SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-18-14, 07:27 AM | #76 |
Planesman
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New version released: Version 0.20
Link: http://goo.gl/1PzpZK Changelog:
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. |
03-18-14, 11:21 AM | #77 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,375
Downloads: 180
Uploads: 1
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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.
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03-19-14, 06:06 AM | #78 |
Planesman
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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. |
03-19-14, 10:50 AM | #79 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,375
Downloads: 180
Uploads: 1
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You are too cool for school!
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Hanging on in quiet desperation is the English way... |
03-20-14, 10:38 AM | #80 |
Swabbie
Join Date: Apr 2008
Posts: 8
Downloads: 10
Uploads: 0
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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! |
03-20-14, 01:05 PM | #81 | |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,375
Downloads: 180
Uploads: 1
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Quote:
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Hanging on in quiet desperation is the English way... |
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03-20-14, 01:59 PM | #82 |
Swabbie
Join Date: Apr 2008
Posts: 8
Downloads: 10
Uploads: 0
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03-23-14, 05:45 AM | #83 |
Swabbie
Join Date: Apr 2008
Posts: 8
Downloads: 10
Uploads: 0
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Would it be possible to add the ability for the crew to work on repairing the outer hull/dive planes when surfaced (obviously going outside the boat to do so).
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03-23-14, 07:52 AM | #84 |
Planesman
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Hmm, it's possible. Not sure exactly how that would work but I could try adding some way to open the hatch and allow crew to walk outside... I'll do some experimenting and see what works. In the meantime, remember you can be fully repaired at friendly ports by getting close and pressing Left Shift + R.
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03-23-14, 07:56 AM | #85 |
Planesman
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Hmm, it's possible. Not sure exactly how that would work but I could try adding some way to open the hatch and allow crew to walk outside... I'll do some experimenting and see what works. In the meantime, remember you can be fully repaired at friendly ports by getting close and pressing Left Shift + R.
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03-23-14, 08:34 AM | #86 |
Canadian Wolf
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Keep up the good work : )
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03-23-14, 08:56 PM | #87 |
Planesman
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Will do
By the way everyone, I don't think I've mentioned it before but (because of the way the crew experience/skills system works) it's possible to 'train' crew so they're better prepared for a disaster. Find an empty, unimportant area of the sub with nothing explosive nearby and use Tab to start fires or Left Ctrl to damage walls/floors/objects, then order the crew to extinguish the fires and repair everything. The crewmen will become more proficient at skills they practice regularly, so when a real emergency occurs they will be able to deal with it more quickly and efficiently. This is a similar process to the training drills run on real submarines to keep the crew disciplined and well-prepared. I doubt they actually set real nuclear submarines on fire just to keep the crew on their toes but it's the same principle! |
03-25-14, 01:05 PM | #88 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,375
Downloads: 180
Uploads: 1
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Just out of curiosity, would it be possible to make this game touch screen compatible, so I can play it with the stylus on my Win 8.1 tab?
edit: I have trouble shutting down both reactors and pumps, then restarting from cold without various things breaking. The worst is a loss of coolant, which causes an irreversable temperature rise and meltdown. Should equipment be this fragile? Also, I've tried shutting down the reactors and running on the diesels with all vents open and the system purging, but the genny room O2 level still diminishes. Could the inclusion of a snorkel help with this?
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Hanging on in quiet desperation is the English way... Last edited by Tango589; 03-26-14 at 11:44 AM. |
03-26-14, 09:57 PM | #89 |
Planesman
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Making it playable on a tablet would be very tricky - there are so many keyboard commands it'd be difficult to completely replace it with on screen controls. But I plan to expand the mouse functionality soon (so you can click switches, buttons etc) so I'll see how I go with the touch screen stuff then, if it doesn't seem too hard then you might be in luck.
Shutting down and restarting the reactors should be pretty safe... only thing to watch out for is running the pumps too fast, which can cause damage to them. Also make sure the pumps are running at full speed before you start raising the control rods. But I can't think of anything which would cause the components to start breaking - maybe it was just random failures which happened to affect the reactor? Increasing sub_reliability in gameoptions.ini should improve that if failures are happening too often. I'll look into it though - there's always the possibility of a bug sneaking in and causing failures to happen too often. Loss of coolant is pretty deadly though, at the moment the only way to fix it is to return to port. I have an idea for fixing this which I will add to the next version. After all, the coolant is just water so there's no reason it couldn't be replaced while the sub is underway. And thanks for letting me know about the diesel engine problem, I'll tweak the rates for the engine air consumption and ventilation system to fix that. Or maybe add a snorkel, but I think the functionality would be pretty much exactly the same as the purging system. |
03-28-14, 07:46 AM | #90 |
Planesman
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Version 0.21 released!
Download here: http://goo.gl/PsBCbK Changelog:
Enjoy! As a special request, could you please let me know how difficult (or how easy) you find fighting destroyers, frigates etc? (A good way to get some quick action is to play as West Germany and immediately sail east to Rostock, where you will almost always find some East German ships) |
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