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Old 06-20-14, 12:02 PM   #1
PanicEnsues
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Got it. Played a mission last night. Thank you!

FWIW, I would also prefer to see everything in knots, like every other subsim I've played. I'll look forward to whatever improvements come along.
I remembered why I went with m/s: Ranges are given in m, so for players who are doing mental math to calculate travel times, m/s makes that easier.

I still may change it to knots, but that was my logic at the time.
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Old 06-20-14, 02:55 PM   #2
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Old 06-21-14, 07:45 AM   #3
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Welcome to SubSim Valdamant and Karok
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Old 06-24-14, 08:15 AM   #4
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Default The more I play

The better I like it. There are so many layers to the game. Whether its targeting with periscope or without, or now trying to get inside the fleet before opening up. I also have not successfully gone head with the anti-sub ships after sinking the merchantmen. In WW II did the torpedoes home in via ping like they do today? I assumed that is the reason for the distance to arm besides not wanting friendly fire damage.


What is a good reference to better understand the antisub sonar and therefore how to evade it?
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Old 06-24-14, 12:33 PM   #5
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In WW II did the torpedoes home in via ping like they do today? I assumed that is the reason for the distance to arm besides not wanting friendly fire damage.
Most of the technology advances in WW2 torpedoes were related to propulsion (allowing them to run submerged without putting out a bubble trail) and detonation (magnetic proximity detonators instead of contact, for greater damage). But the new tech was so unreliable (especially for the Germans) that their dud rate was >80% at some points in the war.

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What is a good reference to better understand the antisub sonar and therefore how to evade it?
The enemy sonar pings expand in a sphere; they are represented in the Chart view by a 2D ring that shows the ping range as it is affected by A) your depth, B) your noise level (primarily throttle).

Your best bet for evasion is to go to maximum depth, run at half or full speed (not flank), and drop one or two decoys. Then try and keep the decoys between yourself and the enemy ships.

Hope that helps,

-Scott
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Old 06-24-14, 12:46 PM   #6
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Gentlemen,

I'm currently working on a new version of Crash Dive that addresses a lot of the feedback I've gotten (much of it from this forum). I'm looking for a batch of Beta testers who would be willing to try out new builds and report back any bugs or issues they run into.

You'll need to already own the game (the license checks will otherwise fail) and be willing to put up with experimental, potentially buggy software. If you're interested, please pm me.

Thanks and happy hunting!

-Scott
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Old 06-22-14, 02:14 PM   #7
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Originally Posted by PanicEnsues View Post
I remembered why I went with m/s: Ranges are given in m, so for players who are doing mental math to calculate travel times, m/s makes that easier.

I still may change it to knots, but that was my logic at the time.
In real life it is always big mess with many different units. Nautical miles are used for sailed distance, knots for speed, meters for calculating distance from the object or for depth measurement, m/s can be used for wind speed. At least for me this "mess" sounds quite normal. So if I see m/s unit for speed of sub, I am totaly lost, I don't know how fast I am
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Old 06-23-14, 01:32 AM   #8
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I ran into the same thing when I used to do ballistic calculations. Wind speeds are usually given in knots or m.p.h., but it made more sense math wise to have them in ft./sec., the units used for velocity.

Here you are better off:
1 m/s = ~ 2 knots

or more precisely...

1 m/s = 1.9438 kt.
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Old 06-23-14, 02:27 AM   #9
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I'm one of those enjoying Crash Dive on my iPad, but I have one gameplay question: in Single Mission mode, how do you end the mission?

Several times in this mode I've encountered a convoy, sunk 3-4-5 ships, and successfully escaped the counterattacks, but I haven't figured out then how to "close" the mission & record a success...

What am I missing please?

Mike
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Old 06-23-14, 11:54 AM   #10
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I'm one of those enjoying Crash Dive on my iPad, but I have one gameplay question: in Single Mission mode, how do you end the mission?
What am I missing please?
Well, crap. Looks like you're missing what everyone else (including me) is missing: The "Disengage" button, which is not showing up in the single mission mode menu. It's a bug; thanks for catching that, and I'll fix it ASAP.

Regards,

-Scott
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Old 06-23-14, 05:14 PM   #11
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Thanks Scott,

I thought I was going senile or something! Thing is, I started with the Single Missions to get the hang of the game, and because of this hang-up I hadn't progressed to the War Patrol yet..

Cheers

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Old 06-24-14, 11:05 AM   #12
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Originally Posted by PanicEnsues View Post
Well, crap. Looks like you're missing what everyone else (including me) is missing: The "Disengage" button, which is not showing up in the single mission mode menu. It's a bug; thanks for catching that, and I'll fix it ASAP.
Also, I've completed the easy starter mission but can't seem to advance to medium? Are the differences between these difficulty levels defined and can players select them at start of single missions and patrols? I'm not seeing that, assuming hard would be most realistic and I'd like to get there. So far it's fun but pretty easy, so I'm ready to crank it up but can't see how.
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Old 06-24-14, 12:35 PM   #13
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Also, I've completed the easy starter mission but can't seem to advance to medium? Are the differences between these difficulty levels defined and can players select them at start of single missions and patrols? I'm not seeing that, assuming hard would be most realistic and I'd like to get there. So far it's fun but pretty easy, so I'm ready to crank it up but can't see how.
You have to complete a War Patrol on Easy to unlock Normal difficulty (for any game mode). IIRC, "complete" means either surviving for 30 days or getting sunk.

-Scott
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