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-   -   Working on a new submarine sim: Sub Commander - advice needed! (https://www.subsim.com/radioroom/showthread.php?t=202304)

Tango589 03-02-14 09:13 AM

Glad to be of assistance, I actually added to the post about 5 times over the weekend as I thought of more things!

Could you clarify the use of the deisel generators to recharge the batteries? In the name of experimentation, I shut down the turbines and scrammed the reactors, then tried running on battery power after turning off all non-essential systems. Despite having both generators thudding away at 80% throttle the battery drained faster than i could imagine, I had even deliberately slowed to 2 knots to minimise load. The battery only started recharging once I had got the nukes back online. On the first test, I made the mistake of running this test submerged, and it tickled me to see the air supply diminish and the last 4 crew members running round the boat looking for some air. They ended up hiding in the reactor antechamber, which was all well and good until I opened the reactor chamber door and hit them with a blast of radiation (~70sV/hr) from the damaged No.1 reactor! Mmwaaahaaahaaahaahaaa!:haha:

edit
Quote:

It's funny you mention using realistic panels, that's something I've been thinking about adding for a while. Maybe I'll introduce them as an optional feature soon too.
Optional schmoptional, if you implement them, I'm having them!:woot:

Andayle 03-04-14 06:45 AM

This is fantastic :D

I only stumbled across this game yesterday, downloaded it at around 7pm. What I thought was around an hour later turned out to be a little more at 11pm :P

I'm a huge fan of the Dwarf Fortress format, combining this with a subsim is perfect gaming for me. One thing I did notice was that my sub would be very unreliable with its equipment. I had a major damage to both generators and also my torpedo room caught on fire and killed all the crew in it. This was before I even reached the mission area :)

I shall let a few of my friends know of this as they have very similar taste in games. Keep up the great work, this could well turn into something spectacular for us Dwarf Fortress type gamers :)

Tango589 03-05-14 07:09 AM

Quote:

Originally Posted by Andayle (Post 2181468)
I had a major damage to both generators and also my torpedo room caught on fire and killed all the crew in it. This was before I even reached the mission area.

A good way to combat this is, at the start of the mission, get your best torp room firefighter equipped with extinguisher and gloves, using the oxygen generator reduce the oxygen level to 17/18% instead of the usual 21%. This will stop the fire flaring up so fast, as is the standard procedure in real life. Lastly, be lucky! Hopefully an upcoming release will have a fire supression system modelled, so this should save on scorched sailors.:up:

TheGeoff 03-06-14 03:59 AM

Quote:

Originally Posted by Andayle (Post 2181468)
This is fantastic :D

I only stumbled across this game yesterday, downloaded it at around 7pm. What I thought was around an hour later turned out to be a little more at 11pm :P

I'm a huge fan of the Dwarf Fortress format, combining this with a subsim is perfect gaming for me. One thing I did notice was that my sub would be very unreliable with its equipment. I had a major damage to both generators and also my torpedo room caught on fire and killed all the crew in it. This was before I even reached the mission area :)

I shall let a few of my friends know of this as they have very similar taste in games. Keep up the great work, this could well turn into something spectacular for us Dwarf Fortress type gamers :)

Glad you like it! Sounds like we have similar tastes in games :)

If you want to change how often accidents/failures occur, open the "gameoptions.ini" file in the game folder and change the value for sub_reliability. If you make it much higher, say 1000, accidents will rarely occur. For a real challenge, make it zero and see how long you last!

I can confirm that the next version will include a fire suppression system, based on the LOKh ("Submarine Volumetric Chemical") system used on Russian and Indian submarines (and similar to those used on many other nations' subs). This is very useful, especially when torpedo room fires start getting out of control.

Also Tango thanks for pointing out the bug in battery usage - turns out the oxygen generator was using way too much power (even when switched off) and draining the battery in seconds. This will also be fixed in the next update.

Tango589 03-06-14 06:09 AM

No probs, look forward to the next thrilling installment!

TheGeoff 03-09-14 08:37 AM

Version 0.19 Released!
Download here: http://goo.gl/7J74vm
  • Sound effects are now in the game! Sounds for alarms, fire, flooding, combat etc are included, others will likely be added in the future. Sounds can be disabled in gameoptions.ini.
  • Realistic control panels are also here! The bland text-only control descriptions have been replaced by detailed, realistic and fully functional control panels. Let me know what you think! You can chose between the new and old panels in gameoptions.ini. When using the new panels, hold F1 to view keyboard commands.
  • Volumetric chemical fire suppression system (LOKh) is now modelled - activate from the Misc. Systems control panel. It rapidly fills a compartment with freon gas, which absorbs heat from the fire and displaces oxygen. Make sure you do not activate the system in an occupied compartment!
  • More realistic ship naming conventions. Now military ships have the correct prefix - a US warship might be called USS Rustbucket, while an Australian one would be called HMAS Rustbucket for example.
  • You can now go to periscope depth (14m) by pressing LShift-P
  • More accurate diplomatic relations between countries
  • Minor graphical improvements (in addition to the control panels)
  • Numerous tweaks and balancing changes.

rooivalk 03-09-14 02:20 PM

Excellent changes, really like the new sound effects and panels, will you be adding mouse control? and I noticed there are two depth gauges, not sure what the top one measures, sorry not a submariner so all new to me:)

TheGeoff 03-09-14 11:13 PM

Glad you like the changes. I probably will be adding mouse control for the switches, levers etc soon, the idea of a nuclear submarine with DCS-style clickable controls is very appealing :)

Maybe the depth gauges should be labelled better, they both display your depth but are on different scales. The top one shows 0-40m while the bottom one shows 0-400m - basically the top one allows you to more accurately measure and control your depth while near the surface.

Red October1984 03-10-14 12:38 AM

It's been a while since I checked in with this project.

Coming along nicely! I like it. :)

rooivalk 03-10-14 05:08 AM

Thank for the response, I see the scale now

Will you be adding SLBM,s ?

Really looking forward to the next vesrion

Tango589 03-10-14 11:43 AM

This is great stuff! The new panels, fire defense and sound effects take this to another level!!

Thetube 03-11-14 12:18 PM

I've really enjoyed this sim over the past couple of weeks, it's the kind of thing I grew up playing in the 80s/90s.

My only question being is there a way to repair items like the diesel generators without having them blow up and kill the guy trying to fix them? The torp fuel tanks do this as well although I can live without those.

Aktungbby 03-12-14 12:02 AM

welcome back
 
Welcome back to the surface after 6 years: Thetube!:Kaleun_Salute:

TheGeoff 03-12-14 05:32 AM

Quote:

Originally Posted by rooivalk (Post 2184045)
Thank for the response, I see the scale now

Will you be adding SLBM,s ?

Really looking forward to the next vesrion

Yes, SLBMs will be added eventually. I plan to add more submarines in the future, including missile submarines (which will have both nuclear and conventional missiles).

Quote:

My only question being is there a way to repair items like the diesel generators without having them blow up and kill the guy trying to fix them? The torp fuel tanks do this as well although I can live without those.
The diesel generators should only explode if they are 1) on fire or 2) being run while damaged. But I think there's a bug at the moment causing them to explode more often than they should, including when they're not actually switched on... I'll look into it.
The torp fuel tanks explode if there is a major HTP leak, which is accelerated if the ventilation system in the tank fails. If you order a damage assessment you'll see the status of the ventilation system and the HTP tank - if the HTP tank is damaged, especially more than 50%, it's very risky to attempt repairs. If the HTP tank itself is not damaged there is no immediate risk of explosion and it's safe to attempt repairs (but if the ventilation system is not working, the HTP tank will take slowly damage and eventually fail).

The whole system definitely still needs tweaking balancing, some things happen way too quickly and others happen too slowly. I'm also considering giving more warning before things explode... maybe the object starts flashing and the crewman tries to run away, or something like that. At the moment it's a bit too easy to lose valuable crewmen to seemingly random explosions.

Thetube 03-12-14 12:24 PM

The diesel generators also explode (whether running or not) if you are repairing them and the damage percentage gets to about 64 (counting down from 100). Unfortunately this kills the guys repairing them!

TheGeoff 03-18-14 07:27 AM

New version released: Version 0.20
Link: http://goo.gl/1PzpZK

Changelog:
  • Added AI controlled aircraft to the game. The aircraft are based in major cities and will patrol their nation's airspace and territorial waters - they are equipped with anti-shipping missiles and will fire them at your submarine if you are spotted.
  • Added air search radar to the player submarine - this can detect air contacts up to 80 nautical miles away. It is controlled in the same way as the surface search radar.
  • Added 10 new ship types. They aren't simply "Destroyers" or "Frigates" any more, there are now "Charles F. Adams Class Destroyers", "Sverdlov Class Cruisers" etc. All ships are equipped with historical armaments, and are used in the game only by the nations which actually used them in the mid-late 20th century.
  • Added the ability to repair and rearm at friendly ports. Approach the port (can't be more than 1 square away) and press LShift+R - your submarine will be immediately repaired, rearmed, radiation will be removed etc.
  • Added a new mission type: reconnaissance. You will be tasked to infiltrate a hostile port and observe enemy activities in the area.
  • Improved hit detection; it is slightly more difficult to hit hostile ships, but your sub will also be hit less often.
  • Minor graphical improvements.
  • The "constantly exploding diesel engine" bug has been fixed! Several changes have also been made to the behaviour of other components when damaged. Now the damage models should be working correctly - generators, turbines etc can explode if they're being run while severely damaged, but if you turn them off you can safely conduct repairs. Similarly, radiation leaks from the reactors more slowly if they are shut down.
  • Other bugfixes, mostly relating to the way missions are assigned.

Enjoy!

If there are any ship classes, cities or countries you want added to the game, don't hesitate to ask! It's quick and easy to add them.

Tango589 03-18-14 11:21 AM

Hi geoff, the latest update is awesome! I don't know if I've just missed it but is there any bilge pump facility to pump out flood water yet? What do you think would be a suitable max depth for the pumps to work before the outside water pressure is too great for the pumps to get water out of the boat? I'm thinking maybe 50 - 60 metres, this way there can be a race against time to get the water out before the weight drags you too deep.

TheGeoff 03-19-14 06:06 AM

No, work on the pumps took longer than expected (and required a bunch of other things to be changed) so I decided not to include them in 0.20, they'll be in the next version. Because of limits with the old file system, adding the pumps as new objects required me to redesign the entire submarine - so now I've completely overhauled how the game handles submarine data files to make building and editing submarines an easier and quicker process in future. Which was definitely worthwhile, as it simplifies a lot of other tasks too.

But back to the pumps. Previously I tried adding them in a similar way to the ventilation system (so they simply removed water at a constant rate from every room) but it was very difficult to balance - sometimes the pumps were almost useless, other times they were so effective it almost felt like cheating. Now, I've added them as independent objects in the game (like the diesel engines for example) so they can be individually damaged, destroyed, repaired etc. I hadn't considered the effects of water pressure but that's an excellent point, and provides a very good way to balance the system. At the moment I think the pumps should run at full efficiency down to about 30m, then taper off until about 100m where they will basically stop working - but this will require some testing and balancing. As you said, it should be a tense race against time! The pumps will definitely be included in the next version, and I expect the sonar system to be mostly finished by then too.

Tango589 03-19-14 10:50 AM

You are too cool for school!:rock:

Thetube 03-20-14 10:38 AM

I'm really enjoying this sim, great job.

This may sound a little odd, but is there any chance you could add a pause button? It's really frustrating when things are just getting exciting and the doorbell rings or the phone goes, if you're not careful you've got a smoking ruin rather than a sub!


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