Crash Dive II Suggestions
First, this is a Really awesome game, I like it alot and recommend everyone play it. Its not a sim, but its pretty challenging. :up:
Next these arent meant in a negative or harsh way, so Im not Griping. 1- Periscope is a few seconds too slow. 2-Wayyyy too many dead and Injured crewman 3-Launch Depth of torpedo's shouldn't be below 100 feet 4-Colors...the lime green...not very WWIIish. Destroyers/escorts/subchasers are fun to battle. :up: Depth Charging..lol I swear my table is rattling. :up: Overall A REAL HOOT!:up::up: |
Thanks, glad you like it!
re: #3: Are you saying that Gatos were unable to launch torpedoes below 100 ft? I've never heard that, just that it required a lot more compressed air to clear the tubes at greater depths (which I do model in the game). Can you point me to a source for that? |
I will dig, but as I recall my research from years back, the limitation is on the torpedo's, NOT the sub. The depth transducer bellows were not that strong and if exposed to too much pressure the diaphragms would rupture.
I went to MK-48 Torpedo Tech school so torpedo's interested me as I studied WWII subs & their weapons. EDIT...Page 215, step #24, the "Depth Mechanism" was only tested to 25feet of seawater. IE; Its "Test Depth" https://archive.hnsa.org/doc/torpedo/part5.htm#pg208 |
Enemy aircraft too difficult to locate.
There needs to be a targeting key for finding enemy aircraft, instead of that desperate 90 degree searching. When your gunner crew would emerge to man the AA gums they would see immediately where the attacking aircraft is. The searching now is wy too slow. A ket to trget the nearest enemy plane, that could also toggle between multiple planes, is needed.
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http://panicensuessoftware.com/share...actBearing.jpg |
Many bugs.
The game will not end in the final mission around the home island in 1945 -easy level. I am unable to continue campaign (It says "Unable to continue campaign) and it will not exit and save, or end and return to base.The game just freezes.
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I thought it might have been to an open radio message displaying whe I tried to end. Thanks.
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After a reinstall, with the update, when trying to load a previous save:
https://i.postimg.cc/5txVfKz6/Unable-To-Continue.jpg Also, after being badly shot up (100% damage, on the ocean floor - about 100 deep) I was unable to move dead crerwmen from motors to crew quarters. It just kept resetting to have them still in motors. If I was actually destroyed (100% - good guess) the game should have ended...? |
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BTW, I have to move the dead ppl myself. Am I missing something? |
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1) From the main menu, select Continue Game -> View All 2) Click the Copy button at the top left. That will copy the path to your saved games to the clipboard. 3) In a Windows browser, Paste the path and hit return to open the saved games folder. 4) Open "Campaign.JSON" in a text editor. 5) Line 6 should be '"s_level" : 11,' change 11 to 10 and save the file. Now you'll be able to continue the Campaign game and view your total score and stats. Quote:
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Send me a bug report from in-game, and I can use the debug data to check for errors.
Thanks! |
Resupply
Hi,
At first the game plays very well on the iPad. It would be a great adjustment when it’s possible to resupply ammo and crew in a friendly port during a mission. |
Welcome aboard!
Staalkop!:Kaleun_Salute:
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Dear developers, I am very interested in buying the game, as well as I bought Crash Dive 1 in due time. Recently I watched some Let’s-Plays of Crash Dive 2 on Youtube and was still wondering about a feature, which was annoying me even back then in Crash Dive 1.
It is a somewhat confusing and strange turning maneuver of heavily damaged ships which are lying nearly dead in the water. Though these vessels were at slowest or even no forward speed, they managed to turn around their vertical axis early enough to avoid the final torpedo that would have sunk them. The remarkable speed of turning seemed to be in no proportion to the lack of sailing speed. As for a ship in the water, turning to starboard or port implies gathering forward speed previously. This should be fixed, please. At least from my point of view this feature is too much of arcade to the disadvantage of the player’s immersion. Kind Regards ;o) :subsim: |
In Crash Dive 2, enemy ships are still able to turn without forward movement by counter-rotating their twin screws. Their turn speed is greatly reduced by damage, but probably not as much as would be 100% realistic.
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Thanks for very fast reply! Unfortunately that means it works exactly as intended and there will not be any change...
:Kaleun_Crying: |
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The game as it exists now is quite different from what it was when it first shipped last year, largely due to suggestions and feedback from the community. |
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