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Old 09-04-2017, 11:20 AM   #616
Aktungbby
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Default welcome aboard!

Exocet25fr!
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Old 09-16-2017, 08:38 PM   #617
TheGeoff
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Quote:
Originally Posted by Exocet25fr View Post
Wow !, very great game I discover only now !

Congratulations....

But, it's a pity, because few links about Submarines addons are dead !

I search about:

- Pinto Class
- Ohio Class
- Brisingr Class
- HMS Vanguard

I downloaded the Reverie Class, but it seems don't working with the last update of the game. I solved the problem, it's because files are missing in UI\reverie folder, I copied the UI\Default in UI\reverie and erase them with the reverie's files !
Glad you're enjoying the game! I have the Pinto class (uploaded here: https://www.dropbox.com/s/sf6vxiswia...Pinto.zip?dl=0) but not the others.

You could try sending the creators a message and see if they still have the files.
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Old 09-17-2017, 07:24 AM   #618
Exocet25fr
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Thanks a lot TheGeoff for the Pinto !
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Old 09-25-2017, 08:23 AM   #619
Exocet25fr
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Nobody has HMS Vanguard to send me ?

No need any more, SOLVED !
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Last edited by Exocet25fr; 10-01-2017 at 08:47 AM.
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Old 09-29-2017, 06:13 PM   #620
ljb135
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I know I'm rather late in posting this; after all, 0.28 has been released for a year now. Anyways, after playing a bit with the 0.28 patch, I find that the combat system is rather tedious.

Engaging an enemy target usually goes along the line of this:
1. Detect enemy with passive sonar
2. Identify the enemy
3. Check nationality by switching to weapon control
4. Switch back to sonar, because enemies detected by sonar are not tracked on weapon control
5. Depending on the condition, launch torpedo at the heading
(6. If you have to reload a tube, or adjust arming distance, active/passive torpedo, or search pattern, you have to go to weapon control again and back.)

I think a solution would be to make weapon control actually serve its purpose. The sonar should only be used to detect the ship and identify the ship. The information would be then transferred to weapon control, where the vessel would then be able to be targeted. Basically, the sonar would be linked to weapon control similarly to how the periscope is linked to weapon control.

Now, for all this to work, weapon control needs to be revamped. Currently, due the low pixel count, it is rather hard to align your sub towards the target. I suggest showing the bearing of the ship targeted so that firing a torpedo in the right direction would be easier at long range.
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Old 10-08-2017, 08:47 AM   #621
Torrance-Smith
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Quote:
I know I'm rather late in posting this; after all, 0.28 has been released for a year now. Anyways, after playing a bit with the 0.28 patch, I find that the combat system is rather tedious.

Engaging an enemy target usually goes along the line of this:
1. Detect enemy with passive sonar
2. Identify the enemy
3. Check nationality by switching to weapon control
4. Switch back to sonar, because enemies detected by sonar are not tracked on weapon control
5. Depending on the condition, launch torpedo at the heading
(6. If you have to reload a tube, or adjust arming distance, active/passive torpedo, or search pattern, you have to go to weapon control again and back.)

I think a solution would be to make weapon control actually serve its purpose. The sonar should only be used to detect the ship and identify the ship. The information would be then transferred to weapon control, where the vessel would then be able to be targeted. Basically, the sonar would be linked to weapon control similarly to how the periscope is linked to weapon control.

Now, for all this to work, weapon control needs to be revamped. Currently, due the low pixel count, it is rather hard to align your sub towards the target. I suggest showing the bearing of the ship targeted so that firing a torpedo in the right direction would be easier at long range.
That would make my life alot easier too.

Returning to my message earlier this year. Any news about that diplomacy bug?
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Old 10-08-2017, 02:59 PM   #622
Exocet25fr
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I made panel for six torpedo tubes

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Old 10-13-2017, 09:08 AM   #623
Exocet25fr
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SUMMARY


Radar range: 25NM at -14m max.
Passive sonar detection: 20NM at -20m max.
Fine sonar detection: 2 kts

Torpedoes range: 25NM (1 Square = 13.3NM)
Missiles launch depth: from 0 to -19m

Normal oxygen level: 21%
Ballasts efficiency: -100m max.
Bilge pumps safety: 50% RPM (suck out oxygen)

Outside water level: 2m (200cm)
Periscope depth: -14m max.
Crush depth: between -280 and -350m

Control rods bump: 20% are enough
fully immersed: 0% down (stop or SCRAM)
fully emerged: 100% up (full power)

Radiation contamination: 0267mSv/min (in the game: 1sec = 1mn)
2000mSv/ 7.5mn = unconscious
3000mSv/11.2mn = coma
4000mSv/15.0mn = death

Mean time between failures = 2x (sub_reliability) + 10sec:
value > 1000 : accidents rarely occur
Value = 100 : 210sec (default)
value < -4 : never random accidents
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Old 10-13-2017, 09:15 AM   #624
Exocet25fr
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I'm not sure to understand what is Outside water level: 200cm

Anyone can explain to me ?
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Old 10-15-2017, 02:12 PM   #625
DeepFried
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any chance of making it open source? I wouldn't mind trying my hand at a linux port as a side project. I wouldn't have much time for it as i'm working full time and doing an IT degree, but i'd have a go.
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Old 11-09-2017, 11:18 AM   #626
JerikTelorian
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Quote:
Originally Posted by Exocet25fr View Post
I'm not sure to understand what is Outside water level: 200cm

Anyone can explain to me ?
"Water level" is how much water there is in one tile in the game. The whole thing takes place on one z-plane, and the maximum height of the z-plane is 2 meters (200cm).

It just means that the squares outside of the boat are filled with water, as you would expect.
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Old 11-09-2017, 03:21 PM   #627
Exocet25fr
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Thanks a Lot for your explanations
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