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Usurpator
06-03-16, 04:06 PM
Hello everyone, here comes some updates!

As you may have noticed, it is currently very complicated to connect to a host behind a router. This is because of network address translation, meaning that the router gives the computer behind the router an internal IP address, and then translates any outgoing call from that address to it’s own. To bypass the problem, both parties need to connect to a third party server that performs a NAT punchthrough operation.

Since we are greenlit now, we should be able to use Steam’s services to connect players. This, however, means rewriting most of the net code, so this might take a while. In the meanwhile we’ll try to get the game on steam as is, meaning you still have to play through a virtual private network if you are hosting behind a router. Having the game on Steam is still beneficial, since it enables automatic updating, bug reporting and other nice features, but the goal is to use Steam’s matchmaking and friend lists to set up online multiplayer matches.

While Oscar is working on integrating the game with Steam, I have started creating player avatars. This first set of avatars will be placeholders for more detailed models that will be added at a later stage in development. The avatars will be implemented as soon as possible.

/ Einar
-------------------------


Update Nov 2020

Original Roadmap
https://www.subsim.com/radioroom/picture.php?albumid=1338&pictureid=11621

Actual features added during post-EA release. During the ongoing development, the team found it more time-efficient
to complete some features out of sequence from the original roadmap.
https://www.subsim.com/radioroom/picture.php?albumid=1338&pictureid=11620




https://www.subsim.com/radioroom/showthread.php?p=2684255#post2684255
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/73355eff05b786c37f8d26a9ba25d98050fde7db.jpg

Current roadmap: as determined by the most time-efficient path.
https://cdn.cloudflare.steamstatic.com/steam/apps/490920/extras/steam_new_roadmap_1.jpg?t=1598454991

Onkel Neal
06-03-16, 04:08 PM
http://i.imgur.com/dE5Xuyp.gif

THE_MASK
06-03-16, 08:46 PM
I havnt played it yet so I will keep my idea brief . In multiplayer mode , once you pick a station are you relegated to just that station ?

Cpt-Maxim
06-04-16, 12:24 AM
Current multiplayer can be 1 person per sub, or 4 people per sub (multiplayer with multicrew), or anywhere in between. Single player is what I understand AI crewmembers will be used in.

MindfulCrane07
06-04-16, 06:28 AM
I havnt played it yet so I will keep my idea brief . In multiplayer mode , once you pick a station are you relegated to just that station ?

you dont actually pick a station, you pick a sub and then you can go around and do whatever you want in that sub, but usually if you can communicate with the other players you try to figure out who does what, that makes it all a lot more simple :)

Icewarp
06-07-16, 07:59 AM
Good news. Steam is a standard and using their tools for matchmaking is perfect.

makman94
08-08-16, 11:17 AM
any news Neal ? :Kaleun_Periskop:

Onkel Neal
08-08-16, 03:11 PM
We just got back from Kiel, spent 10 hours going over the U-995, inside and out. We're just about to emerge from silent running....

http://www.subsim.com/radioroom/picture.php?albumid=10&pictureid=9108

http://www.subsim.com/radioroom/picture.php?albumid=10&pictureid=9110

THE_MASK
08-08-16, 09:00 PM
I hope it doesnt become like a job . Enjoy :up:

PL_Andrev
08-09-16, 02:36 PM
We just got back from Kiel, spent 10 hours going over the U-995, inside and out. We're just about to emerge from silent running....

Not sure about that but we're asking about development progress...
Some small weekly steps reports are nice welcomed.
:sunny:

Onkel Neal
08-09-16, 03:21 PM
Not sure about that but we're asking about development progress...
Some small weekly steps reports are nice welcomed.
:sunny:
Well, traveling + photographing + surveying = no development work during that time period.

PL_Andrev
08-10-16, 09:01 AM
Well, traveling + photographing + surveying = no development work during that time period.

Sure? What is it then?

http://www.wolfpackgame.com/img/gallery/lg-8.jpg

:yeah:

Onkel Neal
08-18-16, 12:20 AM
Work in progress
https://scontent.xx.fbcdn.net/v/t1.0-9/13906596_1179794032041702_2774129957072820944_n.pn g?oh=07434450d06e621542f052eee29357d8&oe=584E7BC5

PL_Andrev
08-18-16, 01:31 PM
Hm, hm, hm...
Does it mean that we will see another crew or co-op players in game?

Hope you are not repeating "doll's crew system" idea spotted at SH5...
They looks good only at SH5 trailer...
:roll:

makman94
08-18-16, 02:45 PM
....

Hope you are not repeating "doll's crew system" idea spotted at SH5...
They looks good only at SH5 trailer...
:roll:

i agree to that too, is a fatal fail.

are we talking for a simulator around here or no ? 3d eye-candies can be done at the end or in an update

nsomnia
08-26-16, 01:44 AM
Original post revoked by Nsomnia.

PL_Andrev
08-29-16, 02:19 PM
Looking for next dev update...

http://i.imgur.com/Wxr6Thk.png

Not yet kamaraden, not yet?

Onkel Neal
08-29-16, 03:36 PM
From yesterday (http://www.wolfpackgame.com/wolfpack.php) :up:

raymond6751
08-31-16, 06:11 AM
Hi,
I think there should be AI whenever there are less than 4 players, including a replacement if a human disconnects or joins after game start.

The game should save on the captain's PC so an ongoing mission is possible.

There should be a chat window for cases when/where the voice gets disconnected or a player doesn't have the voip setup.

If the captain gets disconnected, game is saved on Exec machine.

A log book should be available to the captain and crew so that a player who joins an existing mission can read up on what has been happening.

The game should automaticaly put an AI icon in place when a human isn't present at game start and again any time a human leaves his post or disconnects.

Onkel Neal
09-18-16, 09:41 AM
Sept update:

The new sub exterior is completely modeled, but lacks textures. We are currently working on the inside and the instrumentation. Einar has been busy making the instrumentation for the radio/sonar room, while I have been building the new systems for the propulsion and buoyancy. The next thing to be modeled is the hydrophone station.

Video (https://youtu.be/bUEcfOO-zDY)

Artwork (http://www.wolfpackgame.com/wolfpack.php)

Jimbuna
09-18-16, 09:47 AM
Onward and upward :up:

THE_MASK
09-19-16, 02:39 AM
Little things like turning the handle to open and shut the hatch cover . Just small things combined would make the game more fun imo . The sub crowded with movable objects like food boxes etc . Watch Das Boot again :yep:
A sub sim is what you want but it has to have some atmosphere to it . Watch Das Boot again .

redcoat22
09-19-16, 05:07 PM
Sept update:

The new sub exterior is completely modeled, but lacks textures. We are currently working on the inside and the instrumentation.

Wow, seems like you guys have been keeping busy. Good work.

Onkel Neal
09-23-16, 10:27 PM
Dev Update: Periscope controls, hydroplanes, and Radio room (http://www.wolfpackgame.com/wolfpack.php)

nsomnia
09-23-16, 11:03 PM
Looking very cleaned up

klingenj
09-27-16, 05:07 AM
Dev Update: Periscope controls, hydroplanes, and Radio room (http://www.wolfpackgame.com/wolfpack.php)

:o :yep: :yeah: :D :D :D

Onkel Neal
09-30-16, 06:30 PM
Buoyancy and drag calculations (Video) (http://www.wolfpackgame.com/wolfpack.php)

PL_Andrev
10-01-16, 01:25 AM
Buoyancy and drag calculations (Video) (http://www.wolfpackgame.com/wolfpack.php)

It is exactly what we're waiting for...
Good work, devs!
:Kaleun_Salute:

Sailor Steve
10-01-16, 05:47 AM
Looking good so far. :sunny:

Jimbuna
10-01-16, 10:18 AM
Buoyancy and drag calculations (Video) (http://www.wolfpackgame.com/wolfpack.php)

Coolio :cool:

klingenj
10-06-16, 07:30 AM
Nice updates! :Kaleun_Applaud:
Is there any way to directly contact Einar? When we met in Germany, I forgot to exchange contact data. :/\\!!

They seem eager to answer through their facebook page "Wolfpack Game". :up:

Onkel Neal
10-06-16, 10:05 AM
Yep, and you can PM them here. But they are very busy, so direct your questions here.

redcoat22
10-12-16, 10:58 AM
Dying for an update over here....:salute:

Onkel Neal
10-14-16, 03:06 PM
We should have something coming up later today.

Onkel Neal
10-15-16, 10:18 AM
Periscopes and object position calculations (http://www.wolfpackgame.com/wolfpack.php)

http://www.wolfpackgame.com/img/updates/dev51.jpg

Ethaninja
10-17-16, 09:27 PM
Hey guys,

just wondering if it's possible for us to contribute to the game in more ways then donations? Such as assets and voices and what not.

mstram
10-20-16, 05:31 AM
Hi guys,

I just started playing with the demo, and have to say, I'm very impressed !

I have "dabbled" with Unity in the past, but have never produced anything as "slick" as the current demo :)

Some q's & comments :

1) It would be helpful if a note was added to the download page for the demo or (better yet a README) briefly summarizing what is working / not in the demo.

2)I.e. is the radio direction finder working ?
When I rotate the "bearing indicator" of the "RDF" to match what I'm hearing on the sonar, the radio transmissions are not getting "silenced"

3) Periscope - Are there plans to add bearing indicators "inside" the periscope "view". I.e, a "bearing ring"

It's a bit cumbersome now to have to keep RMB "exiting" the periscope view to see what bearing the periscope is aimed at

4) Map
A "zoom reset (to max-zoom-out)" key / mouse click-combo would be handy.

A "center-on-ship" key (i.e. if map has been panned away from the ship)

5) Speed indicator / direction indicator :
I see there is a direction indicator on both the front and back of the ship.

It would be useful to add a speed indicator near the back-direction indicator.

It would useful to have the speed indicator also visible near the periscope's current bearing indicator


Great work !, Keep it up !

Mike

mstram
10-20-16, 07:12 AM
I think the A.I. detection abilities in the demo are a bit "off".

On surfacing the ship from periscope depth, it takes ~10 seconds for the sub to be destroyed, presumably from an incoming destroyer shell?

Onkel Neal
10-22-16, 06:54 AM
TDC, UZO BINOCULARS, AND THE ECHO RANGER (http://www.wolfpackgame.com/wolfpack.php)

klingenj
10-22-16, 09:48 AM
loving these updates.. thank you for posting once every week! :yeah:

redcoat22
10-25-16, 02:52 PM
It's fun to watch the progress; can we get a video tour of the updated boat? Are you modeling the entire boat or only a few select areas?

Onkel Neal
10-25-16, 04:02 PM
They are still in the shipyard, but there is a video tour in one of the earlier dev updates.

We are modeling the Control Room, radio room, conning tower, bridge and fore deck. You won't have time to go sightseeing, there are ships to be sunk. :Kaleun_Salute:

Onkel Neal
10-28-16, 08:27 AM
Some big news about the TDC and periscopes coming later today.

Posted here (http://www.wolfpackgame.com/wolfpack.php)

PL_Andrev
10-29-16, 11:46 AM
Is it really true that torpedo ignition type (magnetic, contact) were set by TDC?
:hmmm:

Chromatix
10-30-16, 05:17 PM
All the data I can find says that U-boat captains "were able to choose" between magnetic and impact pistols, and not merely at port. Nor was it a question of not-officially-authorised modifications by skilled torpedomen, as it was in the USN; Dönitz famously sent orders for U-boats already on patrol to change their pistol settings forthwith.

However, an otherwise very detailed description of the U-boat torpedo fire control system completely fails to mention anything about setting the pistol type. There doesn't seem to be any such control on the boxes responsible for gyro settings, tube/salvo selection etc. It's harder to be sure about the tubes themselves, as they are positively festooned with valves and latches.

Reasonable possibilities, in increasing order of time required from decision to torpedo readiness:

- Remote control exists, hitherto unnoticed, in conning tower or control room. The captain would be able to set it himself.

- Controls exist on outside of tube, as with depth setting. (I consider this the most likely possibility for German torpedoes.) This would need only a few seconds after a verbal order.

- Control is accessible on outside of torpedo, but must be withdrawn from tube to set it. This would require several minutes per torpedo; difficult when already tactically engaged.

- Torpedo must be opened to access mechanism. (This is the case for USN Mark 14 torpedoes.) This would require as much as an hour per torpedo; totally impractical while in combat or even while pursuing a target.

PL_Andrev
12-14-16, 02:33 PM
Looks a little scary...
:timeout:

http://i.imgur.com/4fXX3Cr.png

p4p3rm4t3
01-05-17, 10:29 AM
How are things going?

Onkel Neal
01-09-17, 07:16 AM
Plugging along. Oscar is working on the netcode, getting the game to function within the Steam environment.

elanaiba
01-14-17, 05:40 AM
All the data I can find says that U-boat captains "were able to choose" between magnetic and impact pistols, and not merely at port. Nor was it a question of not-officially-authorised modifications by skilled torpedomen, as it was in the USN; Dönitz famously sent orders for U-boats already on patrol to change their pistol settings forthwith.

However, an otherwise very detailed description of the U-boat torpedo fire control system completely fails to mention anything about setting the pistol type. There doesn't seem to be any such control on the boxes responsible for gyro settings, tube/salvo selection etc. It's harder to be sure about the tubes themselves, as they are positively festooned with valves and latches.

Reasonable possibilities, in increasing order of time required from decision to torpedo readiness:

- Remote control exists, hitherto unnoticed, in conning tower or control room. The captain would be able to set it himself.

- Controls exist on outside of tube, as with depth setting. (I consider this the most likely possibility for German torpedoes.) This would need only a few seconds after a verbal order.

- Control is accessible on outside of torpedo, but must be withdrawn from tube to set it. This would require several minutes per torpedo; difficult when already tactically engaged.

- Torpedo must be opened to access mechanism. (This is the case for USN Mark 14 torpedoes.) This would require as much as an hour per torpedo; totally impractical while in combat or even while pursuing a target.


As far as I remember (and Doenitz's memoirs confirm this), variant 3 is correct.

Also, I remember that the pistols were in general set between Contact-Only and Contact + Magnetic, so there was no "magnetic (MZ) only" option possible. At least not for regular T1-T3 torpedoes, I seem to remember it was slightly different for Accoustic torpedoes.

Food for thought - Pi-2 and 3 had an ON / OFF switch - I presume for the magnetic detonation: http://www.bulletpicker.com/pdf/Mine%20Disposal%20Handbook,%20Part%204.pdf
(Pi-1 was an impact only pistol, which means early T1s didn't have magnetic detonation option).

THOR-AGENA
01-19-17, 04:31 AM
is Neal, Oscar and Einar playing/beta testing Wolfpack these days? I would like to see the game and hear the development discussions. If you could record your sessions that would be a great promotional tool. Marulken videos are more fun to watch than Hollywood productions :)

Catfish
01-20-17, 07:46 AM
As far as I remember (and Doenitz's memoirs confirm this), variant 3 is correct.

Also, I remember that the pistols were in general set between Contact-Only and Contact + Magnetic, so there was no "magnetic (MZ) only" option possible. At least not for regular T1-T3 torpedoes, I seem to remember it was slightly different for Accoustic torpedoes.

Food for thought - Pi-2 and 3 had an ON / OFF switch - I presume for the magnetic detonation: http://www.bulletpicker.com/pdf/Mine%20Disposal%20Handbook,%20Part%204.pdf
(Pi-1 was an impact only pistol, which means early T1s didn't have magnetic detonation option).

This is right, the torpedo had to be withdrawn to change the pistol setting or change the pistol itself, of course. All else like course and depth etc. was done via "remote" adjustments, mechanical shafts extending from the 'Zentrale' to the torpedo tubes, and through them into the torpedo.
Imho when a tube was locked to a target, the TDC submitted the running solution directly to the tube.
In case of failure the settings could be adjusted up front in the torpedo room, manually.

Psychophoria
01-30-17, 03:57 PM
It's been a while now, going on 10 days.
I feel like I have OCD; I check this thread multiple times per day.
Any updates on the progress of Wolfpack?
Hope all is going well with the development. :ping:

THOR-AGENA
01-31-17, 12:11 PM
Hopefully it is just bad PR/management. The two guys from Sweden were just doing fine without subsim.

PL_Andrev
01-31-17, 02:37 PM
It's been a while now, going on 10 days.
I feel like I have OCD; I check this thread multiple times per day.
Any updates on the progress of Wolfpack?
Hope all is going well with the development. :ping:

A fresh information you can find on Wolfpack facebook page.
The're currently working at crew animation...

THOR-AGENA
01-31-17, 02:59 PM
FB!? Could we get the latest info here NOW!? *shakes head in disbelieve icon*. Hopefully you were only joking us? :har:

Leo_93
02-01-17, 02:18 PM
To think it was always as simple as checking the facebook page, who knew :doh:. To be honest I completely forgot about them even having one but then again I hardly check mine.

The link for it for convenience sake. (https://www.facebook.com/WolfpackGameOfficial/)

THOR-AGENA
02-01-17, 09:29 PM
Leo, could you post the content of that 'facebook', so the rest of us (that will never set foot into that ****hole) can see also?

Xaron
02-02-17, 03:52 AM
Thor why don't you just click on that link in a web browser of your choice and look? I mean you don't need a FB account for that. ;)

THOR-AGENA
02-02-17, 11:40 AM
I've gathered that I could see the content without an account, thank you, but like I've said I will not set foot in that site.

I'm abit confused about that (what I perceive to be) news blackout. Why can't anyone in the know post some fresh and juicy bits of info for us fans, HERE? Pics, videos, sounds, info, comments, words, open teamspeak dev session, Q&A session, anything! If I'm the only one whos impatient here (and doesn't look like it is the case) then nevermind, but I seriously don't understand what is going on with this 'wolfpack' project.

PL_Andrev
02-02-17, 12:30 PM
You can check the FB game news even if you have no account of FB. Anyway they presents a weekly briefing with small changes only.
There is nothing simple to code animations in game, but please remember project bases on "already completed" HMS Marulken game. So let's speculate:
- uboot shape is ready,
- uboot's interiors are ready,
- missions are ready,
- crew models are ready,
- damage model is ready,
In progress:
- crew animations,
- enemy ship shapes,
- singleplayer code,
- orders queue,

THOR-AGENA
02-02-17, 01:08 PM
Yes let's speculate because I cannot see/know wtf is going on.

- uboot shape is ready,
- uboot's interiors are ready,
- missions are ready,
- crew models are ready,
- damage model is ready,

I would LOVE to see (if the model is ready) the interior! How many floors? Will there be a kitchen??

How many are working on the game? How is Neal doing overthere??

Onkel Neal
02-02-17, 09:56 PM
Ok, I know I posted that I returned some months back.:arrgh!:

PL_Andrev
02-15-17, 02:58 PM
New stuff available on FB.

redcoat22
02-17-17, 10:16 PM
Great new video, I wish it was on you tube.

It kinda sucks that their isn't an engine room, but it does look good.

PL_Andrev
02-27-17, 12:17 PM
Update: Last week we decided to try making the player avatar visible in first person view.

If may I propose, the player's avatar (name as I think) may be shown as a label on front / rear of player's body (as soldiers have):

http://i.imgur.com/OxPStaB.png

urfisch
04-02-17, 08:41 AM
Hello there. Maybe you can also post the updates here? i know its reduntant, but would help the people, who installed rss readers like me :hmmm:

Do you have a roadmap?

Onkel Neal
04-02-17, 09:46 AM
If may I propose, the player's avatar (name as I think) may be shown as a label on front / rear of player's body (as soldiers have):

http://i.imgur.com/OxPStaB.png

That's a really good idea. :up: I will ask about that.

Hello there. Maybe you can also post the updates here? i know its reduntant, but would help the people, who installed rss readers like me

Do you have a roadmap?

The devs have posted updates on the FB section (https://www.facebook.com/WolfpackGameOfficial/videos/1402546693099767/), I can copy them here.

THE_MASK
04-08-17, 02:27 AM
This is the sub game i am waiting for :up:

Onkel Neal
04-16-17, 12:09 PM
Getting closer to early access, most of the systems on the U-boat are working: ballast, trims, nav, TDC, optics, buoyancy, bilge, air, main and negative ballast tanks.

Video (https://www.facebook.com/WolfpackGameOfficial/videos/1418680834819686/)

Jimbuna
04-17-17, 04:55 PM
:up:

THE_MASK
04-17-17, 09:19 PM
64bit ? If it is what benefits compared to SH3/4/5 etc in laymans terms . I have no clue what the difference is . I have an oldish windows 64 bit system with 290 graphics card .

makman94
04-18-17, 12:24 PM
Getting closer to early access, most of the systems on the U-boat are working: ballast, trims, nav, TDC, optics, buoyancy, bilge, air, main and negative ballast tanks.

Video (https://www.facebook.com/WolfpackGameOfficial/videos/1418680834819686/)

at the TDC panel ,
what is the dial ,at the right of TargetSpeed dial, showing ?
what is the dial ,at the right of AoB dial, showing ?

i guess the one is for spread ,the other is for what ? tell me that it is for δ angle

NightFromTheWest12
04-19-17, 01:58 PM
Looking great!:arrgh!:

redcoat22
04-19-17, 03:58 PM
Very exciting.

Hitman
04-24-17, 05:42 AM
Looking great :up: Love the small details like the red glow of the open hatch in the back of the bridge watch guy's head :Kaleun_Applaud:

Onkel Neal
04-26-17, 03:51 AM
at the TDC panel ,
what is the dial ,at the right of TargetSpeed dial, showing ?
what is the dial ,at the right of AoB dial, showing ?

i guess the one is for spread ,the other is for what ? tell me that it is for δ angle

That's all still under construction. Stand by for a TDC facelift.

makman94
04-30-17, 01:16 PM
That's all still under construction. Stand by for a TDC facelift.

pay special attention to that part Neal :yep:

Tdc ,sonar and periscope stations are the stations that must be very very well made

THE_MASK
05-04-17, 10:32 PM
TDC video is up .
https://www.facebook.com/WolfpackGameOfficial/

urfisch
05-10-17, 05:51 AM
thx! very nice details on the tdc! and also the command room and the turret are well modeled.

RealMadDad
05-10-17, 07:23 AM
Great Work!

RealMadDad
05-10-17, 07:36 AM
Now I found the link to follow the development. Looks very good. Grats Mate!

Please, please make it finally look + feel like in SH3 and 5.......just without the bugs!

Then you can take my money!:03::03::03:

RealMadDad
05-12-17, 02:38 AM
Of course the development will take its time, especially if a masterpiece is intended but any idea on ta possible release date? In 2017 still?

:Kaleun_Wink:

Usurpator
05-30-17, 08:46 AM
Of course the development will take its time, especially if a masterpiece is intended but any idea on ta possible release date? In 2017 still?

:Kaleun_Wink:

The game will be released on Steam Early Access later this year :)

RealMadDad
05-30-17, 09:15 AM
PLease keep us informed about the development. We are exited and would like to take part. I hope so much that you will be able to give us that SH5 feeling (without the bugs of course). The graphics were eyecandy and it was so realistic....

Cheers.

Usurpator
05-30-17, 10:09 AM
PLease keep us informed about the development. We are exited and would like to take part. I hope so much that you will be able to give us that SH5 feeling (without the bugs of course). The graphics were eyecandy and it was so realistic....

Cheers.

I will make sure to post the updates we publish on our facebook page in this thread as well, since a lot of people who are interested does not use facebook. I've spent the last weeks preparing the uboats interior for texturing, which is a quite time-consuming process. It does not make for very cool videos or screenshots, but hopefully I'll be able to post some really nice progress shortly :)

Jimbuna
05-30-17, 03:16 PM
Looking forward to seeing them :up:

Usurpator
06-13-17, 05:11 PM
Hello everyone! Here is a quick video showing some of the new texture work. Still working on the lighting :)

https://www.youtube.com/watch?v=44lL_tBf5YA

Jimbuna
06-13-17, 06:49 PM
Getting there and looking good :up:

Usurpator
06-21-17, 01:37 PM
Here is a video showing some new airplanes. The models have rather low polygon counts since they are going to be observed from large distances most of the time.

https://www.youtube.com/watch?v=dcVQew1Ejss

Usurpator
08-31-17, 11:07 PM
New update! Here is a short video showing the dive controls and tilt system. The interior lighting and materials still need some work.
https://www.youtube.com/watch?v=J2Ho3l_puv0

Jimbuna
09-01-17, 10:02 AM
Nice one :up:

Thymo
09-01-17, 11:22 AM
Amazing work! Can't wait until we see a release (but do take your time).

What are your guys' plans on simulating electrical systems on board? Will we have to replace blown fuses after we get hit by depth charges. And what about broken systems in general? Will it just be simple option to repair a thing or do we actually have to replace parts My Summer Car style? :)

iambecomelife
09-05-17, 05:19 AM
Amazing work! Can't wait until we see a release (but do take your time).

What are your guys' plans on simulating electrical systems on board? Will we have to replace blown fuses after we get hit by depth charges. And what about broken systems in general? Will it just be simple option to repair a thing or do we actually have to replace parts My Summer Car style? :)

I second that! Also, I hope that repairs at sea are more makeshift than in other subsims - I think it should be extremely hard to restore damaged subsystems back to 100% outside of a dockyard. Great work so far.

Napalm42
09-05-17, 12:32 PM
Looking great so far guys! So different from the super early build I played back when it was Marulken, but different in a direction I like!

B_K
09-06-17, 01:17 AM
Hello! Good work! However I noticed that you blow ballast with vents open :-) That may not work :-) I have another suggestion - the boat definetely needs to be more inert, more "heavier". 30 seconds for submerging is absolute minimum at flank speed, and far more from a full stop.

Usurpator
09-06-17, 09:10 PM
Amazing work! Can't wait until we see a release (but do take your time).

What are your guys' plans on simulating electrical systems on board? Will we have to replace blown fuses after we get hit by depth charges. And what about broken systems in general? Will it just be simple option to repair a thing or do we actually have to replace parts My Summer Car style? :)

Currently the only electrical system we simulate is the fact that the uboat can charge and discharge the battery.

We don't have a damage model for the uboat. We might build one in the future, for instance the periscope or rudder might get damaged, but you won't be able to repair damage during the mission.

Replacing broken fuses and doing repair/maintenance work is not really a tactical decition. We want to minimize the ammount of chores the players have to do, and focus more on strategy, tactics and teamplay.

Usurpator
09-06-17, 09:13 PM
Hello! Good work! However I noticed that you blow ballast with vents open :-) That may not work :-) I have another suggestion - the boat definetely needs to be more inert, more "heavier". 30 seconds for submerging is absolute minimum at flank speed, and far more from a full stop.

Thanks! You are correct, we wasted a lot of compressed air making that video :)

You are right that the boat should have more inertia, and take longer to dive. We are still experimenting with weights and forces.

NightFromTheWest12
09-07-17, 06:28 PM
Can't wait to try this baby out!

Pikes
09-10-17, 12:09 PM
Ahhh, this is going down the right line. Something with some complexity, forcing people to work together as a team.

As long as it has some difficulty sliders we can keep everyone happy. I'm a 100% realism guy but appreciate the 80% guys wanting to play too.

The detail looked fantastic, keep it up!!!:Kaleun_Applaud:

Catfish
09-12-17, 03:09 AM
Yes, this is going towards the right direction!
The attention to detail is breathtaking, so much detailed and working instruments and devices. SkvaderStudios really paid attention to detail on U-995.
A lot of those to-be-used levers and switches add to the atmosphere and to the feeling of really actuating and d(r)iving the boat. Not all can be modelled of course, and it would be too much since you needed a real life training to know all about the innards, but this looks just so right.
Thank you for your work! Looking forward :) :up:

triple111
09-17-17, 07:45 PM
Out of curiousity, what is the polycount on your model?

Sung
09-20-17, 01:01 AM
Very nice :up:

Sharpshooter
09-23-17, 02:50 AM
Wow.... This is what I always wanted. And no VR requirement? Kickass!

I'll throw my wallet at the screen the first chance I get.

derstosstrupp
09-23-17, 11:12 AM
I've been following the development with a lot of interest - the visuals look outstanding from what I've seen in the videos, very promising and great work!

I am wondering about the details of the TDC. SH3 and SH5 unfortunately both got it wrong to an extent and left out one major detail which was a defining feature of the German TDC. Although the TDC didn't track the target per se like the American one did, There was a feature called "Lage laufend", which, when activated, automatically updated the Gyro angle to account for any subsequent motion of the U-boat. In SH3 and SH5, if you change course, you need to redo your inputs, a huge disadvantage that wasn't necessary in real life. It was a common tactic of the U-boat to shoot "im Abdrehen", "while turning", during a night surface attack to enable a quicker escape, a tactic which was made possible by this feature of the TDC.

Not sure how far along in terms of development of this aspect of the Sim you are, but would be great to finally see!

Usurpator
09-25-17, 07:14 AM
I've been following the development with a lot of interest - the visuals look outstanding from what I've seen in the videos, very promising and great work!

I am wondering about the details of the TDC. SH3 and SH5 unfortunately both got it wrong to an extent and left out one major detail which was a defining feature of the German TDC. Although the TDC didn't track the target per se like the American one did, There was a feature called "Lage laufend", which, when activated, automatically updated the Gyro angle to account for any subsequent motion of the U-boat. In SH3 and SH5, if you change course, you need to redo your inputs, a huge disadvantage that wasn't necessary in real life. It was a common tactic of the U-boat to shoot "im Abdrehen", "while turning", during a night surface attack to enable a quicker escape, a tactic which was made possible by this feature of the TDC.

Not sure how far along in terms of development of this aspect of the Sim you are, but would be great to finally see!

You are correct, and this is a feature that we have implemented. When the u boat is turning, the AOB (but not the heading or distance) values are updated.

Usurpator
09-25-17, 07:31 AM
https://www.youtube.com/watch?v=jIi8fK5Ic-M
Improved character models! Now they are able to change between different facial expressions and blink.

derstosstrupp
09-25-17, 11:47 AM
You are correct, and this is a feature that we have implemented. When the u boat is turning, the AOB (but not the heading or distance) values are updated.

Thanks! Glad you guys are using this man's tvre.org. It a shame he recently passed away, however in honor of him and his great work it sounds like the site will be maintained indefinitely.

Very much looking forward to this - keep up the good work!:Kaleun_Cheers:

Hitman
09-29-17, 11:07 AM
It was a common tactic of the U-boat to shoot "im Abdrehen", "while turning", during a night surface attack to enable a quicker escape, a tactic which was made possible by this feature of the TDC

I could be wrong here, but I think that tactic was actually used when shooting without TDC and with zero gyro angle. The necessary lead was calculated beforehand, and then the uboot turned to escape and let the torpedo when reaching the bearing to target needed for the calculated lead. This was also a tactic employed by torpedo boats (S-Boats). The reason for using it with no TDC is that it was a mechanical device, not a digital one, and as such the huge cascade of tooth-wheels needed some seconds to update the calculations after any change in the inputs. So shooting while the uboot was turning essentially threw off the solution and was not used.

derstosstrupp
09-29-17, 12:42 PM
I could be wrong here, but I think that tactic was actually used when shooting without TDC and with zero gyro angle. The necessary lead was calculated beforehand, and then the uboot turned to escape and let the torpedo when reaching the bearing to target needed for the calculated lead. This was also a tactic employed by torpedo boats (S-Boats). The reason for using it with no TDC is that it was a mechanical device, not a digital one, and as such the huge cascade of tooth-wheels needed some seconds to update the calculations after any change in the inputs. So shooting while the uboot was turning essentially threw off the solution and was not used.

That could very well be the case. What made me think that is I seem to recall reading Schussmeldungen where the shooting was noted as "im Abdrehen" and also noted that the TDC was used. I recall reading somewhere that the TDC had a feature, maybe in the later models, that you could set The turning speed of the boat, like "Rot 3" or "Grün 3" based on port or starboard rudder settings. As I think about it, it may have been from an excerpt from Schäffer's book about U–977. I don't have a copy of the book, wish I did, but I remember stumbling across an excerpt from it online where it was mentioned. I've tried to track that site down since but it seems to have been removed. That excerpt also had some interesting things to say about the Standsehrohr being a "technisches Wunderwerk", and its graticle having some kind of colored marks for different purposes. I've always deferred to your work on scopes, it's all I'll ever use, but I'd kill to find out more about these aspects from the book too.

Edit: See the link to Schußmeldung of J. Schepke below.
http://www.uboatarchive.net/U-100/KTB100-2Torpedo.htm

If you look at lines 22 and 23 of the report he did the shooting im Abdrehen (line 22), and on line 23 indicates the angle of turn and direction color for port/starboard as inputs, in this case "r 35" for 35 deg to port. At first I thought this might be the AOB, but that's on line 17. Line 14 has the same shot as being with Vorhaltrechner.

I would be interested in how that actually worked because it seems the computer could indeed compensate for a turn. An amazing piece of equipment that was actually not that far "behind" its American counterpart! And since our "TDC" isn't mechanical and since the devs have done their research and included "Lage laufend",we should be able to replicate this in Wolfpack it seems.

AS
10-05-17, 04:44 PM
Hi guys, I really do appreciate your work, but when it comes to lightning and colors it seems everyone doing a U-Boat sim is hopelessly spoiled by the (wrong) notion the movie "Das Boot" has spread among people. I have visited many submarines, including the infamous type VII and type XXI and many others. What they all have in common is the fact that they are NOT dark and grey inside, but white and bright due to the artificial light and bright paint job.
As much as I love the movie, it gives you a totally wrong idea of U-Boat interiour, since they had to build some parts larger than life to cramp in all the actors plus the camera and they painted everything in that greyish-dark color, which might be okay film.wise, but which is not realistic.

Cheers, AS

Pikes
10-06-17, 10:43 AM
I think you hit the nail on the head with "lighting". Colour is, of course, a result of light.

Did the uboats have dimmer or red lighting for day/night ops and night vision preservation? I would have thought bright light below would have been horrible for something which made attacks on the surface in low light.

Also, i'm not sure about this, but I would have thought the lighting on preserved uboats would have been made brighter for spectating, do the museums record the changes from the operational colouring and lighting?

Certainly ships and tanks paint insides white, and the end brightness and colour would be as a result of the electric lighting only, in the absence of sunlight.

Snakeye505
10-10-17, 12:29 PM
Hello everyone. It has been 5 or 6 years since I have logged in. Sh5 had just been released....Damn I am getting old.
Anyway looks like there have been many changes. Like others before me have said, I too am looking forward to the release of the new sim. The couple updates I have viewed it looks great. I will have to do a recurrent sub Commander school to redevelop my skills...lol

Pandur
11-05-17, 11:33 PM
great progress! is there any news about early access on steam?

raymond6751
11-12-17, 03:54 PM
I think this is a great concept and look forward to the release.

It has been a while since an update. Will you be releasing anything other than the build144 file?

The youtube vids appear to be something beyond 144. :Kaleun_Applaud: :Kaleun_Cheers:

Usurpator
11-14-17, 03:42 PM
Here is a new update showing some improvements of the lighting. We have been tweaking the light emitted from the light bulbs and added flares and shadows to create a more realistic atmosphere in the uboat.

I can't give you a release date for the early access yet, but we are going to release more information about this shortly!

https://www.youtube.com/watch?v=P3MXkNWX0EA

Usurpator
11-14-17, 04:15 PM
Hi guys, I really do appreciate your work, but when it comes to lightning and colors it seems everyone doing a U-Boat sim is hopelessly spoiled by the (wrong) notion the movie "Das Boot" has spread among people. I have visited many submarines, including the infamous type VII and type XXI and many others. What they all have in common is the fact that they are NOT dark and grey inside, but white and bright due to the artificial light and bright paint job.
As much as I love the movie, it gives you a totally wrong idea of U-Boat interiour, since they had to build some parts larger than life to cramp in all the actors plus the camera and they painted everything in that greyish-dark color, which might be okay film.wise, but which is not realistic.

Cheers, AS

Hello! When choosing the colour scheme for the interior I did use Das boot as reference, mostly because it looks cool :) However, you are probably right about them beeing much brighter in reality. I thought the preserved museum boats were repainted after the war, but recently I've seen some old colour footage from uboats in use which do look brighter.

makman94
11-15-17, 12:27 AM
Here is a new update showing some improvements of the lighting. We have been tweaking the light emitted from the light bulbs and added flares and shadows to create a more realistic atmosphere in the uboat.

I can't give you a release date for the early access yet, but we are going to release more information about this shortly!



wow....thats great improvement on the looking of interior,Einar! it looks so good :Kaleun_Thumbs_Up:

something i notice is that radio and listening room are merged in one.Shouldn't these two rooms be separate ?
also, i think the hydrophone device looks different than the ones i have seen around on internet. i have the sense that the operator of hydro was sitting and the device should not be that tall.

Gustavo Magalhães
11-17-17, 06:31 AM
Hi,

The looks of the controls are amazing!
But i think you should also focus on the look of the players, that are with us on the U-BOAT.
Are you still in the development of the U-BOAT Engineers?

Thanks
By: Gustavo Magalhães

Aktungbby
11-18-17, 10:29 AM
Gustavo Magalhães!:Kaleun_Salute:

Jimbuna
11-18-17, 10:59 AM
Welcome to SubSim Gustavo :salute:

Gustavo Magalhães
11-18-17, 11:19 AM
thanks!
Im almost everyday online
cant wait early access

maybe this christmas?:)

Cyborg322
11-18-17, 11:39 AM
Here is a new update showing some improvements of the lighting. We have been tweaking the light emitted from the light bulbs and added flares and shadows to create a more realistic atmosphere in the uboat.

I can't give you a release date for the early access yet, but we are going to release more information about this shortly!

Looks Superb

Gustavo Magalhães
11-18-17, 11:51 AM
cyborg thanks for the early access comment but

when do you normally add updates to the website and what is the facebook's name for the updates you should tell somewhere for people to know.

thanks

Cyborg322
11-18-17, 12:09 PM
you mean distribute :

https://www.facebook.com/WolfpackGameOfficial/

and

https://www.youtube.com/channel/UChldmq3vmeZQ2AilnyVIm-g/about

?

Simon

Gustavo Magalhães
11-18-17, 12:24 PM
thanks i have what i wanted the facebook page.
but how often like once a week?
you add updates to the forums?

thanks

Cyborg322
11-18-17, 01:38 PM
thanks i have what i wanted the facebook page.
but how often like once a week?
you add updates to the forums?

thanks

Maybe some confusion you need to redirect your questions to SkvaderStudios
Dev Team

at the begining of the thread

Jimbuna
11-19-17, 06:46 AM
thanks i have what i wanted the facebook page.
but how often like once a week?
you add updates to the forums?

thanks

Cyborg322 is not a member of the SkvaderStudios Dev Team.

Elphaba
12-05-17, 02:23 AM
Considering Sony recently sold their 1.5 millionth PSVR headset, outselling the Rift and Vive combined, if this isn’t ported to the PSVR a) I’ll be really annoyed and upset, but b) you’re missing a huge potential audience and income.

Sony have been doubling down on 3rd party VR games; they’d love to help you if you gave them the chance...

maillemaker
12-15-17, 06:24 PM
Wow this looks amazing. I noticed even the water in the depth tube changes level as the boat tilts! :)

Steve

THE_MASK
12-27-17, 04:15 AM
What type of campaign ? If it was a series of single missions by date or select any mission . A series of missions that could be made by modders would be awesome . 1st mission leave Memel harbour and familiarise with sub . 2nd mission sink polish merchant ships around Hel . 3rd mission enter Kiel harbor sub pen using bouys etc . etc etc etc . Single mission creation on steam workshop ?

Cyborg322
12-27-17, 07:49 AM
What type of campaign ? If it was a series of single missions by date or select any mission . A series of missions that could be made by modders would be awesome . 1st mission leave Memel harbour and familiarise with sub . 2nd mission sink polish merchant ships around Hel . 3rd mission enter Kiel harbor sub pen using bouys etc . etc etc etc .

^^ More than Awesome :up:

:subsim:WOLVES OF STEEL

Spark_23
01-10-18, 01:03 PM
Hi, how much players can play this game?
In web page say:

"Wolfpack - the world's first cooperatively played U-boat simulation The hunt is on. Five players can join as a crew in one sub.""There are four roles to fulfill, each with his own duties: Captain, Chief Engineer, Radio/Sonar operator, and Navigator"
So...?


there are only one player sub or can be 2 or more players subs? (To clarify)
"Wolfpack will also allow players to join other U-boats online for true wolfpack battles with as many as five submarines."
Thanks!

Aktungbby
01-10-18, 07:40 PM
Spark_23!:Kaleun_Salute:

Spark_23
01-10-18, 07:56 PM
Spark_23!:Kaleun_Salute:
Hi Aktungbby, hi everybody

Jimbuna
01-11-18, 09:16 AM
Welcome to SubSim Spark :salute:

Usurpator
01-12-18, 11:36 PM
Hi, how much players can play this game?
In web page say:


So...?


there are only one player sub or can be 2 or more players subs? (To clarify)

Thanks!


Hey! You can play with up to 5 players per u boat, and at the moment you can play with up to 8 u boats in one session, for a total of max 40 players. I haven't done any real stress testing yet, but I have calculated the bandwidth requirements, and you should be fine, as long as the host has a proper internet connection.

Spark_23
01-13-18, 08:14 AM
Thanks! :Kaleun_Applaud:

p4p3rm4t3
02-17-18, 10:21 AM
What's the word bird?

Onkel Neal
02-20-18, 07:31 AM
Making progress... I cannot say anything more but yes, definitely making progress. :yeah:

raymond6751
03-02-18, 01:17 PM
Oncle Neal, are you still sponsoring this team?

:Kaleun_Salute:

Phoxoey
03-03-18, 10:22 AM
Making progress... I cannot say anything more but yes, definitely making progress. :yeah: This is good to hear but it’s not easy to follow the development of this project cause very little on progress is known. Website has not been updated in awhile and activity have been slowing. I’d suggest a bit more then “making progress”, hate to see this fade into “Wolfpack who?”.

redcoat22
03-07-18, 04:42 PM
Things were moving at a pretty good pace, maybe they will surprise us.

Usurpator
03-09-18, 12:15 PM
Hey everyone! Here is a new update video showing the new fire system in action. Enjoy!

https://youtu.be/cgXblD94xZA

Jimbuna
03-10-18, 07:54 AM
Coming along nicely :Kaleun_Salute:

Lasstmichdurch
03-10-18, 02:12 PM
I like the effect with the handlamp! Good idea! Very realistic touch/detail!:up:

If you would make a new KS-Campaign with the new content, it could now be successful...

p4p3rm4t3
03-31-18, 09:28 AM
I would love to beta test.

1080ti
8600k
16g ram
windows 10
oculus rift
drool cup

p4p3rm4t3
04-26-18, 12:35 AM
https://www.youtube.com/watch?v=ZTIhwuOG3h0

Drool.

I hope it embeds properly. I'll check it after.

/been hittin the rum tonight

Pandur
05-19-18, 08:44 AM
still waiting for this to hit EA, i probably buy 2 and force a friend of mine to play with me. this be epic!

Darthun
06-08-18, 01:57 PM
I check youtube for update videos for this game almost every day.



I wish we had more news on how it's coming along.


Keep up the great work, we're all here silently waiting for this game.



i hope everything is going fine. You have alot of quiet supporters who wishes this game the best.

Spark_23
06-08-18, 02:40 PM
I check youtube for update videos for this game almost every day.

I wish we had more news on how it's coming along.

Keep up the great work, we're all here silently waiting for this game.

i hope everything is going fine. You have alot of quiet supporters who wishes this game the best.


They give updates in facebook mainly.

Raskil
07-05-18, 03:52 PM
What is the URL of the Facebook page?

Regards

Raskil

Master
07-06-18, 11:55 AM
https://www.facebook.com/WolfpackGameOfficial/


But they havent posted anything since May 28.

Onkel Neal
07-16-18, 05:47 AM
Update 19
https://youtu.be/4kPT0MhTF3I

Jimbuna
07-16-18, 11:03 AM
:yeah:

raymond6751
08-14-18, 10:38 AM
The Web Site video mentions 5 player subs. What is the fifth position?

This game looks almost ready for launch. Great work. :Kaleun_Applaud:

:Kaleun_Cheers:

Usurpator
09-03-18, 01:22 PM
The Web Site video mentions 5 player subs. What is the fifth position?

This game looks almost ready for launch. Great work. :Kaleun_Applaud:

:Kaleun_Cheers:

Hello!

The playable positions are captain, navigator, radioman, helmsman and dive officer.

/Einar

Usurpator
09-18-18, 04:16 PM
Here is a new gameplay trailer!

https://www.youtube.com/watch?v=ETgd7aA5B8I

Jimbuna
09-19-18, 08:24 AM
Coming along nicely :salute:

Usurpator
09-21-18, 07:07 AM
Hello everyone!

We are currently looking for information about this grid map, and since you guys are very knowledgeable in this field I figuered I'd ask you about it. We want to use it in the game, but we are unable to find any information on where to find a high resolution version of it as well as information regarding copyright issues. I have been looking around on the forum as well, but I've not managed to find anything about the actual source of the image.

We are also looking for other versions of it covering the areas missing in this one such as the Baltic Sea.
If you guys know anything about a museum or private collector who has it we would be very grateful!

Image: https://anjns.home.xs4all.nl/subsim/kmgridlarge.jpg

/Einar

Master
09-21-18, 04:46 PM
Hello everyone!

We are currently looking for information about this grid map, and since you guys are very knowledgeable in this field I figuered I'd ask you about it. We want to use it in the game, but we are unable to find any information on where to find a high resolution version of it as well as information regarding copyright issues. I have been looking around on the forum as well, but I've not managed to find anything about the actual source of the image.

We are also looking for other versions of it covering the areas missing in this one such as the Baltic Sea.
If you guys know anything about a museum or private collector who has it we would be very grateful!

Image: https://anjns.home.xs4all.nl/subsim/kmgridlarge.jpg

/Einar


That map is a scan of the map included in the old Aces of the Deep by Dynamix Inc, (C) Dynamix Inc 1994.


http://www.museumofplay.org/online-collections/22/53/112.1472


You could probably find an old copy of the game box that still has a map if you look around. But really you'd have to redraw the whole thing anyways and you wont get a better scan. That map wasnt that big to begin with.


Also check with this guy. He was a huge collector for wwii naval maps.


http://www.subsim.com/radioroom/showthread.php?t=161840

Master
09-21-18, 04:55 PM
Funny thing is. If you search for a real version of that map it all comes back to that aces of the deep map. Even the official german navy website references it.


http://www.german-navy.de/kriegsmarine/articles/feature6.html


then all the way at the bottom...




Notes:

The Kriegsmarine Marinequadratkarte images are scanned from a map replica included in the computer game Aces of the Deep by Dynamix Inc, (C) Dynamix Inc 1994

Master
09-21-18, 05:10 PM
There is also this map


http://www.ucw.cz/~jerome/blbosti/KM_MAPS-No_3401_Atlantic_Grid.jpg


Same map but slightly bigger and a bit cleaner.

Master
09-21-18, 05:31 PM
There is a good map here that shows the rest of the world as the AA grids but it doesnt have the breakdown of the sub grids.


http://www.pinsdaddy.com/kriegsmarine-grid-map_Ghkl3zAXlLdlPZjqmlIUR1z0Vsk1DJmWjbPys2YlUzY/


Also you can use this site to find specific grid id's you cant find anywhere else.


http://www.navalgrid.com/

Usurpator
09-28-18, 07:19 AM
There is a good map here that shows the rest of the world as the AA grids but it doesnt have the breakdown of the sub grids.


http://www.pinsdaddy.com/kriegsmarine-grid-map_Ghkl3zAXlLdlPZjqmlIUR1z0Vsk1DJmWjbPys2YlUzY/


Also you can use this site to find specific grid id's you cant find anywhere else.


http://www.navalgrid.com/

Thank you for all your help. Very useful information!

Usurpator
09-28-18, 07:20 AM
Hello again!

We are happy to announce that the Wolfpack Steam-page is up and running, and from now on we'll be posting updates there as well as here on Subsim. Feel free to follow Wolfpack on Steam and spread the word, we would greatly appreciate it.

Wolfpack on Steam: https://store.steampowered.com/app/490920/Wolfpack/

/Oscar and Einar

Bloblast
09-28-18, 03:29 PM
A campaign from 39 until 45, great news for single player mode:yeah:

blackswan40
09-29-18, 11:08 AM
Any News on a Mission Editor following developments on steam also added to my wish list
I will be buying this simulation on release also if the devs bring out a mission editor addon I would also purchase that also

nikimcbee
09-29-18, 08:40 PM
Looking sharp guys! That's a lot of hard work. Can't wait to see finished product. Prost!:Kaleun_Cheers:

Usurpator
10-01-18, 11:00 AM
Any News on a Mission Editor following developments on steam also added to my wish list
I will be buying this simulation on release also if the devs bring out a mission editor addon I would also purchase that also

Developing a mission editor is a very good idea, we have been talking about it for quite some time but we are not at a stage where I can promise anything yet :) We'll be looking into it in the future.

EvidencePlz
10-02-18, 07:36 AM
will Wolfpack early access version on Steam have VR support?

p4p3rm4t3
10-02-18, 07:18 PM
will Wolfpack early access version on Steam have VR support?

They answered this in the steam forums.

https://steamcommunity.com/app/490920/discussions/0/3393916911760321941/

I am Agentmoo on steam.

Usurpator
10-03-18, 04:37 AM
will Wolfpack early access version on Steam have VR support?

Right now we're focused on releasing the core game. We'll look into the possibilities of VR-support when the final game is released :)

Don_D_Dwain
10-07-18, 12:25 AM
Little things like turning the handle to open and shut the hatch cover . Just small things combined would make the game more fun imo . The sub crowded with movable objects like food boxes etc . Watch Das Boot again :yep:
A sub sim is what you want but it has to have some atmosphere to it . Watch Das Boot again .

Maybe i am too late to make a comment, but if not, then in the spirit of the movie das boot, there was a scene where two uboats in the storm was on the surface, and had to resort to morse code communications from the bridge, with a spot light. No big deal, but might be a nice touch. It is not like I want to learn morse code, but in the multi-player version where other submarines are on the hunt, and the tacticle situation requires radio use restriction, you could still communicate. Not an essential, but just a little thing, that might appeal to some.

Usurpator
10-09-18, 05:50 PM
Maybe i am too late to make a comment, but if not, then in the spirit of the movie das boot, there was a scene where two uboats in the storm was on the surface, and had to resort to morse code communications from the bridge, with a spot light. No big deal, but might be a nice touch. It is not like I want to learn morse code, but in the multi-player version where other submarines are on the hunt, and the tacticle situation requires radio use restriction, you could still communicate. Not an essential, but just a little thing, that might appeal to some.

This feature is under development but it won't be implemented until after the early access release.

Don_D_Dwain
10-13-18, 09:54 PM
This feature is under development but it won't be implemented until after the early access release.

thanks, planning on getting this sim.

jdski
10-15-18, 04:36 PM
Was there or will there be a Kickstarter campaign for Wolfpack?

jdski
10-15-18, 05:02 PM
Thank you for all your help. Very useful information!




More here. Looks like there may be an email to purchase them.


http://www.convoyweb.org.uk/extras/index.html?ubhome.htm~exmain

Usurpator
10-16-18, 07:34 AM
Was there or will there be a Kickstarter campaign for Wolfpack?

Hello! There won't be a Kickstarter campaign for Wolfpack, instead we're releasing it on Steam's Early Access. The community can support the project by buying the game while it's still under development. Steam page: https://store.steampowered.com/app/490920/Wolfpack/

/Einar

Usurpator
10-16-18, 07:43 AM
More here. Looks like there may be an email to purchase them.


http://www.convoyweb.org.uk/extras/index.html?ubhome.htm~exmain

Thank you! Lots of great stuff on that page as well as details on how to buy the the Atlantic grid chart. I'm probably going to contact them and see if it's still possible to buy the CD with 30+ Kriegsmarine charts.

/Einar

makman94
01-05-19, 06:15 AM
Any news Guys ?

Some gameplay that you can share ?

Alx_Novoros
01-05-19, 11:21 AM
Any news Guys ?

Some gameplay that you can share ?

we are still engaged in testing and everything looks very good . as a fan of multiplayer, I can say that there is a very important feature of wolfpack. it is that when you leave the game or disconnect from the network, you can re-enter the game and return to your boat to your post. moreover, if the player who created the server will not turn off the computer, the boat can be in the sea for several days and the crew can be changed in it.

Usurpator
01-12-19, 10:08 AM
Hello everyone! Since last update I have been adding some sound effects and fixing bugs. Everything is on track and going well! I mentioned in the previous update that the map is done, but I didn’t say how it works, so here is a quick summary:

Everything you draw on the map can be seen by the other players. Each player has a map layer, with a corresponding color. You can only draw and erase on your own layer. The layers can be toggled on and off with the portrait buttons to the right in the image. In the image, two players are playing, the goose and stork are their Steam profile images. The dotted lines are sketch lines, that are not shared with the other players.

The u-boats position is visible on the map until you dive, at which point the symbol turns gray, and the position is no longer updated. Other ships, torpedoes, etc, are not visible on the map.

The toolbar to the left has all the draw tools. You can draw crosses, timestamps, lines, circles, write text, erase, and rotate the protractor.

The tools in the top toolbar are toggle buttons that affect the behaviour of each draw tool. They are, from left to right: Toggle sketch mode, toggle protractor follow, snap to point, show angle, show distance, reverse compass, show travel time, show protractor, reset protractor rotation, undo, redo.

In sketch mode, lines and circles are dotted, and are not seen by the other players. If protractor follow is on, the protractor always follows the mouse cursor. If it is off, the protractor stays when you start drawing the line. Snap mode snaps the cursor to nearby lines or points.

Show angle displays the angle of a drawn line. This does not affect lines that are already drawn, it only affects lines you draw after this is turned on. This information is shared with the other players. This is also true of the show distance, and travel time toggles. The point of this is that lines can mean different things in different contexts. For example the point of drawing a line might be to plot a course, in which case showing travel time and angles is a good idea. A line drawn by the sonar operator can mean the angle of a sonar observation. In this case, not showing the distance (because it is an unknown factor) is good practice. I decided to make these options toggles, instead of having 10 different line tools for different situations.

Reverse compass means that circles are drawn starting with the edge instead of the center (as if you started drawing the circle by placing the pen side of the compass first, instead of the needle side). This is useful if you want to draw a circle that is tangent to a line, for example if you want to draw the turn radius of the u-boat.

The show travel time tool shows the time it would take to travel the length of a line at a certain speed. The speed can be changed with a slider, or by pressing the + and - keys on the keypad. This is useful for planning intercepts, plotting courses etc.

Show protractor toggles showing the protractor when drawing lines. Sometimes the protractor might be in the way, and then it is a good option to have.
The reset protractor button resets the protractor rotation to compass north.
The undo and redo buttons work as you might expect them to. The game uses a dynamically growing undo stack, so you can undo/redo as many times as you want.

All buttons have hotkeys. If you disconnect and reconnect to a session, all lines are saved. Lines and circles can be drawn to an exact length and angle by inputting the desired value on the keypad while drawing.

This explains the basics. We will make tutorial videos about this, and how to do manual navigation/dead reckoning later.

/Oscar

Onkel Neal
01-12-19, 03:29 PM
Impressive. :Kaleun_Salute:

Alx_Novoros
01-12-19, 04:25 PM
EXCELLENT WORKS:Kaleun_Thumbs_Up:

Wolfpack345
01-13-19, 12:56 AM
Wow! That looks great! You all have really outdone yourselves giving the players lots of different tools to work with.
Keep up the good work.

Jimbuna
01-13-19, 07:33 AM
Very nice indeed :salute:

Master
01-21-19, 09:40 AM
We have to be close now! Wonder if they are going to be releasing on the 31st though :)

Alx_Novoros
01-26-19, 02:49 PM
Guys don't worry. Everything goes according to plan. Our testing team provided the developers with all the necessary information about the bugs. I think that as soon as they fix some things then the game can be put in the release. Pre - check for updates. Developers do not sit still, they work productively. But imagine a picture: you have a birthday and you are given a delicious cake. This cake is very very very beautiful, but it is crushed. Do you want this birthday? No matter how delicious the cake may be, it should be well Packed in a festive box.

tedh1
01-27-19, 05:18 PM
Can't wait! :Kaleun_Cheers::Kaleun_Salute:

Master
01-27-19, 05:21 PM
No, I'd rather just eat the squashed cake. Dont really care what the box looks like at the end of the day as long as I can eat my cake. The analogy is a bad analogy but if you are trying for a bithday cake and it's the day of your birthday you either eat the crushed cake or you dont have birthday cake... Getting a whole new cake is fine but it's no longer a birthday cake unless you get it on your birthday.



At this point it either WILL release before february or it wont. With little to no info coming from the devs I'd say it's more likely to not make release than it is to be released on time.

zorilya
01-27-19, 05:57 PM
While I agree the analogy is not a good one - you cannot patch a cake for instance - I do think that game development, or any creative development field really, is a place of giving. Most of the best things in life in terms of quality and impact I have found to be labours of love. Lets not sully a project that is clearly that by making the surrounding environment more hostile that it needs to be. Do the devs owe us something? I don't think so but I could be wrong.

Alx_Novoros
01-27-19, 06:29 PM
let's say I misrepresented my point. let the cake will be beautiful on the outside so to speak. But you forgot to put cocoa and butter or biscuit is not fully baked. you want cake? as for the birthday, it so happens that when the birthday falls on a working day of the week, not all guests can come on this day. what better to celebrate the birthday of one or to gather all the relatives. sometimes it is convenient to make a holiday on a day off. and the birthday won't be ruined. as for the game, the developers make sure that your first impressions were the best.

THE_MASK
01-29-19, 02:16 AM
Throw a party and bring out the cake .

makman94
01-29-19, 03:17 PM
Impressive. :Kaleun_Salute:

Not only Impressive....this is extraordinary SUPERB !!
Great job on the map guys :Kaleun_Thumbs_Up:

@Oscar : What can you tell about the hydrophone, sonar and radar ? will we expect some juicies (like these map tools) for the above devices ?
Also, i read on your FB that the game will come out this month, is this correct ?

bstanko6
01-29-19, 05:38 PM
I played this in beta when it was stil HMS M! Wow you guys came a long way! Looks great!

Master
01-30-19, 12:29 AM
Also, i read on your FB that the game will come out this month, is this correct ?


2 days left and no word from them for 2.5 weeks. My guess is that it isnt coming this month.

makman94
01-31-19, 12:54 AM
2 days left and no word from them for 2.5 weeks. My guess is that it isnt coming this month.

time doesn't matter for me, i can wait as long as devs need to make it as they imagine it so i don't care at all about the release date. I asked for the release confirmation becuase it was a "surprise" for me the date i read on their FB , it looked somehow "sudden" and much sooner than i expected it.

My main interest is if we can expect some amazing juicies (like the map page) at hydrophone,radar and sonar stations too

Alx_Novoros
01-31-19, 03:11 AM
time doesn't matter for me, i can wait as long as devs need to make it as they imagine it so i don't care at all about the release date. I asked for the release confirmation becuase it was a "surprise" for me the date i read on their FB , it looked somehow "sudden" and much sooner than i expected it.

My main interest is if we can expect some amazing juicies (like the map page) at hydrophone,radar and sonar stations too


Golden words!!! what will change if the game is released in early February? don't you want her anymore? developers
vowed on the Bible that will certainly release the game? they said we were planning... there are things that need to be completed.

Usurpator
02-01-19, 12:57 PM
Hello everyone!

I am sorry about the radio silence this last month, I have been trying my best to push the last build out the door before the end of january, but alas, I have not managed to do so in time. Some of my time has been taken up by legal stuff regarding the release that I just didn’t plan for, and some of my time has been taken up by me adding (unnecessary but cool) bells and whistles to the game. The final build will be out next week, and after a brief testing period we will start selling the game on Steam. /Oscar

We also started a discord channel, so if you want to talk to me, Einar, or each other, you can do that here: https://discord.gg/zkcPVQm

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/ec4b01d83b9ed920b5f06ae1c1348304de151d21.jpg

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/44b2625921b3cc390177f28c56e98477a13289bf.jpg

bart
02-02-19, 07:10 AM
Many thanks for the update. :up:

Looking forward to this, those screen shots look amazing.

Lost At Sea
02-02-19, 11:27 PM
Wow !
Smashing shots :up:

I can already sense the atmosphere, the tension, the panic, the swearing and - at times - the celebrations.

Cheers,
Lost

U-boot-96
02-06-19, 12:16 PM
Desperately waiting for this sim to come to fruition stage. Keep up the good works, m8! Consider that you've captured one of the pre-order customers here.:salute:

p4p3rm4t3
02-07-19, 09:24 PM
:Kaleun_Cheers:

Getting soooo close!!!

AOTD_Hoschi
02-19-19, 10:42 AM
Hello,


any news about the release ?? Is the testperiode done ?

ChrisPhoenix
02-26-19, 06:06 PM
Greetings everybody!

Just wanted to say hello. :salute:

Not long until Wolfpack release and it will be amazing.

YellowFin
03-02-19, 08:36 AM
I'm ready!

Aktungbby
03-02-19, 07:16 PM
ChrisPhoenix!:Kaleun_Salute:

Usurpator
03-04-19, 06:17 PM
Hello everyone!

Oscar has been fixing some unexpected bugs the past couple of weeks, hence the delay. Thank you for your patience.
Now we finally have some proper news for you. The latest version of the game will be available to the testers tonight,
and if nothing unexpected happens we'll be able to set a release date some time this week.

There are still a few formalities left to take care of, but we are doing our utmost to release the game as soon as possible.

/Einar

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/39ffa1795cf807ebfef10f1804e5ef8c33b4cfc9.jpg

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/1aadd91da9ada6703de6f12dcd07540e4032e29a.png

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/2d5541077381cd2ffd390fe32ac7a7fe1f8612d2.jpg

Lost At Sea
03-04-19, 07:13 PM
:o. :D

As Wayne would say:
“Schwing, schwing”

Cheers,
Lost

tekrc
03-05-19, 02:32 AM
great news! I have free time this week so if any more testers are required Id happily volunteer.

regardless can't wait to get my hands on it. been looking pretty good so far!

Aktungbby
03-05-19, 02:43 AM
tekrc!:Kaleun_Salute:

RushTheBus
03-07-19, 06:47 PM
Just curious if things are still on track for some sort of additional announcement (or maybe even release??) this week? My assumption is that things are going fairly well seeing as there were two streams today. Thanks for the continued hard work! :Kaleun_Cheers:

Usurpator
03-08-19, 07:00 PM
Good evening everyone! We are happy to announce that Wolfpack will be released on Steam Early Access March 15 2019.
We are also revoking the non disclosure agreement for the testers, so feel free to stream the game and publish screenshots and videos as much as you like!

Best regards

Oscar and Einar

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/3e52ade2b742bdf5e09ec406624606060f55b2b5.jpg

Onkel Neal
03-08-19, 07:37 PM
Here we go....:arrgh!:

RushTheBus
03-08-19, 07:57 PM
Great news indeed, though it will be a difficult wait :D

raymond6751
03-09-19, 10:18 AM
Where will it be available?

Looking forward to it a long time.

Testers?

Who?

Me?:yep:

Jimbuna
03-09-19, 10:39 AM
:yeah:

Usurpator
03-13-19, 12:01 PM
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/6c79c4b49da2d44ba030a9a29db8eac6487aaf07.png

Hello everyone, Wolfpack will be released on Friday!

We put this roadmap together to give you an idea of what's next in the development.

We also published a series of video tutorials on our YouTube channel.
More videos will be added to the playlist as development progresses.

https://www.youtube.com/watch?v=5UYxhpb_EAc&list=PLuAm9FOeKPghvMFdlKSYdySw-9OsLYtyH&index=2&t=0s

https://www.youtube.com/watch?v=uHuki8sp1yU&list=PLuAm9FOeKPghvMFdlKSYdySw-9OsLYtyH&index=2

https://www.youtube.com/watch?v=O0jeqHweQxI&list=PLuAm9FOeKPghvMFdlKSYdySw-9OsLYtyH&index=3

https://www.youtube.com/watch?v=Its5YLcb1Ns&list=PLuAm9FOeKPghvMFdlKSYdySw-9OsLYtyH&index=4

Video Tutorial playlist: https://www.youtube.com/playlist?list=PLuAm9FOeKPghvMFdlKSYdySw-9OsLYtyH

Wolfpack Discord Server: https://discord.gg/SH2Rg42

/Einar

Onkel Neal
03-13-19, 05:21 PM
Bots to replace absent players will make it very single player friendly, right? :Kaleun_Thumbs_Up:

stoppro
03-13-19, 05:44 PM
I hope so

Hitman
03-14-19, 09:02 AM
What about the dynamic campaign and swimming sausages? :D

Jeremy
03-14-19, 12:56 PM
i would like to join early access, please let me know how!!
late to the party, but i am so excited

Jeremy

RushTheBus
03-14-19, 02:32 PM
i would like to join early access, please let me know how!!
late to the party, but i am so excited

Jeremy


The game goes on sale tomorrow (Friday 3/15/19) through Steam! https://store.steampowered.com/app/490920/Wolfpack/

Fercyful
03-14-19, 06:38 PM
great news! and really like the bots/single player part. Hope they will add some voices to them.

Tomorrow insta buy! :salute:

bstanko6
03-14-19, 07:36 PM
Cost?

nikimcbee
03-14-19, 10:11 PM
I predict Neal's productivity drops tomorrow.:Kaleun_Cheers:
Game looks amazing:Kaleun_Salute:

bstanko6
03-15-19, 01:30 AM
Did it come out? Still dont see it for sale!

THE_MASK
03-15-19, 01:50 AM
Did it come out? Still dont see it for sale!

Game will unlock in 8 hours .

bstanko6
03-15-19, 01:56 AM
Oh come on!

dangrey
03-15-19, 07:36 AM
Is it possible to play/ launch this game alone? I know there aren't bots yet, but I just wonder if it's possible to start the game, or if there is only "start multiplayer game" or "join multiplayer game".

If I can play the game and run around myself, and control things in the sub, it's an early access buy for me, or else I will wait for the bots.

:Kaleun_Salute:

Usurpator
03-15-19, 07:50 AM
Is it possible to play/ launch this game alone? I know there aren't bots yet, but I just wonder if it's possible to start the game, or if there is only "start multiplayer game" or "join multiplayer game".

If I can play the game and run around myself, and control things in the sub, it's an early access buy for me, or else I will wait for the bots.

:Kaleun_Salute:

It is possible to launch the game alone :)

Usurpator
03-15-19, 07:52 AM
Cost?

The game will cost:

A: $ 34.99 (USD)
£ 27.79 (GBP)
€ 29.99 (EUR)
₽ 619 (RUB)
¥ 3600 (YEN)

redcoat22
03-15-19, 09:57 AM
Good luck guys, this is very exciting.

von faust
03-15-19, 10:05 AM
I've got it !!!!!!!!!!!!! :Kaleun_Salute:

brian4s
03-15-19, 10:48 AM
Someone needs to record their experience and post it up! Will be buying tonight. Will there be enough players?

derstosstrupp
03-15-19, 01:47 PM
Just read the manual - I’m incredibly impressed. The level of detail shows dedicated research on the part of the devs.

For example, we now have the first true-to-life simulation of the German TDC in a subsim- the feature always left out was that the TDC would update AOB for changes in the u-boat’s course. This feature is a game-changer if wanting to use realistic tactics such as shooting while turning (Schuß im Abdrehen), and now we have it.

Also looking at the range chart in the manual I can tell it is based on a Kriegsmarine table I have seen in my own research. Great stuff.

Well well well done here, can’t say it enough!:Kaleun_Thumbs_Up:

Gewehr98
03-15-19, 03:36 PM
Does almost every mission start at night? any daytime scenarios available yet?

RoloIrrompible
03-15-19, 04:30 PM
Does almost every mission start at night? any daytime scenarios available yet?

I play only two mission, but both were during the day...

jimmie
03-17-19, 03:03 AM
Incredible! Congraturations!

Berlichingens
03-18-19, 12:27 AM
Good

Aktungbby
03-18-19, 12:45 AM
Berlichingens!:Kaleun_Salute:

Easy_Eight65
03-18-19, 10:39 AM
Videos / tutorials look great -- definitely going to lay down some coin for this game.

Logan20142
03-19-19, 07:30 PM
OMG! I love this game! And now for my questions. Will this game be able to have custom made submarines and ships for the game? I'm very interested in putting my 3d modeling skills to use in this brand new game(since Silent Hunter is dead). I'm actually thinking of doing the HMS Hood for it as I've got an entire exterior model with PBR textures.

Thanks,
Logan Thurman

Ragnarokkr
03-20-19, 06:29 AM
After getting some guys together we managed to man one boat fully and let me tell you




IT WAS JOLLY GOOD.


So don your captain's cap and dig out your sou'wester, sound the alarm and dive deep!

doctrine
03-20-19, 06:39 AM
Wow, I followed this game for a while and played a beta version a long while back. I was happily surprised it showed up in my Steam recommendations.

Congrats on the early access and hats off for the result.
I will definitely buy it :Kaleun_Salute:

Chad
03-20-19, 10:50 AM
Very helpful videos, especially the recognition tutorial. Reposting so these don't get shuffled and lost in the thread for new players.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/6c79c4b49da2d44ba030a9a29db8eac6487aaf07.png

Hello everyone, Wolfpack will be released on Friday!

We put this roadmap together to give you an idea of what's next in the development.

We also published a series of video tutorials on our YouTube channel.
More videos will be added to the playlist as development progresses.

https://www.youtube.com/watch?v=5UYxhpb_EAc&list=PLuAm9FOeKPghvMFdlKSYdySw-9OsLYtyH&index=2&t=0s

https://www.youtube.com/watch?v=uHuki8sp1yU&list=PLuAm9FOeKPghvMFdlKSYdySw-9OsLYtyH&index=2

https://www.youtube.com/watch?v=O0jeqHweQxI&list=PLuAm9FOeKPghvMFdlKSYdySw-9OsLYtyH&index=3

https://www.youtube.com/watch?v=Its5YLcb1Ns&list=PLuAm9FOeKPghvMFdlKSYdySw-9OsLYtyH&index=4

Video Tutorial playlist: https://www.youtube.com/playlist?list=PLuAm9FOeKPghvMFdlKSYdySw-9OsLYtyH

Wolfpack Discord Server: https://discord.gg/SH2Rg42

/Einar

derstosstrupp
03-20-19, 04:47 PM
Maybe I missed it - is there a way to illuminate the aiming line in the UZO? Real one had a way to adjust the brightness of the line. Last night’s night attack was nearly pitch black and reticle was impossible to make out. Same for scopes too I believe, historically.

Only other wish list item for me at this point is fore and aft trim tanks.

Will reiterate I am amazed at this experience, great work!:Kaleun_Applaud:

Onkel Neal
03-20-19, 08:24 PM
In the control room right of the ladder, switch on the red lights, it will illuminate the periscope crosshairs.

derstosstrupp
03-20-19, 08:31 PM
In the control room right of the ladder, switch on the red lights, it will illuminate the periscope crosshairs.

Thanks Neal!:Kaleun_Salute:

THEBERBSTER
03-21-19, 07:02 AM
A Warm Welcome To The Subsim Community > Berlichingens
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below