. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

A map contact update system shouldn't be as accurate as it is in previous Silent Hunter games. For instance, you could have a visual contact marked on the map: Its bearing would be very accurate if it was spotted with periscope or UZO, but distance more of a guess. And then you could have a separate radar contact in the same area. Either it could be the same ship detected by two methods, or it could be multiple ships on the same bearing. It's up to you as the commander to determine what is what.

Maybe you even have a bearing line from passive sonar that goes in the same direction, further helping in determining ship type, direction, speed etc.

However, this kind of information collecting isn't everyone's cup of tea and the difference between bearing-only contacts and exact contacts could cause confusion I guess.

It might be a good idea, but I still feel that a well-spoken sonarman would remedy many of the problems. If he could say a bearing and a best-guess distance and speed, it would go a long way. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

opalias
12-11-2009, 07:46 AM
even as a modern sonarman its almost impossible to provide anything more than a guess on initial gains. Because of the complex propagation paths of sound sometimes loud contacts are extremely distant. In addition, speed is always a guess initially because every merchant ships screw is different, little fishing trawlers will have very high shaft turn to knot ratios. While merchants would turn slower but move faster. However, I agree that the contact update is way too accurate and its kinda annoying having the all or nothing approach, even on modern submarines the quartermaster uses the Navigation Plot to plot down solution from all plots, and generally speaking by the end of a problem he has the best solution.