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Post also in sh4 should have been here!:
The inclusion of tidal currents/heights as a function of time would add a whole new dimension to the game. diesel electric subs with low submerged speeds were very much affected by these and had to make tactical decisions such as whether to pas through a straight in deep water against a strong current (and run the risk of encountering hostile forces at the other end with batteries depleted) or do so near the coast in much shallower water where the current is weaker (but where risk of detection, mines etc may be higher). It would also make navigation much more interesting.
With the wide use of electronic charts etc on modern vessels, tidal information is readily available electronically and should be relatively straightforward to incorporate into the program for the next release
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Post also in sh4 should have been here!:
The inclusion of tidal currents/heights as a function of time would add a whole new dimension to the game. diesel electric subs with low submerged speeds were very much affected by these and had to make tactical decisions such as whether to pas through a straight in deep water against a strong current (and run the risk of encountering hostile forces at the other end with batteries depleted) or do so near the coast in much shallower water where the current is weaker (but where risk of detection, mines etc may be higher). It would also make navigation much more interesting.
With the wide use of electronic charts etc on modern vessels, tidal information is readily available electronically and should be relatively straightforward to incorporate into the program for the next release
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I agree with you
, the tidal currents can add a nice touch of realism to the Silent Hunter Simulation and hopefully the developers will be able to incorporate this feature to SH5 or SH6
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Do you have any idear how much math is in that wvwn if the current are fictional it's insane I know somone that works with tides he programs all these course plotting programs and stuff the program is according to him 98%acuret init's calculations coirse plotting tidel prodiction softwhere it's only for the uk and europe it dosen't do the med or anything but yeah it's HARD HARD math according to him.
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I agree with conrad2000 and walkirie. Untherwater currents can be a handicap or a helpful issue to U boats, so it can help to improve sumerged speed to scape... I think it is a very important "ingredient" and perhaps it was been used for the U boats in reality...
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it was the determining factor in being able to slip into scapa flow.. it would have been impossible to enter the bay when the currents were flowing out and vice versa... the sub commander had to wait for the right currents to get in and out, or he would have been beached or smashed into sunken ships
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Member
I think this is going a bit too far right now. Though mostly hard-core simmers will play these games, keep in mind that even simulation games are meant to be open to all players. Where realism options can be switched on and off, tidal currents probably could not and would be too much for the casual gamer.
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I think realism options can be switched on and off, so tidal currents probably could be switched on and off too.
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I think this would be a cool option for the game. Every ship or sub has to deal with currents it is part of the ocean and can make docking or manuvering a challenge. I can see that it may be a little hard to impliment this into the game but it sounds like fun!
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And what about underwater geography?. Until 200 mts untherwater geography is the same as over the floor outside sea and it can be helpful to hide from the DDs, it is not?. I have not read anything about this. What do you think?.
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