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Old 06-21-17, 08:15 AM   #61
Badger343rd
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I would like an AAR report. Not knowing what got me and how is frustrating.
Having ALL buttons on the interface clickable so I don't need to touch the keyboard.


A sonar station(full screen)
Tma station (full screen)
I understand the reason for a simple game mode, but it should be optional.

Being able to disable a torp after enable.
Allow us to stream towed array at will
I should be able to order turns per knot so I can make maximum speed but stay below cavitation.

An option to make all interfaces auto disappear and reappear based on mouse position...the reason for this is it would allow me to play it on a bigscreeen PLASMA tv and not worry about "burn in" on the screen.If an interface is too static it creates a ghost in the plasma.
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Old 06-21-17, 09:31 AM   #62
Hamhock
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Firstly, love the game KF, thanks for picking up the torch.

If I have a primary complaint, it is the profusion of hotkeys. I'm glad they are there (I don't remember evasion and escape EVER being so tense in any other subsim game), but really, it seems kinda...last decade. A clickable UI is crucial.


Chief among the hotkey issues is ownship navigation. I get that you want the captain to feel the boat and such, but the practicality is that we need waypoints, course/speed/depth setting that the crew can handle while we go about our Captain business.

It doesn't have to be complicated, just a box in the lower left with the appropriate boxes to manually enter navigation commands would mostly suffice.

Either way, thanks for the game
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Old 06-21-17, 11:01 AM   #63
ClaudiuC
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Quote:
Originally Posted by Hamhock View Post
Firstly, love the game KF, thanks for picking up the torch.

If I have a primary complaint, it is the profusion of hotkeys. I'm glad they are there (I don't remember evasion and escape EVER being so tense in any other subsim game), but really, it seems kinda...last decade. A clickable UI is crucial.


Chief among the hotkey issues is ownship navigation. I get that you want the captain to feel the boat and such, but the practicality is that we need waypoints, course/speed/depth setting that the crew can handle while we go about our Captain business.

It doesn't have to be complicated, just a box in the lower left with the appropriate boxes to manually enter navigation commands would mostly suffice.

Either way, thanks for the game
They are working on an optional more sim like navigation controls. Not sure when it's scheduled tough... but it's definitely coming.
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Old 06-21-17, 11:11 AM   #64
pakfront
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A few more suggestions:
  • Keep [Continue] [Accept] etc. buttons in the same place in all the overlay screens.
  • [Esc] key should close the "Leave Combat" overlay screen, it should not require a mouse click to close.
  • Allow us to leave combat if there are weapons out that pose no threat. I've been trapped in a combat for 10 minutes with the only weapon out being my own torpedo doing loops 10+ KYds away.
  • Provide more information about enemy Task Groups in the campaign map when applicable. Differentiate between surface group types (Landing, Resupply, ASW, etc) if there is sufficient intelligence.
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Old 06-21-17, 03:38 PM   #65
Harley Davidson
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Default Back again since SH2

Well Oncle Neils email got me... I purchased Cold Waters I haven't been here since SH2 tho...

Some things that would really help immersion for me would be:

*Being able to set my speed ie: 2 Knts or 5 Knts etc.. or make turns for any amount of speed.
*Being able to leave harbor with view from conn tower, or conn tower view at sea.
*Being able to deploy or retract towed array.
*Helm station tab, doesn't have to be complicated.. just a tab for choosing depth, rudder and speed.
* the ability to choose the side of the conflict you are on... go Soviet or US.

Great game and I'm really enjoying it so far. Way to go killerfish!
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Old 06-21-17, 05:52 PM   #66
VolvicCH
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http://steamcommunity.com/sharedfile.../?id=952156459

Ahem...
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Old 06-21-17, 06:08 PM   #67
ValkyrieBSG
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I'd love to see playable USN boomers. Also playable Russian boats without the use of mods
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Old 06-22-17, 08:56 AM   #68
somedude88
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One thing I don't like is how every battle is a success or fail. "Oh, you intercepted the target halfway to its objective, but you didn't kill all the ships in that one battle? Well they teleported immediately to their objective and carried out their attack, mission failure."

Why can't you set up a follow-up attack the next day or disengage and re-engage in better conditions, or stalk your target until air-support leaves? If you get handed a bad roll, whether it be no layer or shallow water, why do you automatically lose if you don't win the first battle?
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Old 06-23-17, 07:58 AM   #69
MadMike
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Some bugs, some may have been noted here and on the Steam forum-

1. EW contacts for sunken platforms.

2. Annoying and persistent grinding noises from sunken ships.

3. Need NATO platforms (subs, aircraft, etc). May as well add USN ships and merchants (for Soviet subs to sink).

4. Mod the environmental sound files for weapon detonations, sinking ships, etc.

Yours, &c.

Mike
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Old 06-23-17, 11:29 AM   #70
GrinderX9
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I know the market is still small. But the number is growing, People With VR.

Aboslutly everything are 100 times more imersive in VR. And I think this game whould be very easy to convert to VR. And putting the game in VR section on steam whould get you some extra Exposition.

Dear Developers plz make a VR mod
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Old 06-23-17, 11:32 AM   #71
Aktungbby
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Default welcome aboard firsttime posterS!

ValkyrieBSG! & Harley Davidson! &Hamhock!
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Old 06-24-17, 12:28 AM   #72
Fearless
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Crew sound would be awesome.
Also access to the mission objectives in game.
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Old 06-24-17, 08:35 AM   #73
somedude88
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Give players option to start battles at max anti-ship missile range. This so that you don't have to steam away from the enemy group for half an hour before actually engaging.
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Old 06-24-17, 09:45 AM   #74
Shadow
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Quote:
Originally Posted by somedude88 View Post
Give players option to start battles at max anti-ship missile range. This so that you don't have to steam away from the enemy group for half an hour before actually engaging.
Effective missile range for an unsupported submarine is about as far as horizon distance. Roughly 25 KY, the game's maximum initial engagement distance.

Beyond that, without direct visual, ESM or radar contact, and without a supporting sensor platform (ideally AWACS), firing solution accuracy progressively drops, and missile attacks become an increasingly wasteful option. Most attack submarines aren't built with that kind of inefficient missile spam in mind.
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Old 06-24-17, 10:35 AM   #75
Delgard
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Crew voices would be accurate. As a CDR, I really don't want to check dials and screens. I have an XO and Chiefs calling out changes. The two small screens on the left, with the inclusion of layer is about all.

Yes, I do the TMA to ID others in the area, but what is my TMA Chief doing? Isn't the XO/OOD backing him up?

A comfy chair and my mental visualization. The small tactical screen would be sufficient for evading torpedoes and registering sonobuoy/torpedo drops with the crew ID their actions. The crew should be calling out the rest.

A CDR trains his crew to provide input, lets have a vocal crew.
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