View Full Version : Splashes
Bullethead
29 Jul 06, 00:55
When I 1st fired up the game and started a scenario with both sides as AI just to watch the action, the very 1st thing I looked at was the shell splashes. In every other naval sim I've seen since Christ was a corporal, the "hang time" of splashes has been way too short, and this has been a pet peeve of mine for years. Most folks don't seem to realize that it takes several seconds for water (or any object under only gravitational acceleration) to ascend to some point dozens or even a hundred feet ASL, then stop and fall back. Thus, I was pleasantly surprised to see DG has realistically long-duration splashes, which is a 1st in naval sims as far as I know :). Hope the rest of the sim has as much attention to detail.
Now if they would just allow us to set Shellcam to be active only during long range hits (in stead of mostly misses)- this aspect of the game would be great!
I find it quite difficult to tell which shells I am following and whether they hit or not - usually it seems to be a mix of both. To me it appears we follow a salvo just above the shells then as they approach an enemy ship the camera stops and you see a load of shells heading for the target. Trouble is there are usually tons of other shots heading for the same target from other ships. You might as well just zoom in using right click on a distant enemy ship and watch from there as the shells pour in.
Lempereur1
04 Aug 06, 20:25
Norm's Physics degree would not let him cheat on gravity!
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