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Old 09-02-17, 09:24 PM   #13
Killerfish Games
Cold Waters Developer
 
Join Date: Aug 2012
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What a great and constructive conversation! Thanks folks.

Next update will contain the following:
- Emergency deep now lowers all undamaged masts
- Silent running now sets speed correctly if individual knot setting is being used
- All toolbars can now be forced on and individually offset to any position on screen
- Forcing toolbars on hides tabs for them and disables opening/closing of them

We'll likely also add the start depth on the depth meter to be the player sub depth at start of combat as this makes perfect sense.

Emergency Deep: we initially had this level out your sub at a certain depth, but things became confusing based on your current depth and depth under keel at the time it was used. It would do different things based on these factors, therefore to be consistent, we simplified it to put your sub into the steepest dive at flank speed.

As per the manual:
Emergency Deep: Using <KEY:Emergency Deep> orders flank speed ahead and full down planes. Useful if you get ambushed close to the surface. Do remember to pull out of the dive or suffer the interesting effects of depth implosion.

Torpedo tubes:
These are set up to be odds on port and evens on starboard so that the columns of tubes corresponds to the left and right of your sub. Are they flipped IRL?
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