TLAM Strike
01-13-2008, 04:32 PM
Ok now we could always try to make another SC or DW or SH but what does that really give us? Let take a look at what we have in other sims and what we want. We are all enthusiasts and have no need to market this to the masses. Now what do we want? Something new I assume or we wouldn’t be attempting to undertake a project like this!
What hasn’t been done in a major sub sim?
Accurate Ballast Tanks: Actually controlling the Ballast and Trim tanks to dive a submarine. This is the heart of a submarine! Most games just have a button or keystroke and the sub dives and surfaces at the players will but I think any die-hard player of DW or SHIII/IV can figure out how to dive and trim a sub if we give them the tools.
Accurate Fire Control: Few games have every given us an in depth system for launching weapons. The only one I can think of was Fast Attack. Giving the player control over which tactic a torpedo uses, what direction is snakes or circles, what depth its running at and the ability to change its depth. Limiting the number of fish under wire guidance. Maybe even simulating the individual racks for each weapon meaning a player will have to strategize where he puts his weapons.
Different Radios: I can’t think of any game that’s simulated ELF and VLF traffic in addition to the normal VHF, UHF and Satcomm traffic. Oh and SLOT buoys! Certenly intresting MP prospects with realistic Comms.
System not Interface based architecture: One of the problems with SCU and DW is that each platform had its own interface folder instead of a common database of interfaces that each platform draws from. Each sub should have a simple text file that the program searches using for each interface allowing a programmer to make a new sub using interfaces from different subs without copying each interface file again and again. Virtual Sailor and FS9 did this to some extent.
What hasn’t been done in a major sub sim?
Accurate Ballast Tanks: Actually controlling the Ballast and Trim tanks to dive a submarine. This is the heart of a submarine! Most games just have a button or keystroke and the sub dives and surfaces at the players will but I think any die-hard player of DW or SHIII/IV can figure out how to dive and trim a sub if we give them the tools.
Accurate Fire Control: Few games have every given us an in depth system for launching weapons. The only one I can think of was Fast Attack. Giving the player control over which tactic a torpedo uses, what direction is snakes or circles, what depth its running at and the ability to change its depth. Limiting the number of fish under wire guidance. Maybe even simulating the individual racks for each weapon meaning a player will have to strategize where he puts his weapons.
Different Radios: I can’t think of any game that’s simulated ELF and VLF traffic in addition to the normal VHF, UHF and Satcomm traffic. Oh and SLOT buoys! Certenly intresting MP prospects with realistic Comms.
System not Interface based architecture: One of the problems with SCU and DW is that each platform had its own interface folder instead of a common database of interfaces that each platform draws from. Each sub should have a simple text file that the program searches using for each interface allowing a programmer to make a new sub using interfaces from different subs without copying each interface file again and again. Virtual Sailor and FS9 did this to some extent.