COMBATSIM.COM: The Ultimate Combat Simulation and Strategy Gamers' Resource.
 

Silent Hunter II Interview
by Leonard Hjalmarson
 

For quite some time the WWII submarining action was dominated by SILENT SERVICE II and RED STORM RISING. Then Dynamix released their excellent ACES OF THE DEEP, where players took to the frigid waters of the North Atlantic as German U-boat captains. Then Silent Hunter arrived on patrol.

SILENT HUNTER was first described as ACES OF THE DEEP, only in the Pacific with the US Sub Service, and in high resolution. While that is more or less true, SILENT HUNTER is also a class in itself.

In SILENT HUNTER the player commands an American diesel submarine in WWII. Starting with the infamous attack on Pearl Harbor, hunting season for Japanese warships and merchants opens in the South Pacific. The general idea of the simulation is to sink as much tonnage as possible without ending up on the Still on Patrol list at the end of the war. The historical faithfulness of AOD is renowned, and SILENT HUNTER hit the same mark for accuracy, employing the services of William "Bud" Gruner, who was the technical advisor for the game.

The Simulations Group at SSI/Mindscape is now at work on several projects for the new "DCS" (Digital Combat Series) line of products, including Harpoon IV and Luftwaffe Commander. Bill Becker, president of Aeon Entertainment and SSI Simulations Producer Rick Martinez, form the nucleus of the Silent Hunter II collaboration. Executive Producer Carl Norman, (producer of the original Silent Hunter), is now heading up the SSI/Mindscape Simulations Group. Recently we had an opportunity to speak with all three men about where this new simulation will take us.

CSIM: Lets start with some history. Silent Hunter was a fantastic entry into the genre, keeping my attention in a way that AOD never did. Tell us a bit about the conception of Silent Hunter and what you were attempting to accomplish.

The subject of the American submarine force in the pacific had been neglected for quite some time. In fact, Silent Service II (1990) was the last significant game on the subject. We had talked for quite some time with SSI about doing the next generation of WWII sub sim and in early '94 the timing seemed right. From the start our goal was to create the most realistic sub simulation to date using the latest technology and the best graphics in the business.

UBOAT

CSIM: SILENT HUNTER II simulates the German untersea service. How did this decision to simulate the other side of the war experience come about?

The battle in the Atlantic was very different from the American experience in the Pacific. There were many interesting elements that we wanted to explore: the "technology war" between the Germans and the Allies, the large convoys and sophisticated tactics used by the allied escorts, the German Type XXI electric boats, wolf-packing, and the list goes on. The subject matter is intriguing and that's why people keep coming back to it over and over again. Silent Hunter II will simulate U-boat operations in the Atlantic between 1939 and 1945.

CSIM: Its hard to imagine a graphics environment beyond that of the first Silent Hunter. What are your goals graphically? And will Silent Hunter II be written for Glide (3dfx)?

Silent Hunter achieved its "look" by getting everything we possibly could out of the technology available. For example, through careful selection and reuse of colors we were able to squeeze every last ounce out of the 256 color palette, creating a vibrant and dynamic look that belied the actual capabilities of the hardware. With the new 3D cards available, a lot of these limitations have been removed allowing for far more realistic visuals than we could even imagine when developing Silent Hunter over 3 years ago.

Even though Silent Hunter was internally a "3-D" game, its visual representation of ships and aircraft using sprites locked us into viewing from one "plane". This was realistic in that real sub crews were limited to this perspective as well, but it wasn't as satisfying to players who wanted to see the action from a variety of angles. Silent Hunter II will be fully 3-D, giving the player many more views from which to enjoy the action.

The 3-D engine we're using supports Direct3D and OpenGL. Whether we support a chipset specific API like Glide (3Dfx) really depends on the market at the time of the game's release. We're certainly designing the game with that possibility in mind.

Click to continue . . .

 

U505
Click for larger photo.

CSIM: I remember the first time I went up to the bridge on a moon-lit night in the South Pacific. WOW! I remember thinking later that if a seal had crawled to the side of the boat I wouldn't have been surprised! Will there be this much attention to the environment in SH II? Will we see weather?

There will the same level of attention to detail. We'll be upgrading most of the effects from Silent Hunter while adding a quite a few new ones. Silent Hunter II will use 16-bit color, allowing far better color effects.

We plan on completely revamping the visibility and hazing routines to allow for realistic low visibility weather conditions. In Silent Hunter, under low visibility conditions, ships would simply "pop" into view. The larger palette and better hardware available now makes it possible for us to create a smooth and realistic transition from non-visible to fully visible. Ships will slowly appear out of the haze. This is but one example of the improvements we plan on making to the original graphics engine.

UBOAT

CSIM: An area that could have been more developed in the original was the use of radio. Will we see more in SH II?

The lack of realistic radio communications is one of the issues we are addressing. A much more complete and powerful communications package will be included with Silent Hunter II, allowing for both reception and transmission of radio and beacon signals. For the Kriegsmarine, this is especially important because of their heavy reliance on communications when operating in wolf-packs. This also adds an additional element of danger since these transmissions were often intercepted by the Allies.

CSIM: The wolf-pack was a German innovation. What will see in terms of joint operations in SH2?

The German's use of the wolf-pack is legendary and will be an integral part of Silent Hunter II, both in the single and multi player game. This cooperative element is perhaps the biggest difference between the original and the sequel. In the single player game, fellow U-boats will be under computer AI control. However, things should really get interesting in multi player action during a coordinated attack on a large convoy. The game is being optimized around this very scenario.

CSIM: What kinds of missions will the skipper be tasked with in SH II?

Quite a few additional special missions will be added to Silent Hunter II in additional to typical convoy attacks. Mining, primarily using the TMB "seabed" mine, will be popular early in the war. Transport, supply, escort, surveillance, photo recon, and harbor attack missions are also planned.

CSIM: In the first patch for Silent Hunter we had the additional task of rescuing downed pilots. It seems to me that areas like that could be greatly expanded, both in operation and in graphics, animation and effects. Will we see this kind of development in SH II?

We intend on improving these missions by adding more variety, realism, and visual payoffs. For example, harbor defenses in the original Silent Hunter were weak and the ship AI had trouble with shallow water, causing them to run aground. This lessened the challenge of harbor attacks. We're improving the AI and shore defenses to make these types of missions more challenging. We're also adding more obstacles like channels, minefields, and blockships. Using full 3-D, the overall look and realism of the harbors should be greatly enhanced.

CSIM: Accuracy in weapons and systems is a hallmark of the original. What advances are being made in this area for SH II?

Our intent is to pick up where Silent Hunter left off in the area of accuracy. The Germans and Allies continually were creating new and better weapon systems in an attempt to neutralize the others advantage. This is one area where the war in the Atlantic was more interesting than the Pacific. Allied advances like the hedgehog, squid, "Huff-Duff", and Fido will be modeled. The Kriegsmarine will counter with new and experimental torpedoes (FaT, LuT, T5), radar, Metox, and some other, more obscure weapons. The onboard systems will be modeled with the same attention to detail as the original Silent Hunter.

Go to Part 2

 

 

© 1997 - 2000 COMBATSIM.COM, Inc. All Rights Reserved. .
Last Updated June 12th, 1998

© 2014 COMBATSIM.COM - All Rights Reserved