(Taskforce1x1): What are the ways we can get a new crew member? Note that this will be the most lethal attack because it is hard to tell from inside the boat when the escort is delivering it. Usually the deeper the boat is the better chances are to manage to avoid the attack. (Devteam): Usually if a “hedge hog” attack will be delivered when the U-Boat is at shallow depth, there will be not much to do but pray. (Taskforce1x1): What is the best countermeasure against the Hedge Hogs? (if anything) Expect to see also ships under neutral flags and some other minor navies. #Silent hunter 5 mods auto aim plus(Devteam): SH3 will feature over 70 warship and merchant types, plus over 20 plane types of the German, British, American and Italian inventory of WW2. (Taskforce1x1): How many ships does SHIII have modeled? (Devteam): During the dynamic campaign the player will have the liberty to leave from port and freely navigate to assigned patrol area or may choose the “warp system”. (Skip): Will the players be able to make their own way to and from the patrol areas in the dynamic campaign? Or will the player be warped to the patrol area? So as you will progress in the campaign expect to gain access to countermeasures such as Kobold decoys and anti-sonar coatings. (Devteam): SH3 will try to make the combat versus ASW vessels a very detailed part of the main gameplay. (Skip): Will players have any countermeasures at their disposal to help throw off DD’s? (Devteam): SH3 will feature both the attack periscope and the observation periscope, each with its own characteristics (stealth, zoom level, field of view, light sensitivity and instruments). ġ1.(martes86): Will you add the two periscopes (coning tower and vessel command) and if you do, fully accessible? (Devteam): SH3 will surely be compatible with XP Service Pack 2. (Taskforce1x1): Will SHIII be compatible with Microsoft’s new Longhorn and new XP SP2 service pack? This is true for all other main types too. It is being built using all available information on the type, and we’re striving for maximum accuracy. (Devteam): The interior of the type XXI U-boat will be specific for this model. (Paximus): Will the interior of a Type XXI u-boat look the same as the interior of a Type VII? We couldn’t leave them out as operational procedures on this type depended on them. (Devteam): The Creep motors on type XXI U-boats will be included in the game. Ĩ.DSK_hawkes: My question: Are you going to implement the Silent Drive E- Machine on The XXI with 6 kn speed? However, you will be allowed to change it according to your preferences and the stock available in base. (Devteam): During the campaign, you will be assigned a standard torpedo loadout as per BDU specifications. (HansN-u768): Are we able to choose torps before going to a mission? This will be useful for the player to find out the name of the ship, but may also direct ASW assets towards that position. Some of the merchants attacked may get off a SOS before sinking, depending on the damage sustained (if the radio is down or the ship blows up, don’t expect to intercept anything). (Devteam): Merchant ships you encounter will have randomly assigned names from a historical names database, based on ship type. (aqua): Will the merchant ships have historic names, and will the radio officer inform us that the xxx ship is sending S.O.S after being torpedoed so we know the name of the ship we sank? As for the Q ships, it should be a surprise. (Devteam): SH3 will include British auxiliary cruisers and German armed merchant cruisers. (sonardog): Will q-ships and armed merchant cruisers be present in the game? We aim to bring a realistic experience to the player, so they are a part of our game too. (Devteam): Surface engagements were an important and well known part of World War 2 naval warfare. Akerberg: If SH3 is a subsim, Why about half of the screens are about surface battles between surface ships? (Devteam): Convoy shadowing and radio reports were an important part of the wolfpack tactics, and this will be reflected in our game too. (HB73): During the dynamic campaign if we report by radio “convoy in sight” (I’m assuming we can do this :)) can we expect other U-Boats to join us? Additionally, convoy structure will reflect historical facts. We might use the spawn-in system to recreate specific events related to date and location. (Devteam): Campaign convoy navigation is based on historical shipping lanes. (Shan_Hackett): will convoys sail using true shipping lanes or just “spawn-in” at a pre-defined location/time? As we postponed the game in order to include a dynamic campaign, you can be sure we are committed to match the graphics with equal gameplay quality. (Devteam): Great graphics are only one factor admittedly the easiest to spot in a screenshot – in a complex system meant to immerse the player in the game. (Legion88): Great graphics are nice, but will the AI and the Dynamic Campaign receive equal attention?
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