Silent Hunter IV COMSUBGWJ - U-Boat Add-On been here for a while

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From Subsim.com

The .rar file also includes a few screenshots, including the first interior shot of an American sub. Definiately a bit more spacious than their German rivals.

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New preview from the fansite "Aces of the Deep." We also get our first hint at a system requirement: pixel shader 2.0.

Edit: More bits -

* Selectable resolutions (finally!) and widescreen
* Shifts eliminate the need for crew babysitting
* Harbor traffic
* The entire world's oceans are navigable

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Silent hunter 3 has always tempted me, but I don't know if I am a hardcore enough sim buff to play it. I'll keep an eye on this.

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Here's a You Tube link to the second video if you're like me and having trouble getting the .WMV version to work.

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I put about 80 hours into SH3 and I felt like I barely scratched the surface of it. What ended up making me stop playing is that every mission Objective is the same: Reach an area, patrol for 72 hours, then hunt on your own until you are out of torps/fuel. Repeat.

It's intense though, make no mistake. Hiding at the bottom of a shallow canal with a detroyer pinging you is pretty awsome.

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Stylez wrote:
I put about 80 hours into SH3 and I felt like I barely scratched the surface of it. What ended up making me stop playing is that every mission Objective is the same: Reach an area, patrol for 72 hours, then hunt on your own until you are out of torps/fuel. Repeat.

It sounds like the new Grey Wolves Expansion supermod will add a lot more to SH3, including operational theaters in the Black Sea and the Indian Ocean and simultaneous real-world operations going on in concert with the campaign, such as the sinking of the Tirpitz. Now if only I could find that no-Starforce crack.

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Ugh, didn't know it had starforce on it. Asked for it for christmas too, as it is only 20 bones at compusa.

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I gave a solid effort on SH3 but it bored me to tears eventually. (even with time compression). I will give the demo of this a try when it comes out and see if it gets me interested. Thanks for posting the new information.

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Quote:
I gave a solid effort on SH3 but it bored me to tears eventually. (even with time compression). I will give the demo of this a try when it comes out and see if it gets me interested. Thanks for posting the new information.

There are long stretches, even at full compression, if you are running at 1/3 to conserve fuel it takes a good 15 minutes to get to the destination. The cure? DS games during the long hauls

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Stylez wrote:
Quote:
I gave a solid effort on SH3 but it bored me to tears eventually. (even with time compression). I will give the demo of this a try when it comes out and see if it gets me interested. Thanks for posting the new information.

There are long stretches, even at full compression, if you are running at 1/3 to conserve fuel it takes a good 15 minutes to get to the destination. The cure? DS games during the long hauls

I think that is an excellent idea. I didn't have a DS back when I played SH3!

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SH3's one of those games you play while doing something else, be it watching football, reading, laundry, or the aforementioned DS playing. Considering the wide-open field of play for SH4 in the Pacific (not to mention the entire freaking planet), having something else handy while you're whizzing through time-compressed patrols is a must.

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I passed on Silent Hunter III because it had StarForce. I'd like to pick number IV up, but I just hope they don't make the same mistake. It looks excellent.

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Unfortunately, I had already made the purchase before all the StarForce hoopla came out... but there's plenty of easy ways to get around all that nonsense and play the game SF free.

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DrunkenSleipnir wrote:
I passed on Silent Hunter III because it had StarForce. I'd like to pick number IV up, but I just hope they don't make the same mistake. It looks excellent.

You're forgetting the fact that Ubisoft swore off Starforce a while back.

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The new Gray Wolves Expansion is now available. In addition to the aforementioned campaign enhancements, there's a boatload of new...boats plus the ability to install radar detectors on your U-Boat late in the war.

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I usually don't tripple-post often for submarines, but after playing GWX for the last few days, it's like a completely different game compared to standard SH3. Also a bit harder; if you're spotted by an aircraft, they'll relay your position to the Allied navy and it won't be long before a destroyer shows up on your doorstep. And these new destroyers/escorts are much more challenging; charging at a merchant convoy is now tantamount to suicide since you'll be detected quite easily on your approach. Too bad they never implemented wolfpacks in SH3.

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Too bad they never implemented wolfpacks in SH3.

Agreed. The "You against the world" feel of it was one of the downfalls of the game. Here's hoping SHIV gets it right.

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New dev diary here. Now that's one cut sailor.

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New screenshots over at this site, including our first close-up looks at the UI and a rather dramatic look at transparent water. Also, heads-up tomorrow for a hands-on preview over at Subsim sometime tomorrow. One detail already leaked is that "Ships will have survivors... in row boats."

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Rat Boy wrote:
New screenshots over at this site, including our first close-up looks at the UI and a rather dramatic look at transparent water. Also, heads-up tomorrow for a hands-on preview over at Subsim sometime tomorrow. One detail already leaked is that "Ships will have survivors... in row boats."

I always thought it was kind of sterile in SHIII that their was no crew, either moving about on decks or when a ship was sinking. It was like you were just sinking models. I thought it would be coolor to have the crew abandoning the ships or hearing the yelling and screaming over the sonar as the ship sunk... actually, that would be a bit disturbing, nevermind. If that 3rd screenshot isn't pre-rendered then it appears there will be crew on the decks on the ships atleast. Hopefully they're animated and will move around. Would be even cooler if they react to you being noticed or torps in the water and they start running around.

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Vega wrote:
If that 3rd screenshot isn't pre-rendered then it appears there will be crew on the decks on the ships atleast. Hopefully they're animated and will move around. Would be even cooler if they react to you being noticed or torps in the water and they start running around.

SH3 had static crews on the decks of other ships and the crew on the player's U-Boat were animated (use the external cam to see the Watch Officer turn towards nobody in particular when delivering a report). It'd be interesting to see animated crews on other ships, but I wonder if PCs will be able to handle it.

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The preview is up now.

It looks very promising, but there's some disappointments. Still no other AI subs in the water and I'm bummed they cut both the nice damage control screen and the radio station in order to release the game sooner. It is cool to see there will be harbor traffic now and the dynamic campaign seems like it will be a lot less boring. The addition of the radio broadcasts with music and news from that time period will be cool too for those long patrols. And I also like the stripped down crew management and the men actually eat and sleep on their own now. That was the biggest pain in SHIII. I may have to give SHIII another go (now that I know Starforce can be removed after install) to get ready for this one.

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The only omission remains other submarines, SH4 won't have either AI US subs or Japanese subs. US subs did work in 3 and 4-sub wolfpacks in the last two years of the war, and Japanese subs were a major source of worry for US sub skippers, as well as prime targets of opportunity. I can imagine the thrill of receiving an Ultra transmission directing my sub to intercept a transiting Japanese sub. Will I get there first and be the hunter? Or will he detect me and lay in wait?

No allied AI subs isn't that big of a deal in the Pacific, but no enemy AI subs is still a giant letdown.

Quote:
The damage control center does not have a sub cutaway with little compartments, fires, and flooding animations. However, the player is given the ability to group several damage teams with experts and more efficiently prioritize the tasks.

Presumably, since they'd have to create several damage control screens per boat, this wasn't that much of a priority. The task management is definitely welcome news since now you can turn and see this in your control room.

Quote:
There is no dedicated station depicting a radio room, simply a clipboard with the radio traffic. Dan assured me that there will be a lot more radio traffic than in SH3; Fox broadcasts, enemy transmissions, and mission orders. One part I liked, you can pick up music radio broadcasts. Dan says you can even pick up Radio Tokyo, Radio Hawaii, and news broadcasts, but Tokyo Rose will need to be added as a mod. "Unfortunately, we couldn't get them," he said.

The clipboard was pretty much the only part of the radio station in SH3 that I looked at, no no biggie. Now, the goodies:

Quote:
Enemy harbors will have dynamically generated ships. Sometimes a harbor will be empty, sometimes you may see a battleship. "Every time the player starts a mission, it's a different world," explains Dan. "It's based on realistic scenarios, but there's no telling what will happen." Sounds good, but will enemy harbors, populated or not, have defensive measures? Nets, mines, and air and DD patrols? If the player surfaces in Tokyo Bay, will he always be detected and enemy patrol units spawned to attack him? Dan assured me that is the intention.

SH3 mods have done this already, but I think those were strictly scripted rather than randomized.

Quote:
The "rescue downed airman" duty is more stimulating than the version we first saw in SH1. Instead of a tightly scripted single mission where pretty much all you are expected to do is bring your sub up to a pilot in a raft, in SH4, you can be patrolling a strait on a regular patrol and see a dynamic US air strike occurring over the horizon. If some of the planes are hit, the AI pilots will bail out of the smoking plane and parachute into the ocean. Voila! Instant "rescue downed pilot" objective. "A lot of the action takes place close to islands and enemy installations. For example, you may get a mission to drop some commandoes on an enemy island, or recover them, or provide lifeguard duty to American pilots who are shot down. And (being close to the enemy), it's always risky business.

Nice diversion from the hunt and kill missions. I wonder how the commando scenarios get triggered; pull up alongside another ship and take them aboard? Do pilots and commandoes take up bunk space on your boat?

Quote:
Speaking of risky business, I didn't get to play the game enough to evaluate the weather but I'm told your deck watch may take casualties in monsoons.

Man overboard!

Quote:
One of the novel aspects introduced in SH3, crew management, returns in SH4, but with several key improvements. According to Dan, "When cruising, the crew is running watches, four hours on, four hours off. During their off watch time, they decide when to sleep, as they need it, like a real human. It's like the Sims but they have little needs, you don't have to feed them, they can take care of that and they do their maintenance. When you find an enemy contact, you order battlestations and activate the whole crew. There is opportunity for a little bit of crew management here (in the crew screen) but the key thing to remember is you don't have to come to this screen. It's a real submarine of the United States Navy, it works for you."

The old officer avatars at the bottom of the screen are gone, now the player interacts with the crew directly in the 3D conning tower, control room, and bridge, or with keyboard shortcuts. On those long patrols, an active player may choose to appoint "leaders" with expertise and experience over some of the green crew members, to spur them on and increase the battle-readiness of the sub. The leaders are designated by having a slightly larger avatar. Off duty guys are grayed out and little Z's appear when sleeping. Naturally, the more you interact with your crew, the better they perform. I don't know how much of an impact this has on actual gameplay, but it sounds like a good feature.

It certainly does. Can't wait for the next report.

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New video at GameSpot.

"...you sent me to sea with training warheads?"

Edit: I may leave the music on when I play this one. Definitely has a Crimson Tide feel to it.

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New batch of screenshots at Worthplaying, showing off New York, large scale surface battles, and crews abandonding ship in lifeboats. Also, new screenshots over at a French forum, showing the crew on the decks of ships, the modeled sea floor, and our first look at a map of the Pacific theater and the avaiable ports in game.

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More screenshots (albeit a bit on the dark side) at another French forum, Mille-Sabords. Based on the map in the second shot, it looks like the scenario that the shots were taken from is the Battle off Samar, part of the broader Battle of Leyte Gulf, where the player can sit back and watch the "Last of the Tin Can Sailors" go toe-to-toe with the battleships Yamato and Musashi.

Edit: And more from Jeuxvideo. Sub-gaba!

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A lot more from Jeuxvideo. Why is it in every batch of screenshots, whoever's taking them has the crazy need to surface the boat in the middle of a pack of enemy warships?

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March 13th can't get here any faster.

This is sort of old news, but I hadn't heard about it until now. Looks like for SHIV Ubi is doing the same type of packaging like Sega did for MTWII. Instead of having a separate regular and special edition, the first shipment of the game will basically be a "special edition" and then once those are sold out any further version will just be plain regular editions.

The initial packaging will include:

  • 100+ page manual including reference material
  • Fold out historical map of the Pacific theater
  • Fold out ship recognition poster
  • Quick Reference Card
  • 1-hour of WWII-era documentary footage about U.S. submarines from Periscope Films on a Bonus DVD

With this and STALKER coming out within weeks of each other, March is going to a busy month for me.

Mr T broke the speed of light in the A-Team van because he wanted to prove that quantum physics was a bunch of Jibba Jabba.

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Vega wrote:
March 13th can't get here any faster.

This is sort of old news, but I hadn't heard about it until now. Looks like for SHIV Ubi is doing the same type of packaging like Sega did for MTWII. Instead of having a separate regular and special edition, the first shipment of the game will basically be a "special edition" and then once those are sold out any further version will just be plain regular editions.

The initial packaging will include:

  • 100+ page manual including reference material
  • Fold out historical map of the Pacific theater
  • Fold out ship recognition poster
  • Quick Reference Card
  • 1-hour of WWII-era documentary footage about U.S. submarines from Periscope Films on a Bonus DVD

With this and STALKER coming out within weeks of each other, March is going to a busy month for me.

Normally I am not into hardcore sims like this, but this thread and its various links have sold me on this game for a day one purchase (pending stability reviews).

Somewhere on a deep ocean vent no man has ever seen, God smites a small colony of tube worms because you masturbate.-JoeBedurndurn, on sin

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Dezlen wrote:
Normally I am not into hardcore sims like this, but this thread and its various links have sold me on this game for a day one purchase (pending stability reviews).

It's only as hardcore as you want it to be. There's like 15 or so options that can make the game as arcade-like as you want to go. I think the most recent link Rat posted for screenshots even has a shot of the options screen (yep, it's on Page 2).

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Another new video. Least they stay submerged when they're getting shot at.

"Men like sex, thus boobies! Oogaba!" - dejanzie

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come on down to Rat Boy's nest!
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