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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 |
Swabbie
![]() Join Date: May 2014
Posts: 7
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Thanks for the welcoming, guys!
Another interface change suggestion. Hitting 'z' while in a room sends all off the crew in that room to rest, if there are in that room. If all of the crew assigned to that room are at rest, hit 'z' to bring them back to work. |
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#152 | ||||
Planesman
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Firstly, thanks for pointing out the periscope bug. Turns out there's a bunch of problems when using the old damage models ("advanced_damage_model = 0"), meaning the periscope and misc systems panels will not work properly. I'll fix this in the next version, but from now on I recommend always using the advanced damage models anyway. Not sure about the CPU usage. While the game is playing I imagine it would use a lot (lots of calculations in the simulation for reactors, radar, sonar etc, as well as managing the AI for more than a thousand ships and aircraft) but while paused it shouldn't use much at all. I'll see what I can do to reduce it further. I like the interface suggestions about the equipment storage and will probably add them to the game very soon. And the 'pressing z twice' thing is something I've been meaning to fix for ages. I'm hesitant to add depth controls to every screen though - I'll think about it, and maybe add an option for it. Your general suggestions are excellent too. I've just made it so crew blink yellow if they are not feeling well (tired/irradiated/low on oxygen etc) and it seems to work well. I'll look into implementing the others in the next update. Again, thanks for the feedback, glad you're enjoying the game and welcome to Subsim! Quote:
![]() And the next version includes an even more dangerous opponent than the frigates and destroyers - enemy attack submarines! You will also get a much better sonar system to deal with them though... Quote:
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Basically, the mean time between failures is 10 + 2*sub_reliability seconds. So if you use the default value of 100, there will be an accident on average once ever 210 seconds. If you set it to 0, there will be an accident on average once every 10 seconds. If you set it to a value less than -4, there will never be random accidents on the sub.
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Sub Commander: A free roguelike submarine simulator |
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#153 | |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,360
Downloads: 180
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Hanging on in quiet desperation is the English way... |
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#154 | |
Chief of the Boat
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Wise men speak because they have something to say; Fools because they have to say something.
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#155 | |
Swabbie
![]() Join Date: May 2014
Posts: 7
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You might consider not supporting the simple damage model until you get more of the game finished, and then bringing it back. I'm an app developer, so I understand the pain of supporting multiple modes. I understand not wanting to add depth controls to every screen. But having "depth under keel" on the weapon/map/periscope screen makes, sense, I think. Blinking yellow sounds great, I would make it a slightly slower blink than the red one, so that it's less emergency looking, and more of a warning. For the reliability, I have a suggestion that would ease the learning curve slightly, and that is to start the game with a "grace period" of maybe two minutes or so, where no random damage can occur. This gives a new person time to look around the sub and figure out the controls before all hell breaks loose. And it gives an experienced player a little bit of time to have crew pickup equipment, set O2 level, set reactor controls, etc. After the grace period you start the "mean time to failure" clock ticking like normal. Another general suggestion. It's a little frustrating to get mission coordinates by radio, that I then have to go to my browser to look up where they are in the real world, and then plot a course. I'd suggest either a way to scroll the world map, and/or add lat and long markers to the map. I suppose you could have even more zoom levels, but then it's harder to plot a course to the green X, once you find it. I tried using the mouse input, and it does make some things easier, but it also makes it a little clunkier. I'm sure you're aware of that and are thinking about it! In general, it seems like the officers are not too good at assigning crew with the proper skills and equipment for jobs like fires and damage. As in, "why did you ignore the Experience Firefighter with an extinguisher and gloves, and put in this Strong guy with nothing?" Is this a bug or a "feature" of bad leadership? Also, to whom can I paypal a small donation? ![]() |
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#156 |
Swabbie
![]() Join Date: May 2014
Posts: 7
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I will feel less guilty about all these requests if I can give you a small donation.
![]() If I already have a guy repairing something, can he be the one to give me the damage report? I hate having an already suited up technician in the reactor chamber working on the reactor, and then hitting 'd' and my generator room ensign comes running in to the reactor room sucking up sieverts like it's no big. |
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#157 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,360
Downloads: 180
Uploads: 1
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I was thinking at lunch, whilst I was being d/c'd to oblivion again, who forgot to pack the decoys for this holiday? I know you always forget something behind when you leave, but I would have thought decoys are up there with sunscreen, passports and travellers checks in importance. Maybe in a later edition...
![]() Also, would it be possible to implement a 'do you wish to exit yes/no' box before you can quit, to save myself and maybe some others from accidentally quitting when I just wanted to pause?
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Hanging on in quiet desperation is the English way... Last edited by Tango589; 05-07-14 at 04:53 PM. Reason: And another thing... |
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#158 |
Aviator
Join Date: Jul 2008
Posts: 59
Downloads: 134
Uploads: 0
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I can't wait for the enemy attack subs and improved sonar that will definitely make things more interesting. Also I notice a relatively small bug the occurs when you refit the submarine while having empty torpedo tubes, torpedoes will appear in the empty tubes but they are not considered loaded, however if you order the offending tubes to be loaded crew men will run to the tubes and "load them" after a sec or two and then they are considered loaded. Anyway that's the only bug I noticed so far while playing, while its far from a big deal i just figured I would mention it. Anyway keep up the good work on my favorite up and coming sub sim.
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#159 | |
Planesman
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Good suggestions again Mixolyde, expect to see many of them in the next version
![]() Decoys are an awesome idea too Tango. I don't know much about the use of decoys in sub warfare so I'll need to do some research, but it could definitely add some depth to the battles in the game. At the moment it's way too hard to escape from a surface ship and often the only real option is to sink it. Maybe decoys will help avoid that situation. By the sounds of things, an exit confirmation is badly needed. Plenty of people have asked for that so I'll definitely be adding that too. And thanks for the bug report Sub Ace, I've found the problem and fixed it for the next version. Quote:
I want to make it clear that Submarine Commander will always be completely free, and that I do not in any way expect donations. Creating this sim has been purely a hobby for me and all through the development I never expected to make a cent from it. I don't want people to feel like they owe me anything for the game. But if you really do enjoy the game and want to make a donation to the project, you can send a donation via paypal to subcommandergame@gmail.com
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Sub Commander: A free roguelike submarine simulator |
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#160 |
Still crazy as ever!
Join Date: Jan 2008
Location: A little south of sanity
Posts: 3,360
Downloads: 180
Uploads: 1
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I've just depth tested my sub and started taking damage at 350M. I had flooding in the engine room and command centre. I set max throttle and blew ballast, but only rose slowly to a peak of 250M before sinking again. Does the sub speed make the sub surface faster? Also, is the crush depth the same each time or is it randomised?
#1 edit: Another question, what is the max depth to evade depth charges? #2 edit: And another question: will there ever be missions to attack enemy convoys, because that would really sort the men from the boys! #3 edit (I really should think more before making a post ![]() That should be everything for now... ![]() Cheers for an excellent game that seems to be getting more popular every day! ![]()
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Hanging on in quiet desperation is the English way... Last edited by Tango589; 05-08-14 at 10:19 AM. Reason: Being struck by extra thoughts after posting... |
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#161 |
Aviator
Join Date: Jul 2008
Posts: 59
Downloads: 134
Uploads: 0
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No problem glad to help out in anyway I can. Also when you add AI subs do you plan on modeling propeller cavitation and have it occur at different RPM's at different depths like in Dangerous Waters. Another cool thing to consider adding is a mission objective to deploy SpecOps teams to different areas across the globe via ASDS or other means.
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#162 | |
Swabbie
![]() Join Date: May 2014
Posts: 7
Downloads: 0
Uploads: 0
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#163 | ||
Planesman
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As for crush depth: each tile of the hull has a slightly different (and randomized) ability to withstand pressure, to account for differences in welding quality, materials etc. So there's no exact figure for crush depth but it almost always works out to be 280-350m. Diving below the thermal layer will almost always cause hostile ships to lose track of you and stop dropping depth charges. The thermal layer is affected by a whole bunch of factors but it is usually present everywhere except for shallow water in the tropics. Convoys would definitely be good, I'm planning on having both civilian convoys and military taskforces. The taskforces will include aircraft carriers, submarines etc and will definitely be a challenge! And unfortunately sailors on these accident-prone subs never seem live long enough to be promoted or retire, but I might add something like that down the track anyway, just in case! Quote:
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#164 |
Bilge Rat
![]() Join Date: May 2014
Posts: 1
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Hey Geoff, thanks for the great game.
![]() I saw you asking for suggestion for new nations to add on Facepunch. How about the Netherlands? I could provide names for the ships if you want. |
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#165 | |
Chief of the Boat
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__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
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