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Old 07-20-2016, 02:35 PM   #76
Onkel Neal
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Update: In Stockholm 1 week now, devs are UV mapping the new Type VII model; established basic game scope and timeline established; Dr Pepper is available in Sweden if you know where to look for it; some early VIVE VR testing done (it's amazing!); trip to Kiel set.

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Old 07-21-2016, 01:48 AM   #77
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Quote:
Originally Posted by Onkel Neal View Post
Update: In Stockholm 1 week now, devs are UV mapping the new Type VII model; established basic game scope and timeline established; Dr Pepper is available in Sweden if you know where to look for it; some early VIVE VR testing done (it's amazing!); trip to Kiel set.

Awesome!
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Old 07-22-2016, 08:08 AM   #78
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nice article/interview on RPS:

https://www.rockpapershotgun.com/201...marine-dreams/
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Old 07-23-2016, 03:02 AM   #79
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Quote:
Originally Posted by Hawk66 View Post


"Neal: I told my friends in Texas that I moved to Sweden because of the Presidential election (they have three months to ensure our next President is not Trump or Clinton, otherwise I may stay here)."



@Neal:
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Old 07-23-2016, 06:52 AM   #80
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That's great news. Count me in.
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Old 07-23-2016, 01:21 PM   #81
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Oh boy I can't wait for this to be released
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Old 07-23-2016, 05:26 PM   #82
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WhoopAss_McGue!
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Old 07-24-2016, 05:43 AM   #83
Onkel Neal
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The devs just wrapped up some labor-intensive work for a part of the game that ...well, it's amazing. Without getting too far into the weeds, they wanted to ensure the game would be compatible with VIVE VR. I got to sample a bit of the VR thing and it's impossible to describe...except that it works 1000 times better than I would have guessed. Nothing beats standing on the bridge of a surging U-boat and seeing the stormy Atlantic Ocean all around you.

This week it's back to work on the game code, U-boat texturing, campaign outline (see other thread) and prepping for the trip to Kiel to survey U-995. Then the rebranding and press release.
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Old 07-24-2016, 05:54 AM   #84
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Onward and Upward
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Old 07-24-2016, 08:43 AM   #85
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Wow,just heard about this. Best of luck Onkel Neal, watch out for swedish taxes! They will destroy you sooner or later.
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Old 07-24-2016, 10:41 AM   #86
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This nothing short of amazing!


Sent from my iPhone so pardon any autocorrect bollocks
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Old 07-24-2016, 01:56 PM   #87
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As a member who hasn't been around for quite a while, this project is exciting news to return to. Great to see some of the old timers still here too.
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Old 07-25-2016, 08:54 PM   #88
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Could we have a thread that has some progress photos . Anything that creates some interest .
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Old 07-26-2016, 01:30 AM   #89
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We will have an update in a couple weeks, until then here is the latest article. We were able to include some examples of the gameplay we have in mind.
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Old 07-26-2016, 04:14 PM   #90
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Ok, already tested in multicrew mode (only two players).

Spotted disadventages:
  • Persicope permanent depth - hide / rise made by mechanist only,
  • Battery level is going highly down (only few minutes of dive possible) and can be charged with... seconds on surface? (very, very fast),
  • Surfaced speed is 30 kts / submerged 16 kts both direction (forward / backward),
  • Reloading torpedo time: approx 1 minute per torpedo,
  • Uncorrected depth of Bay of Puck (90-100m, wiki says that should be 2-6m depth average),
  • Ships are hided by horizon line much much closer than in reality (2000-3000 meters I think),
  • Tutorials are YT movies only (no TDC / gun training for non-SH fans)
  • Starting mission with cruising destroyers? Hmmm... to difficult for non-SH fans...

Adventages:
  • all team have something to do, no boring game for everyone.
  • game looks extremelly fast, but this is extremelly good playable
  • playability, playability and once again playability

It looks like is much more disadventages than adventages, but playability with team-cooperation beats all disadventages. And again: a lot of unrealistic changes matches to team / crew cooperation.
Really good game with bright future!
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