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10-27-14, 01:42 PM | #121 | |
Watch Officer
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Quote:
Why don't you just add a quick & dirty simple override to a script of the ship instances? Check a boolean which you could set in the script that handles the periscope to disable and enable the renderer of all ships while displaying the map. That takes a minute to do.
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10-27-14, 03:37 PM | #122 |
Eternal Patrol
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Any thing you do is a PLUS to a super application. Manny thanks.
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RIP Laufen zum Ziel |
10-27-14, 03:53 PM | #123 |
Seaman
Join Date: May 2013
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I mentioned this previously but how hard is it to make the periscope bob slightly (I mean slightly) with the waves or maybe have water splash on the lens? It might be too much of a pain.
You can have the current arcade periscope and then the more realistic periscope. Also for a future future update. Should cargo ships have deck guns? Thanks. I'll post your game on a forum I'm on to give you some exposure. |
10-28-14, 11:21 AM | #124 | ||
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Quote:
Water splashes could be cool, I'll add that to the list. I know they had AA guns (that potentially could be used against another ship), but did they ever get cannons? I can't recall seeing that anywhere, can you point me to a reference? Quote:
-Scott |
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10-28-14, 11:38 AM | #125 | ||
Watch Officer
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Quote:
Quote:
For a quick start a look at wikipedia might help: Liberty ship for example: Stern-mounted 4-in (102 mm) deck gun for use against surfaced submarines
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10-28-14, 12:48 PM | #126 |
Seaman
Join Date: May 2013
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The only reason I mentioned the bobbing periscope is that silent Hunter has it. it's not nauseating. That said just because it is in that game doesn't mean it's realistic. I'm assuming it sort of is.
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10-29-14, 01:08 PM | #127 |
Nub
Join Date: Apr 2007
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Awesome on Ipad III
Crash Dive ROCKS!
It is user friendly and quick to start. Easy to spend a lot of time with this... Very nice graphics! Well done Neal! I'll be out on patrol as I am waiting in line... Gallatin 1.jpg Fire Control Technician, USCGC Gallatin a long time ago...
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Skipper John Let's get underway... |
10-29-14, 02:21 PM | #128 |
Grey Wolf
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11-11-14, 06:52 PM | #129 |
Seaman
Join Date: May 2013
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Anything new to report this week Scott?
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11-11-14, 08:24 PM | #130 |
Dev Team
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I'm off on vacation this week, but I have a version currently out in Beta testing with some requested/suggested features:
Sinking ships hang around much longer at higher difficulties Custom game option: Show/Hide depth charge markers Custom game option: Real-world/2x ship speeds Custom game option: Show/Hide ship models in chart view when periscope is submerged Added secret menu to unlock all difficulties (for those who want to skip straight to the hard-core modes). -Scott |
11-11-14, 08:55 PM | #131 |
Seaman
Join Date: May 2013
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Thanks. Consider a bobbing periscope as an option in settings to turn on or off. I have been playing silent hunter 3 on PC the last few days and it adds a lot and I think you can turn it on and off in options,
Just askin Thx |
11-16-14, 01:01 AM | #132 |
Nub
Join Date: Sep 2012
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Corvette speeds
While I am very pleased with Crash Dive so far, I can't help noticing that the corvettes are nearly twice as fast as in real life. Wiki gives their maximum speed as 16kn, and points out how difficult this made it for them to catch up with a convoy if they had to stick around keeping a submarine submerged, and therefore allowing the merchants to sail on.
After I attack a convoy, they always seem to go away - and come back to protect stragglers - at 30kn. I am sure the Admiralty would have been very happy if this had been possible Looking forward to the next upgrade. |
11-16-14, 07:41 AM | #133 |
Seaman
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See "real world speeds" 2 posts up
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11-19-14, 11:51 AM | #134 |
Seaman
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Hey Scott, a few more comments / questions.
As the difficulty increases, which of these are affected? 1. Number of destroyers with convoys (I know this increases as difficulty increases) 2. Accuracy of destroyer depth charges (better chance of getting sunk) 3. Greater chance of the destroyer picking you up on sonar I can tell number 1 but I don't know about the other two. Just curious. Also on the Sim setting / difficulty, it appears to me that the submarine is only firing straight line torpedoes- torpedoes from World War I and the early 30s- where the submarine had to be pointing in the direction of the torpedo shot. What you could do is press a button on the screen from the periscope view and have a little box pop up and the user could input estimated angle on bow and estimated ship speed to calculate an angle shot. You could have a wheel of fortune scroll down numbers to pick from for each input number. I just checked and it looks like the torpedoes go where ever the periscope is pointed. Another thing you could do way on down the line is have an option to create your own encounter- kind a like the app Pacific Fleet. you could select the ships from a drop-down menu and maybe use your finger to draw out their direction heading on that tactical map or something. Last edited by deadhead1971; 11-19-14 at 12:06 PM. |
11-19-14, 12:23 PM | #135 |
Watch Officer
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All german torpedoes since 1906 starting with the C/06 were able to fire an angled shot up to 45° and later (but before WWI) up to 90°.
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