SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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07-06-18, 11:18 PM | #1 | |
Hellas
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Celestial Navigation will be great to have (no need to be in the release version). But as the stars allready stands at their correct positions now,will be great to have the abbility to navigate through them maybe at a later update And this made me wonder , what about tools for plotting on the map? will the player be able to draw lines-angles-circles-parallels...etc on the map? about the AI , i didn't ask to spoil anything (i fully understand that this would kill all the immersion). i asked if there would be one and only standar pattern or a randomness at possible patterns to follow. But ,as you said it is satisfying, i have no reason to doubt and i would like to see it in your beta version Thats wonderful news that you are planning to add sonar and radar stations too. it doesn't matter that will not be at the release (of course bugs comes first). about modding , it looks like we are about to have an almost open game for modding . This is just....heaven ps: i didn't saw any special thread for Questions thats why i replied here.if there is any, i will keep there. All the best to your efforts
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07-24-18, 02:30 PM | #2 | |
Hellas
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07-24-18, 04:05 PM | #3 | |
UBOOT Dev
Join Date: Oct 2016
Posts: 39
Downloads: 1
Uploads: 0
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Map tools are currently in a basic shape as necessary buttons are missing in the current iteration of UI... we will certainly add them back during or possibly before beta though Regarding the AI - that's correct, there is some randomness. Characters, ships and groups of ships (like convoys) are driven by the same core AI system. It has some fuzzy logic built in and is moddable too, but in practice some calibration may still be needed. I'm not sure, how seasoned players will see all of this and I'm personally lacking perspective. Technically it's a flexible system and there shouldn't be a problem to do anything, if there is a solid feedback. PS no problem, don't worry about the thread thing Thank you! |
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07-25-18, 09:32 AM | #4 | |
Swabbie
Join Date: Sep 2017
Posts: 11
Downloads: 1
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Gotta make sure to get a couple of days off work to hunt them bugs! EDIT: To clarify, Im talking about the option for a non kickstarter-backer to buy-in to become a bug/beta-tester. I would be more than happy to buy the game in advance or pay for beta access. You hinted towards this being possible earlier, is that still the case? Last edited by DiddumsJ; 07-25-18 at 01:15 PM. |
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07-25-18, 03:38 PM | #5 |
Sea Lord
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I am wondering if we even get the testing until the autumm.
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07-26-18, 05:02 AM | #6 | |
UBOOT Dev
Join Date: Oct 2016
Posts: 39
Downloads: 1
Uploads: 0
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We don't offer any form of buy-in early access, but everybody will still be able to participate in beta testing for free, one month after Kickstarter backers. There may be some limits, if interest in testing will be higher than expected, so watch out for news and fill the form. Having that said, you probably wonder when Kickstarter backers start to test the game. That's harder to tell, it's summer and our contractors are delayed a bit.. but not long. Animations were probably most important for us here and we should have all of them done today. We are going to need some time to implement them correctly into the game though, so we will have to test your patience for a few weeks more. Animation bugs are usually especially embarrassing and make quite a comedy out of the game, so that time is actually needed. There are also other alph-ish bugs left to fix, but we are getting there By the way - let me tell, that these new animations are of really good quality - far better than any you could have seen on our earlier videos. We are really happy of the cooperation with a new animation studio, it adds so much into the game. |
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08-04-18, 03:58 PM | #7 |
Torpedoman
Join Date: Jun 2013
Location: South Africa, Cape Town
Posts: 114
Downloads: 292
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Since the post, has there been anything new yet?
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08-09-18, 02:52 AM | #8 |
Torpedoman
Join Date: Jun 2013
Posts: 113
Downloads: 33
Uploads: 0
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They have announced a closed beta for possibly September on Facebook. These devs and the publisher seriously need a proper PR department. Signed up for it, so we'll see if I get my hands on it early, would be cool as I also supported them on Kickstarter. I have some experience as closed beta tester, for example Battlefield 3, War Thunder, World of Warships, some Paradox games, Battlefleet Gothic: Armada 1&2 (just recently). Though I can be a bit nitpicky and too open about things I don't like, Pdox and Gaijin won't let me test their games anymore after I was very vocal about what I thought was ****ty about their games. xD
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10-15-18, 03:38 AM | #9 |
Silent Hunter
Join Date: Jan 2006
Location: UK
Posts: 3,727
Downloads: 11
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Closed kick starter beta started on Saturday (13th Oct)
I've not had a chance to play it myself yet, as I've not received my beta Key (long story) So all the information below is second hand. First impressions /reactions from beta have been positive overall, but the game still needs a of alot of work, It is by no means in a state where its fully playable. Many bugs found but the devs are swift in fixing them and their communication and responsiveness has been exceptional. With them ploughing though the reports over what should be their weekend off! Visually there is alot of praise and the boats interior in first person is rich in detail and very immersive. Some reported some very 'Das Boot' like situations with their boat bottomed on the ocean floor while frantically making repairs to get moving again, before they get poisoned by battery gas or run out of O2. As expected It doesn't play like Silent Hunter, and its kind of a halfway house between a Subsim and a crew management game. of course this brings some concern that it could be in danger of walking a line where its too hardcore for survival/management fans, and to casual for hardcore simmers. But that is still just speculation at this point. How it develops over the course of the Beta and Early access is still wide open. And its clear the devs are serious and committed to making the project work, user feedback and request for certain features are being listened to and implemented if desirable / possible. What I've seen so far is quite alot of request for more direct manual control of the sub rather than via ordering the AI crew who some times slip up as AI will. I had lengthy chat with one tester on discord yesterday. His impression was that style of play is great when your sailing along, but unless you 'pause' time compression to issue orders combat can be a bit overwhelming and clunky at times especially when you are being hunted. Sounds like some streamlining maybe needed here as consistently pausing is rather immersion breaking. Its also been said the game is very tough, with many being KIA on their first early war patrol - often by aircraft, but one reported being shelled at medium range while at periscope depth. I've been assured that there is no 'vampire vision' at night though! Exciting project! And for just a humble 3 man indie team, what they have accomplished so far is very impressive indeed! Its still in the rough for now, but its potential to grow in to something special is definitely showing. Patience is the order of the day on this one. EDIT: Just received my Steam key this morning, WOOT! Last edited by JU_88; 10-15-18 at 04:47 AM. |
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