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06-09-17, 01:54 AM | #1 |
Ensign
Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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Petition for developer (suggestions)
Hello @Killerfish Games,
The first my contact with Cold Waters is very positive (aside from some of bugs ). Thank You for this title, it was very cold last time with this subject of modern submarines. BUT. The title use many shortcuts, I think too many and no any icons on the main screen for many. Please do menu (You can hide it or not, resized ect, like in Silent Hunter) with segregated all commands as small icons from engine silent running to very fast, from release decoy to slide periscope, from course to depth ect. This game needs this, needs the new "in game menu" I think. Please do Cold Waters more "user friendly" for us. Last edited by YoYo; 06-09-17 at 02:04 AM. |
06-09-17, 02:01 AM | #2 |
Ensign
Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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Next I notice leak of voices of crew (confirmations of commands, infos about damages, infos about contacts ect). It's an important thing for good feeling and spirit of title like this. Text info not enough and for USSR future subs it will be very good idea too (now only for USA side).
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06-09-17, 06:43 AM | #3 |
Admiral
Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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If i may add a Couple.
Abilty to enter or leave port in 3D for inmerssion purposes. More sounds for your sub ( passing test depth efc etc) More detailed seafloor More life in the ocean ( random fish , bio contacts on the sonar ) Animated torpedo hatches 3-d controll room for immersion purposes. Simple crew management 3D sail view for when surfaced.
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
06-09-17, 06:45 AM | #4 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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The ability to set up way points to navigate
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06-10-17, 06:21 AM | #5 |
Engineer
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Here are a few my recommendations (with explanations below):
1. Active intercept should be considered a contact. 2. There should be a way to detect helicopters/aircraft other than using periscope. 3. Add refuel/rearm mechanic to helicopters and aircraft 4. Place insertion zones a little bit further from the ports. 5. Remove passive sonobuoy barriers from missions 6. Perhaps add some form of anti-air? |
06-10-17, 03:12 PM | #6 |
Swabbie
Join Date: Jun 2014
Posts: 12
Downloads: 251
Uploads: 0
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Issues I have ran into so far:
1. 3-d models disappearing / reappearing at random intervals during combat ( realism be damned, I payed 40 bucks, I want to see the damn ruskies and I want to see my fish hit them) 2. Bears / Orions appearing en masse - like 5-10 of them in the north sea where bears especially shouldn't be ( I have read they are aware of this thankfully) 3. I have scared a diesel electric boat passed its crush depth. I fired a fish, and watched as the torp was about 5-10 seconds from hitting it, then poof, gone. Hilarious, but dissatisfying. 4. Maybe it's just me, but the campaign controlling it really really slow. Trying to intercept even other subs is very hard. Maybe tweak the speed of the players sub to give the player a fair shot at encountering their missions and having to duke it out over letting them cuss at their sub as they watch the soviet subs blaze right by them just out of reach 5. Campaign issues: I keep having issues of the game "crashing" where I'm still in game, but it will randomly shift to a blue under water screen with no explanation. Only way to fix the issue is to ctrl alt delete out and turn off the program. Also, just played the mission where you attack the landing party.. Holy hell, within 2 minutes, I was torpedoed and sunk. (this is with running quiet, and trying to establish what contacts I had thus far. I have also ran into battles where I never find anything, after over 30 mins of running from one end of the grid to the other. This, along with the over load of bears, and the fact that ive had them drop as many as 3 torps on me at a time has made the campaign unplayable. I am still cussing my innocent computer because of this games frustration so far. Id rather play 688 hunter killer over this after my experience thus far. Last edited by mhj1992; 06-11-17 at 08:31 AM. |
06-10-17, 06:35 PM | #7 |
Aggressive skipper
Join Date: Nov 2012
Posts: 328
Downloads: 2166
Uploads: 0
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Way points for the subs for easier course plotting..Smaller MK48 torpedo wake the one shown just could not be a realistic wake easier to use depth control a gauge for speed increments..
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Shoot,Move,Communicate..Kill,Destroy,Eradicate... Last edited by Berserker; 06-19-17 at 09:03 PM. |
06-11-17, 01:40 AM | #8 |
Ensign
Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
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Show the time to reload Noisemaker or give command voice when its ready again.
Last edited by YoYo; 06-11-17 at 04:47 AM. |
06-11-17, 09:34 AM | #9 |
Sonar Guy
Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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The thing that's kind of in my craw right now about the game is the whole port experience. Its cool that the game keeps running but, it feels like just by tying up you fail 3 objectives and the whole world is going to end (sometimes it does). I may be wrong about this but it feels like when you are just in the main screen (deciding what to re-arm or repair, and by the way I have 0 problem with the amount of time taken for some of these sorts of things) the game is still moving just as fast as it would be if you were sailing on the map screen.
Basically I don't like getting told how much I suck, and how much the Soviet's are eating NATO's lunch when all I'm trying to do is get a couple of new torpedoes and get back into the ball-game.
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06-11-17, 11:02 AM | #10 |
Engineer
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I don't know. I've been in a situation when I had to return to port despite having a mission. Until I got there he mission failed and I was given another one. The situation repeated itself 3 times during rearm/repair and the war didn't end. In fact just after that I completed only a few missions and we drove the soviets from all of western europe and scandinavia (no red tanks on the map).
That was on hard difficulty. |
06-11-17, 12:03 PM | #11 |
Medic
Join Date: Jan 2008
Location: Oulu, Finland
Posts: 162
Downloads: 368
Uploads: 0
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Here too, failed Many missions and returned port between them-> war goes on , some time NATO wins, sometimes not.
Zero crashes or anything so far. Runing latest beta , Windows 10 64bit 1060 6gb I3 6100 skylake, 3,7ghz 16gb DDR4 3000mhz SSD drives |
06-11-17, 02:53 PM | #12 |
Bosun
Join Date: May 2007
Posts: 64
Downloads: 28
Uploads: 0
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On the port issue, IIRC correctly from the original RSR, when you docked time basically froze. As you performed actions (reloaded torpedoes for example) the clock advanced. That was what I was expecting, so the way CW handles it was a bit of a shock. I agree that currently it almost seems punitive.
On another note there doesn't appear to be any time lag from having your boat shot out from under you and assigned another one. I was in the middle of a '68 campaign and was tasked with stopping an amphibious landing at Oslo. I had already had multiple engagements and was down to 6 Mk16 and 2 Mk 37's. I tried probably ten times but couldn't get back to port and then make it in time to stop the landing with the way the port time lapse currently works. Out of frustration on try 11, I went after a submarine group just to my north and didn't make it out in once piece. I was assigned a new boat, and was instantly transported to port. I was able to leave port and stop the invasion with plenty of time. I'd think having at least a 24 hour (probably longer, there is a war on after all), delay between abandoning ship and getting a new one would be reasonable for game balance. -Jenrick |
06-11-17, 04:13 PM | #13 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Stingers
could you guys implement stingers ?
you would need to surface the tower at least to fire them... I know some subs had them... pretty pleaaase ? keltos |
06-11-17, 07:32 PM | #14 | |
Sonar Guy
Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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Quote:
Taking a look at it though, I think you can start to see why this is something that was probably frowned upon. Much like putting rows on rows of AA Guns on the back of U-boats got it into the captain's head that it was a great idea to try and tangle with air-planes, with predictable results.
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06-11-17, 08:12 PM | #15 | |
Engineer
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Quote:
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