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Thread: Community Q&A (Updated 05.03.2010) | Forums

  1. #1
    Hello everybody and welcome to the Silent Hunter 5 forums!

    I am GKane, the Community Developer for Silent Hunter 5, and I will be one of the links you guys will have with the people developing the game. I am sure that with the recent announcement we have made, you guys must have a lot questions.

    In this thread I will get your most important questions answered directly by the developers. So feel free to add your question to this thread. However, answering your questions might take time, because the devteam has a very busy schedule.


    Answered questions:


    <span class="ev_code_YELLOW">How does the camera work in SH5? Has the improvement been made significantly compared to the camera view from SH4?</span>

    The player is free to move through the submarine in free FPS-like fashion. We believe that creating a simulation game is not just a question of writing the mechanics that define the machine – in our case the u-boat – but there’s also the very important part of defining the actual human experience. What is it like to be the captain of an u-boat crew, in mid-Atlantic?

    You should feel the tension and the claustrophobic atmosphere inside the UBoat and the way it affects the crew.

    On the other hand, external camera is now allowed to rise much higher above the sea, allowing a dramatic view of the battlefields and landscape. We’ve changed the water and terrain rendering engine, solving the bugs that prevented this in the previous version and increasing the rendering distance too.

    <span class="ev_code_YELLOW">Are we going to get a comprehensive manual of step by step to set up manual firing solution?</span>

    We believe manual targeting is a very interesting and rewarding experience. Our ambition is to have it easier to understand and explained IN GAME – without sacrificing its complexity. Of course, there will still be a manual describing all the steps in greater detail.

    <span class="ev_code_YELLOW"> Being a first person (Captain), how do we manage the crew? And what kind of things we can expect from the evolution of the crew abilities?</span>

    In true first person game fashion, the player can walk to a crewmember and click on it, opening the dialogue menu. You can chit-chat, if you want, or tell him to use one of his abilities.

    There will be also a crew management menu where you have an overview of each of the crew member’s abilities and the overall performance. Based on the results of your patrol, you will receive a number of skill points which are used to evolve the crew. This allows you to customize your experience as you see fit.

    Regarding the abilities, they are based on real mechanics and may even have some penalties. For instance, you can tell your Engines Petty Officer to push the electric engines a little harder, getting that extra knot of underwater speed. Of course, this will result in greatly increased battery consumption and may force you to quit combat and surface much sooner than normally.

    <span class="ev_code_YELLOW">Will we be able to make/record movies of any actions during the course of the game so we can replay it at anytime? </span>

    No. But any player could use FRAPS of another frame grabbing program to film his experience.


    <span class="ev_code_YELLOW">What other features are there outside the submarine? i.e. is there a kind of screen saver if we are at a harbour? Can we go to a cafe as a first person? Talk to a General perhaps?</span>

    The focus of Silent Hunter is always the action at sea, during the patrol, with the time spent between patrols taking a secondary importance. However, the way you prepare your next mission is very important, and you will be able refit your boat with the latest technological gadgets, obtain intelligence from your commanding officer and choose your torpedo loadout. The harbor keeps the first person perspective, but some of the management jobs are better done through 2D interfaces.

    <span class="ev_code_YELLOW">How much freedom will we be seeing/getting? Are we able to navigate from the rear torpedo room all the way to the forward torpedo room seamlessly or will it be more like SHIV, click on a ladder/door/hatch to enter the next submarine section?</span>

    The player will have full access everywhere inside the submarine. Just like in any other first person game and just like a real captain had. But remember, you’re not just a camera, you’re the captain. Don’t go sunbathing on the fore deck or you’ll have a long way to go to that conning tower hatch before the sub can dive!

    <span class="ev_code_YELLOW">Will this be the same in SHV as in SHIV that the player can replace the sailor or officer of his job and do it himself? (Or are we restricted to giving them commands only?)</span>

    The player can jump in most of the key positions on the ship – firing guns, periscope, hydrophone, navigation map. More so, each of these stations is realistically modeled, and, combined with the FPS view, the immersion should be total. Additionally, we’re aiming to make the player work SIDE BY SIDE with his crew – be it on the periscope, when identifying a ship, or on the map, when looking for enemy convoys.

    <span class="ev_code_YELLOW">Will the AI controlled crew men do their tasks properly? (Better than in SHIV).</span>

    They are all well trained sailors. And, with the abilities that the player gives them, we believe you’ll be a proud captain to have them serve under your command.


    <span class="ev_code_YELLOW">Any plans for a Co-op. multi player mode that puts several players in one single Submarine? (Co-Op campaign mode?)</span>

    This is an interesting feature and one that we have considered many times and would like to do – but it comes with some design and technical problems that need to be solved before committing to it. For release the answer is No. But there will be several enhancements to the multiplayer mode, derived directly from the enhanced submarine controls.

    <span class="ev_code_YELLOW">The screen shots reveal a German Uboat, I assume we will be seeing a campaign based on the German navy or will there be an U.S. Navy campaign as well?</span>

    For now, only the German Navy. Our focus was to create a highly detailed game, with a highly detailed campaign and submarine experience. To achieve that, we needed to narrow our scope so we can give full attention to all small details that make this game so unique. Other navies (US Navy, Regia Marina, Royal Navy, etc) will have to wait … for now.

    <span class="ev_code_YELLOW">Recognition Manual (in game) - can we expect to see it more detailed like the Recognition Manual that could be found in the collector’s edition?</span>

    The recognition manual will be greatly improved and more usable from the previous version. We expect it to be more important, usable – and in the end – a fun experience for the player.

    <span class="ev_code_YELLOW">Will we be able to turn off all the factors that tell us about every move the enemy makes, to keep the game more realistic? (Ex: flood meters on enemy ships). </span>



    <span class="ev_code_YELLOW">How does the morale system work?</span>

    Your crew is a highly trained unit of the German Kriegsmarine. They will do their duty, but as with every man, there is a question whether they will go the extra mile for their captain and mission. This is translated into their morale – their capacity to use their special abilities such as making a team effort to reload all bow torpedoes very fast to deliver a fatal blow to enemy shipping.
    Of course, as you spend time at sea, your crew will long for their families, get tired of canned food and their morale will go down. This diminishes your capacity to use them and excel in battle, so as captain, you have to be careful that there’s reasons for the crew to be happy. Sink some ships, make them proud, and it should be ok.

    <span class="ev_code_YELLOW">Will there be improved ship buoyancy dynamics EG the roll and pitch of the submarine?</span>

    Yes. Physics throughout the game is under tuning. We added a “flooded” mechanic to enemy ships as well, which simulates water flowing from one compartment to another, thus buoyancy is expected to be more realistic.

    <span class="ev_code_YELLOW">I have noticed that the ship/submarine textures on all the current screenshots are VERY basic; will you be replacing them with more realistic skins and textures like in SH4? (EG bolts and rust ect).</span>

    Textures and graphics are still under tuning. We textured the submarine based on real images taken from real uboats.

    <span class="ev_code_YELLOW"> Will more realistic sounds be used for the ships and subs? Also will we finally have the function to change the crew’s voices to German (instead of relying on mods)?</span>

    Yes. There will be new sounds, true surround effects, and a German voice pack distributed with the game.


    <span class="ev_code_YELLOW">Will ship damage and breakup be improved?</span>

    Yes. Now the ships can break in multiple parts, still stay afloat even though, for instance, they lost their bow due to a torpedo hit. The explosions and the SFX will also be enhanced.

    <span class="ev_code_YELLOW">In SH III, the engine telegraph orders are German translations of US Navy orders. For example, the Kriegsmarine never used the term, "Eins dritte fahrt voraus." Could Ubisoft put in the correct German telegraph orders? </span>

    In Silent Hunter 5, the crew voice lines for the engine telegraph orders will be appropriate for the German u-boat engine telegraphs. For instance, that particular German voiceover will be “Kleine fahrt voraus”.

    <span class="ev_code_YELLOW">Will there be any AI operated boats forming a Wolfpack?</span>

    There will be AI operated boats. Wolfpack mechanics are under consideration. This is something we always wanted to do but we want to do them properly so there’s a question if we’ll be able to fit them before release.

    <span class="ev_code_YELLOW">Will we be able to meet another u-boat, while on the patrol? Say hello, exchange fuel and food supplies, perhaps?</span>

    Resupplying from milk-cows will definitely be possible. Meeting other u-boats will be possible but the degree of interaction with them is to be decided.


    <span class="ev_code_YELLOW">Any chance to meet a partially damaged ship (imitating activity of another u-boats)?</span>

    Yes. This is one of the enhancements of the damage system and the dynamic campaign.

    <span class="ev_code_YELLOW">Will there be a Macintosh version of Silent Hunter?</span>

    There is no Mac version planned at the moment.

    <span class="ev_code_YELLOW">Will the navigation map handle the earth as a cylinder like in SH3?</span>

    Yes. Although not geographically correct, the cylindrical view is the easiest to understand and use of all cartographical projections, especially if we consider the possibility that the player could roam all the seas as he / she wishes. We investigated other projections as well, using a globe or specific maps of several locations (like they did in reality) but the drawbacks in terms of usability, freedom and understanding were too big to consider them further. Also, there is a number of technical problems associated to other geographical projections, which we chose not to tackle for now.

    <span class="ev_code_YELLOW">Will SH5 allow the flexibility for a player to switch between commanding a surface warship and a submarine or even the ability to switch sides?</span>

    For the release of SH5 the player will only be able to command a German u-boat.


    <span class="ev_code_YELLOW">Will SH5 allow the ability to command a sub fleet or squadron from a naval base thereby determining duty rosters, assign commanders their boats, and establish objectives?</span>

    Our focus is to create the perfect German submarine experience, with the highest detail current technology allows in real time. Silent Hunter is not about surface ships, is not about strategic decisions. What truly means Silent Hunter is life of a captain, his boat, his crew, a desperate battle for survival they themselves may not understand or agree with, sinking ships, live a drama on the high seas.

    <span class="ev_code_YELLOW">Will Silent Hunter V have added the Dynamic Shadows feature?</span>

    SH5 already has dynamic shadows – check out the screenshots, for example, here are some that we made for SubSim! It’s pretty cool and it brings ships and other units to life, integrating them in the visual environment of the game.

    <span class="ev_code_YELLOW"> Will more elements limit the max duration of your patrol in SH5? (ex: food, water, medical supplies, crew morale, crew wanting to return home after a long period etc)</span>

    In SH5, crew morale is the deciding factor; the longer you stay on patrol, the more affected the crew is, and the less you are able to demand that “extra mile” from them. The morale system takes into account many modifiers that represent factors such as the “longing for home”, exhaustion, lack of food, while we chose not to bother the player, the U-Boat captain, with mundane tasks such as managing the food inventory.

    <span class="ev_code_YELLOW">Is it going to be possible to manage our own realism (like in sh3), or we will stuck again on easy, medium, hard and realistic mod (like in sh4)?</span>

    Actually, SH4 allowed full customization of the realism settings, but the options were hidden in the captain’s office. Click on the radio on the left side of the room. For SH5, we will of course let the player tune the realism and difficulty options to whatever combination he sees fit.


    As a side-note, you can rest assured that all your suggestions are being compiled and sent to the devteam for review.And now, the answers:

    <span class="ev_code_YELLOW">Is it possible to develop the feature to control the Port and Starboard engines of the U-Boat independently?</span>

    We’re considering this feature. It should go much deeper than just individual control by allowing the player to use the electric motors while on the surface – for faster response to commands.

    <span class="ev_code_YELLOW">Can we call in a refuelling sub or to reload the torps in the middle of Atlantic? and perhaps we can also see the crew in actions to refuel and reload the torps?</span>

    Whether the crew will be visibly performing these actions is still to be decided, but you’ll definitely be able to resupply at sea. This was an important factor in the real U-Boat campaign and it will be the same in our game too.

    <span class="ev_code_YELLOW">Will SH5 have both a gramophone (like SH3) for playing "records" and a working radio (like SH4) that can be tuned in to various stations for broadcasts of music, shows, and news?</span>

    Both these features will make an appearance. The amount of included materials for them will be limited though because of copyright issues and respect for other people’s works. We expect modders will come out with content packs for these features, as they did for SH4.

    <span class="ev_code_YELLOW">Just like in SH3 can you set the audible voice language to be german while the text be english? I loved that immersive feeling.</span>

    We agree it was very immersive and plan to provide same option for SH5 too.


    <span class="ev_code_YELLOW">Can you tell me please if the damage interface of SH5 will be at least with the level of accuracy reached in SH3?</span>

    Even if the mechanics behind the damage management are at the same complexity, the interface is lighter and more focused on most important aspects. None the less, you won’t lose any information or degree of immersion compared to the old games. Additionally, we are implementing some more advanced flooding control mechanics which would be a blast for the player.

    <span class="ev_code_YELLOW">During the storm in the Atlantic, will the stormy features/elements like rain drops, lightning, layers of grey clouds be more realistic than the previous releases of SH?</span>

    The weather system is enhanced compared to the previous titles; it is now more dynamic and realistic. Expect to see weather conditions correct to the climate zone in which you travel, for the respective season and moment of day. You will face raging blizzards in the North Sea and enjoy the nice weather in the Med, and this will change the way you fight.

    <span class="ev_code_YELLOW">Is there any game adjustment in any game stages for the environment? For example:
    - during the storm, how much the player wants for the sea to swell or how dark the player wants for the clouds?; or how often the lightning to show up? </span>

    - Another setup whether we want to see the sunshine, or semi sunshine, or just murky grey clouds?
    - What other features that a player can set similar to the above mentioned. scenari
    We have no plan to develop such a feature. The environment is meant to mimic reality and real weather, and the player is not supposed to alter it to his preference. However, we expect the new work we have done in this area to make the weather both nicer “to be in” and more varied overall.

    <span class="ev_code_YELLOW">I believe that the UBoat can go to the Southern Hemisphere or at least to the Pacific region ... no? Knowing from the war history with the involvement of UBoat in the Pacific (like SH4 UBoat Missions), will there be a feature (or perhaps a surprise??) that we will encounter Japanese Navy/convoys who ask for UBoat support?</span>

    While the player is still free to go as he pleases, there is no plan to include the “Monsoon boats” in the release version of SH5.


    <span class="ev_code_YELLOW">What about surface ships firing torpedoes? In SH3 even torpedoes boats didn't attack another ships by torpedoes, only guns, guns, guns...</span>

    This is a nice feature and one we have in plan. However, it is regarded as less important than other features such as AI submarines - friendly and enemy.

    <span class="ev_code_YELLOW">Will completing the training missions give you a reward or bonus towards a new campaign?</span>

    The game tutorial is part of campaign – it should be a smooth and seamless ride from beginning to end in terms of player progression. The way you complete it will have some impact on the rest of the campaign – but let’s face it: the war was not lost on its first night.


    <span class="ev_code_YELLOW">What historical documents do the developers use for the creation of models of the German submarines? </span>

    Our research started of course with modeling books such as the “Vom original zum Modell” series and the technical books by Eberhard Roessler. But there’s much more that we do with analysis of photos and guesswork. We also took trips to visit the Vesikko submarine in Finland and the U-995 in Germany. I can tell you, nothing can match the experience of walking the deck of a real type VII u-boat.

    <span class="ev_code_YELLOW"> Will we see water flooding the submarine or fire in 1st person view?</span>

    Yes you will, even more you will have to manage the flooding.


    <span class="ev_code_YELLOW">Will you be able to change ammo storage loadouts, such as adding more AAA rounds, or more deck gun rounds?</span>

    Like in the previous games, we believe the main weapon of the U-boat is the torpedo – and the player is only allowed to customize that loadout. The ammo stocks for the deck and flak guns will be standard.

    <span class="ev_code_YELLOW">Will there be weight simulation? The more weight within the sub the lower it sits in the water thus more drag with the water, will torpedoes, AAA ammo, deck gun ammo, and fuel all affect the subs weight, thus changing the speed vs fuel usage?</span>

    We’re working on improving the submarine dynamics (underwater drag mainly) in relation to the customizable items on the deck: deck gun, conning tower, flak guns. This feature is still some ways away, though!

    <span class="ev_code_YELLOW"> Will the captain support options from U-boat missions be available in SH5? Such as requesting a friendly DD to scout or sink a convoy, requesting Luftwaffe recon/bomber/fighter aircraft?</span>

    There will be some co-operation with friendly forces in Silent Hunter 5, but we’re trying to make it in a realistic fashion – as opposed to giving direct command over another unit.

    <span class="ev_code_YELLOW">Will it be possible to turn off the fatigue-system? I always thought it's not my job as a sub commander to sing everybody to sleep.</span>

    Say good bye to the fatigue system. SH5 takes a completely different approach to modeling crew fatigue and morale, built upon the idea that these men are after all professionals, doing their job and knowing that their life depends on it.


    <span class="ev_code_YELLOW"> Will there be random damages or problems with the U-boats? I am thinking about problems with the Diesel-Engine or other technical problems (maybe like sabotage by dockyard workers, which happened more often later in the war).</span>

    While we strive to give the player a realistic view on the war and the machines taking part in it, we think random malfunctions or sabotages are very dangerous for gameplay reasons. These kinds of events cannot be controlled by the player and they may ruin a mission, a plan, or a patrol for you. In the future, we will tackle them in some way, but for now, we have no such thing in the game.

    <span class="ev_code_YELLOW">Will there be dual monitor support?</span>

    There will be available resolutions for dual screens, but nothing customized in terms of HUD. Not for now at least.

    <span class="ev_code_YELLOW">Will the ladder in the galley be modeled? Just a detail, but I think it can't do any harm to ask.</span>

    The galley hatch is modeled, but the ladder is not mounted since we understand it was not standard practice to have it in place for normal operations.

    <span class="ev_code_YELLOW">Will the toilet be accessible too? It's not really important for gameplay, but it would be funny.</span>

    Nope, you have to use your own

    18.12.2009 - there will be no new updates for the next 2 weeks

    <span class="ev_code_YELLOW">Will we see the crew on deck whilst they move torpedoes from external storage to internal storage?</span>

    Not for now, but you’ll be able to see the reloading of the torpedoes taking place inside the submarine!

    <span class="ev_code_YELLOW"> Will there be lifeboats that rescue some of the crew of a torpedoed ship?</span>

    Like in SH4, yes, you’ll be able to see those.

    <span class="ev_code_YELLOW">What will the customization level be to make the boat really feel yours, like naming it yourself, adding hull serial numbers, personalizing your captain’s cabin etc?</span>

    The player is given command of a standard U-boat of the Kriegsmarine, but he doesn’t own it. Naming it is out of the question, since it was not the way “it was done”. Likewise, hull serial numbers were removed at a war’s start.
    You will be able to customize it with a conning tower emblem and a custom hull paint scheme, should you wish.

    By the way, in case you missed it, you can vote in the following THREAD for your favorite tower emblem from a series of community submitted emblems. The top 10 will be added into the final game!

    <span class="ev_code_YELLOW">Can you tell me please if the horizontal dive bug problem of the subs in Silent Hunter 4 will be fixed in SH5. In Silent Hunter 3 the developers team made the subs dive properly in a tilted way (bow dive first), unlike in Silent Hunter 4 when the brand new developers team forgot this and the horizontal sub dive killed a bit the immersion factor.</span>

    Many of the developers of of SH4 were there for SH3 too! We did have those problems, but they were caused by changes in the water dynamics in another part of the code. The water has been changed again – it looks and behaves amazing - and we’re looking to tune the submarine dynamics better than in SH3 or SH4.

    <span class="ev_code_YELLOW">Will there be an option for the sub to auto-dive to periscope depth and switch the engines to 1-2 knots when the surface crew spot a unknown/enemy vessel or plane? (This is mostly for the new players)</span>

    As in the previous games, this kind of “standing orders” will be available to help the player. We believe these automated drills and responses to encounters are good simulation of how the crew works in a real submarine and also serve to take some of the tedious micro-management out of the game.


    <span class="ev_code_YELLOW">When you visit a friendly port or sub tender while on a mission, will you be able to request half replenishment instead of a full replenishment so you can get back out to the mission sooner?</span>

    It’s an interesting idea – but we’ll have to keep it for the future. I’m wondering how often would a captain choose “less than full” loadouts if he had the choice.

    <span class="ev_code_YELLOW">Will there be a feature if you're being pinged by a enemy vessel to have one of your officers do a depth under keel ping/check at the same time an enemy ping goes off to help prevent them from finding you while checking to see how deep you can go?</span>

    Would it really be possible for the pings to be timed so well as to disguise them? It’s an interesting question and a good suggestion noted for the future. Considering the layout of the Atlantic, I doubt it would be useful in most convoy battles though.

    <span class="ev_code_YELLOW">I’m interested to know whether or not it would be possible to see team members’ breads growing during a campaign.</span>

    We are working on this right now; we thought about it and discussed it since the game was started. We believe that we have a good technical solution but given that it’s mostly eye candy (and therefore secondary in importance to gameplay and simulation) it might make it or not in the final build.

    <span class="ev_code_YELLOW">Is it possible to sit in the officer’s mess or "sleep" in my commander bunk? </span>

    It is possible to sit and you even have a pinup girl poster to keep you company. ? Sleeping is another thing – but we have something in plan for that part.


    <span class="ev_code_YELLOW">Will there be a filter for events stopping the time acceleration?</span>

    Time Compression is a critical tool in our game as we don’t make compromises with the long travel distances involved in WW2 submarine warfare. There are some filters regarding the dreaded drop from time compression but details are not finished and it’s not clear how much you will be able to configure in game menus – as opposed to game configuration files.

    <span class="ev_code_YELLOW">Given the new ability to roam the sub and command system, will SH V support TrackIR 6dof?</span>

    I love my Track IR and it adds to immersion and usability in several titles I own. However, Silent Hunter has different needs from the interface point of view and the improvement in using this device would be marginal. For the release version of SH5 there will be no dedicated support.


    <span class="ev_code_YELLOW">Will it be possible to hear sounds like depth charge explosions and sinking ships (even whale songs?) with the hydrophone? This didn't work in SH3.</span>

    Negative on the whale songs, for now. However depth charges and sinking ships will most likely make it in, and overall we feel the hydrophone station / crew member will be more useful than in the previous games.

    <span class="ev_code_YELLOW">Will there be more atmospheric sound in the uboat compared to SH3? I'd like to hear some talking, laughing and snoring from time to time.</span>

    Since the player is free to roam in a 3D environment, that environment should be believable and immersive. Yes, those kinds of sounds are an important part for this and some of that will be seen / heard in the game.


    <span class="ev_code_YELLOW">Will the game still be moddable? To what extent, compared to the previous versions?</span>

    Yes, the game is even more moddable than the previous versions of Silent Hunter. For sure, the guys that are passionate about submarine simulators and want to put their own fingerprint on the game will find SH5 a great platform to develop their ideas.

    <span class="ev_code_YELLOW">Does SH-V allow for nightly surface attacks? Can you surface within a convoy at night like Kretschmer did without a big chance to discover?</span>

    Yes, we have adjusted the ships spacing to be historically accurate and also the enemy sensors to allow the player to recreate those surface attacks.


    <span class="ev_code_YELLOW">Will we be able to see people working on ships? In SH3 ships always seemed like ghostships. That's why I like to see some crew or outlooks working on deck (on neutral and enemy ships).</span>

    Yes, all ships, be it enemy or friendly, will have crew walking about the decks, manning the guns etc.

    <span class="ev_code_YELLOW">Will there be an option in multiplayer to take command of a Battleship, Destroyer, frigate etc... and fight against other players commanding the submarines and eventually some other KM ships supported by Submarines?</span>

    No, you won’t be able to take control of a surface ship in multiplayer but the new interface (TAI) can be used to achieve better synchronization between players in 3D, making online coop much more interesting.


    <span class="ev_code_YELLOW">Will there be historical important events on the map during missions, for instance after the Bismarck incident in 1941 the British put a considerable fleet to shadow the Tirpitz in the English channel, will they be there or are you going with the random generated nameless ships.</span>

    Most of the historical events will be there and will happen in the world even if the player is in proximity or not. Also, if a battleship happens to be sunk, it won’t appear in the game anymore.

    <span class="ev_code_YELLOW">Will holes made by the deck gun below the water fill the ship with water ( several times in SH3 i would put 3 or 4 rounds into a cargo ship from lest then 100m move off to a safe distance and watch it sail away at full speed and NOT SINK.)</span>

    Damage feedback is more accurately represented now in 3D and also in the way a ship will sink due to that damage.


    <span class="ev_code_YELLOW">Will it be possible to improve the diving methods for example in previous versions of the game one could hardly change depth at low speed while with use of the ballasts one actually shall be able accelerate the depth change without increasing the propeller power.</span>

    The “diving officer” logic in the game actually uses more ballast or compressed air when depth changes cannot be achieved easily by dive planes – like for example when there’s not enough forward speed. However, direct control to the ballast tanks is not given to the player in the release version of SH5.

    <span class="ev_code_YELLOW">Are the 7 extra skins that come with the collector edition only available in the Campaign or also on Multiplayer?</span>

    The customized ships are only available in the Campaign and they are non playable. They act as elite AI units in the dynamic campaign (including the U-boats).

    By the way, find below a sneak preview of five of the seven exclusive skins (3 submarines & 4 ships) coming with the collector:


    <span class="ev_code_YELLOW"> Like in SH IV when you have sunken a ship there are some survivors in a little boat. What can we do with them?</span>

    There is no interaction with the survivors. You cannot kill them, nor save them.

    <span class="ev_code_YELLOW"> In SHIV one easter egg was The Flying Dutchman, will there be a cool similar egg in V?</span>

    Well, it wouldn’t be an Easter egg if you would know about it in advance

    <span class="ev_code_YELLOW">Are we able to personally award the crew with awards or promotion to the crew after returning from patrol in the sh5 game or do we have to quit to your office menu like sh3 or sh4 office and promote your crew with awards or promotion in the award section?</span>

    Basically you don’t promote your crew, like advancing in hierarchy, but you can specialize your crew to perform better at some tasks and jobs. Every time you will complete objectives or sink ships you will receive promotion points. But you will receive the most of these promotion points at the end of a patrol.

    <span class="ev_code_YELLOW"> Will growing experience of the crew improve crash dive and repair speed?</span>

    Yes, the Chief Engineer and some other petty officers can improve the repair speed and even repair broken items, in other words getting you out of impossible situations.

    <span class="ev_code_YELLOW">Will there be a real editable notebook in the commander’s quarters? It would be nice just to write down some things in own words, like a war diary or log.</span>

    Sadly, you cannot add notes to the commander notebook. We wanted such a feature, and we hope that at some points we would be able to add it to the game. Nevertheless, we made some great improvements to the captain log among them you will be able to publish your captain log on the web.

    <span class="ev_code_YELLOW">Will the amount of coast ships, like fishing trawlers, ferries or other be realistic?</span>

    It is pretty hard to find ‘realistic’ numbers for this costal traffic, but definitely Silent Hunter 5 is the best documented game in the series. We did a lot of research over the previous years, and we hope you will notice this, including how we made the coastal traffic.

    <span class="ev_code_YELLOW">Will game play be controlled by the same type of layers as in SH3? Will there be a mission editor included in the SH5 package?</span>

    The mission editor for Silent Hunter 5 was totally redone. It has many new features including layers, projects support, much better ship group customization, etc. Here are some screenshots from the editor:


    <span class="ev_code_YELLOW">Surface next to a destroyer 3 times, didn't notice me.</span>

    The actual detection system is tuned on various parameters – light, fog, object size, etc. Based on the day / night conditions your crew cannot spot instantly the enemy ships all the time. We decided to make the scene illumination more friendly for player – there is no pitch black, the fog is not 100%, etc – unlike the crew AI who has all the penalties (realistic simulation). Also the current reporting officer is updating you every 1 minute (in the initial version there was 4 minutes, so this may let you believe they don’t do anything at all). The reason we decided to make crew report every minute, not every 5 seconds for example is because it can become annoying to listen to that guy reporting the same thing over and over.

    <span class="ev_code_YELLOW">No auto target .</span>

    Periscope has now two types of firing system. One manual where you need to determine the target speed, range, AOB, etc in order to find the solution and one where you need to estimate the torpedo trajectory by analyzing the map. Compare with the previous SH, where in auto-target mode you simply select-and-fire, now you actually need to estimate target course, based on the map information, watch target through periscope to see its speed and finally use your combat experience to predetermine torpedo trajectory.

    <span class="ev_code_YELLOW">Can't tell chaps to leave deck gun.</span>

    You can secure the deck gun by talking with the Watch Officer. You can find him either in the Crew Quarter or on the Bridge when the submarine is at surface.

    <span class="ev_code_YELLOW"> Have 2 types of map - tactical and main map - bit confusing</span>

    Basically there is only 1 map with different functionality – tactical map is used when at battle stations and have specific information displayed on it, while the strategic map has different role and information displayed. While a bit confusing, it was necessarily to have this kind of separation, otherwise the map would have become clustered.

    <span class="ev_code_YELLOW"> Not enough guys in sub</span>

    We have place in the sub only the guys at the current stations or doing maintenance activities on board of the submarine, which are around 20-25 guys. The other guys up to 40, are resting in the Crew Quarters. Having 40 guys in submarine would have made player movement and character interaction quite difficult.

    <span class="ev_code_YELLOW">Some guys have no options when talking to them other than leaving dialog (map guy).</span>

    You can discuss only with some guys on the submarine, specifically petty officers or officers. Also these guys have different dialogues only in some campaigns, and this is specific for each of them both in the numbers of options and campaign.

  2. #2
    Hello GKane, I'd like to welcome SH5 into Silent Hunter community .

    Questions :

    1. Perhaps you know that we have a camera MOD in SH4 simply because the restrictive camera view in SH4 i.e. the original camera view can't take the "walk on the deck" shot. How does the camera works in SH5? Has the improvement been made significantly?

    2. What other features are there beside the game itself? i.e. is there a kind of screen saver if we are at a harbour? can we go to a cafe as a first person? talk to a General perhaps?

    3. Is there a view that we can watch the guys loading torpedoes into the sub or repairing the damage subs in the bunker?

    4. Are we going to get a comprehensive manual of step by step to set up manual firing solution? In SH4 this didn't get explained thoroughly.

    5. Being a first person (Captain), how do we manage the crew? and what kind of things we can expect from the evolution of the crew abilities?

    6. Will we be able to make/record movies of any actions during the course of the game so we can replay it at anytime? If this feature is included then will we be able to replay the movie using any movie player?

    7. What are the recommended graphic cards for this SH5? both NVidia and ATI at least as of August 2009.

    Thank you GKane for answering my questions on 08/09/2009. Really appreciate your time to go through those questions ..

  3. #3
    Senior Member shadow_858's Avatar
    Join Date
    Jan 2007
    Originally posted by pacific_breeze:
    Hello GKane, I'd like to welcome SH5 into Silent Hunter community .

    Questions :

    7. What are the recommended graphic cards for this SH5? both NVidia and ATI at least as of August 2009.
    The Devs answered this over at subsim:

    NVidia 8800 GT 512mb...ATi 4850 512mb

    512mb on the video card is a minimum to play the game with every option checked. We're trying to make the game to fit into 256 mb of video memory (with the lowest settings).

  4. #4
    Originally posted by shadow_858:
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by pacific_breeze:
    Hello GKane, I'd like to welcome SH5 into Silent Hunter community .

    Questions :

    7. What are the recommended graphic cards for this SH5? both NVidia and ATI at least as of August 2009.
    The Devs answered this over at subsim:

    NVidia 8800 GT 512mb...ATi 4850 512mb

    512mb on the video card is a minimum to play the game with every option checked. We're trying to make the game to fit into 256 mb of video memory (with the lowest settings). </div></BLOCKQUOTE>

    I have stickyed your post on the specs for SHV, Shadow. I think that they need to be up there on top where everyone can see it.

  5. #5
    I've a few question, I hope to find an answer to.

    1) Source SubSim:
    VIEW AS A CAPTAIN: Walk through highly detailed submarines in the new first-person view and access every part of your U-boat
    <span class="ev_code_YELLOW"> How much freedom will we be seeing/getting? Are we able to navigate from the rear torpedo room all the way to the forward torpedo room seamlessly or will it be more like SHIV, click on a ladder/door/hatch to enter the next submarine section.</span>

    2) In SHIV and its previous counter parts, the player pretty much had to perform every task him self if he wanted it to be done proper and good, lets just say that the AI didn't do there jobs very well.
    <span class="ev_code_YELLOW">Will this be the same in SHV, that the player can re leave the sailor or officer of his job and do it him self? (or are we restricted to giving commands only?)</span>
    Also if we allow the AI controlled crew men to perform the given tasks him self, will the do it proper.
    Re formated to...
    <span class="ev_code_YELLOW">Will the AI controlled crew men do their tasks properly? (Better than in SHIV).</span>

    3) <span class="ev_code_YELLOW">Any plans for a Co-op. multi player mode, that puts several players in one single Submarine? (Co-Op campaign mode?)</span>

    4) <span class="ev_code_YELLOW">The screen shots reveal a German Uboat, I assume we will be seeing a campaign based on the German navy or will there be an U.S. Navy campaign as well?</span>

    5) <span class="ev_code_YELLOW">Recognition Manual (in game) can we expect to see it more detailed like the Recognition Manual that could be found in the collectors edition?</span>

    6) Collectors Edition, will there be one? And if so could you consider adding a "Manual Angle on Bow Calculator" like the one CapnScurvy created, instead of a Recognition Manual. 9or do both)
    There is nothing wrong with a printer Recognition Manual, but the community often pimps/upgrades the in game Recognition Manual any how, what will make the paper version become obsolete over time.
    The "Manual Angle on Bow Calculator" CapnScurvy created is a heavy used tool, I've used up several now, because its made out of paper. Would love to own a plastic version a more sturdy version.

  6. #6
    Read the reviews and no doubt will buy it.

    I assume with options we can cut off all the, for lack of a better term, arcadish stuff.

    I don't want to see flood meters on enemy ships. I'm not on the ship and shouldn't have that info.

    Also concerned about everytime a Skipper gives an order morale goes down. I would think morale would be based on taking damage to boat or crew.
    Would love more info how this works.

    My guess is options will let us rid ourselves of these things? Just hope we can adjust all the factors that tell us about every move the enemy makes can be turned off.

  7. #7
    Banned tuddley3's Avatar
    Join Date
    Jul 2006
    How about a playable demo ?

  8. #8
    Hi. I noticed that there is a "required" about of memory, etc. But, what will be amount of memory and other issues to run this game with no problems. We all know the difference between what is necessary and what reality means

  9. #9

    Thanks for your time. Il ask a couple of questions that i really need to know due to "my perfectional needs" lol. If the answer is yes or what im looking for, i think you will have a perfect game from what i can make out ontop of the information that has gone public already.

    1) Will there be improved ship boyancy dynamics EG the roll and pitch of the submarine?

    2) I have noticed that the ship/submarine textures on all the current screenshots are VERY basic, will you be replacing them with more realistic skins and textures like in SH4? (EG bolts and rust ect).

    3) Will more realistic sounds be used for the ships and subs? Also will we finaly have the function to change the crews voices to German rather than relying on the community to make something months and years down the line and then have it pasted all over your game?

    4) Will ship damage and break up be improved?

    5) NOT a question... a Requirement... PLEASE PLEASE PLEASE knock the requirements down as much as you guys can, i am getting very frustrated due to the past couple of years, developers realeasing games that are either way to advanced in tech requirements or at the very peak. It may look nice in their office but i as a paying customer and the target of their work, i dont like it for its impossible and expensive to enjoy.

  10. #10
    Will Silent Hunter 5 support nvidia 3d vision? Nvidia supposedly provides support for developers looking to include it, I hope you took advantage of it or will include support in patches

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