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Old 06-25-23, 12:38 PM   #31
Adriatico
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Originally Posted by Aktungbby View Post
Adriatico! after an 8 year 'silent run'!
Thanks mate!
In fact, It was not a "radio silence" but I served in Luftwaffe, at high altitude combat sims (Cliffs of Dover, Battle of Stalingrad, B.o. Normandy...)
It is not a topic of the thread...
Just popped in to see what's new (are the Cpt.Lehmann and Jimbuna still lurking arround)
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Old 06-26-23, 04:15 PM   #32
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24. Packet-loss indicator for first 10 minutes of a game.

When playing an organised game with 4 full boats, it sometimes arises that the host of the lobby has a fast connection - but a poor packet-loss or high latency. It can take time to realise this, leading to a great deal of detective-work of odd game behaviour before we mutually agree to have someone else host the game. If we had a packet-loss indicator for the 1st 10 minutes - and perhaps a command we could use in the text-buffer in which packet loss for that user could be established, it might save a lot of faffing about.

25. Ability to toggle in-game voice mic and in game voice sound off and on, ideally independently. Either at the lobby host level, or at the player level. This would help make things simpler for those of us who prefer in-game voice for casual play but who are compelled to use Discrud for organised games. There's usually a bit of a palava remapping keys etc when changing session types. Toggling would make things easier?

26. Better star-shells. These were usually fired 4-5 at a time, and could illuminate a large area, reducing in area (but increasing illumination) as the flare fell. As things stand, star-shells have virtually no illumination and are fired as singles. The game "Destroyer" does the illumination fairly well.

27. Radio - medium complexity?
It might be nice to have a third setting that allows the radio man to type and automatically encrypt and automatically send morse ("as with simple") but still requires the radioman to manually decrypt the Enigma, with (if this is not the case) the keys illuminated rendering the plain-text automatically on the radio mans booklet, the radio log and the orders tab. The problem with securing enough radio operators is essentially that of mastering morse. It's great when it works, but if there are 4 good radio ops using "non simple radio", then if one logs during a game early - every boat has a problem.... So the ability to change between simple radio, medium radio and complex radio on the fly may be actually a better solution. Either way the medium complexity as outlined above might prove a happy compromise?
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Old 06-28-23, 04:43 PM   #33
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28. As an alternative to #27, might it be possible for radio complexity to be on a per boat setting, rather than a per lobby one? That way, if a boat lacks a morse and enigma-trained radio operator, the untrained chap can simply use simple-radio with his plain-text being automatically encrypted and sent, but incoming traffic can arrive as plain-text to him. This would allow those who wish to play on full-complexity to do so, and those that can't or don't, to send and possibly receive plain-text that appears to the other boats as cypher-text..... More to the point it would allow, in a large organised game, for boats not to be completely reliant on their radioman remaining in the game until the end. As things stand, if a radio operator logs/or otherwise loses connection, the remaining crew can communicate without necessarily having the morse/enigma skills required.

Last edited by Fidd; 12-18-23 at 04:14 AM.
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Old 07-21-23, 06:14 PM   #34
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Hello everyone.
Don’t you think that the visibility through the periscope is TOO good?
There is no reason to go up to the bridge for observation when the submarine is on the surface.
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Old 07-22-23, 06:25 PM   #35
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I'm not sure that's a given. German wartime optics were extremely good, due their pre-war camera production with Zeiss, Voightlander and Leica, who were world-leaders in their day. The periscopes were good enough to take clear photographs through them....
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Old 07-23-23, 12:05 PM   #36
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http://www.uboataces.com/periscopes.shtml

It's impressive how many inaccuracies they managed to fit in such a tiny article. I don't think it's appropriate to use it as a reference.

Schnorkeling boats traveled at 5-6 knots with the attack scope fully extended - the engines make you deaf, you can't be blind as well. They were able to spot airplanes despite the supposed vibrations.

A good reason to not go fast at periscope depth in range of the enemy is that it makes you much more visible.

edit: AP was used on the Type VII boats, on Type IX they could use either AP or OP, so they used the OP

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Old 07-23-23, 12:59 PM   #37
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cool welcome aboard Balcon!

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Hello everyone.
Don’t you think that the visibility through the periscope is TOO good?
There is no reason to go up to the bridge for observation when the submarine is on the surface.
O yes there is! https://www.subsim.com/radioroom/sho...22&postcount=5
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Old 07-24-23, 11:26 AM   #38
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29. Post game replay of specific events from exterior view.

It would be useful as a training feature, as well as a cool feature generally, to be able to watch a replay of your torpedo hits (or misses within a certain distance?) the location and depth of DC's within a certain distance of your u-boat, and location of escorts actively pinging you boat on asdic. If these replays could be saved, and replayed, ideally as a file-type readily uploadable to youtube, then it would serve both as a training tool, as well as an "advertisement" for the game....
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Old 07-31-23, 09:14 PM   #39
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30. Observer position (aka compressor chap)

In order to shew new players the game at it's best, it would be helpful to have an extra crew position with very limited operable controls, so they can be aboard a multi-player boat in a multi-boat game, without being a liability, or without taking the place of an another more experienced player. A few tasks should be open to them - perhaps:
IMPLEMENTED (sort of)
running the compressor
viewing through periscopes raising/lowering same
steering but not using throttle
hydrophones
decrypting Enigma
using the echo-sounder


It would give them a good opportunity to see and hear a well crewed boat operating, as well as to feel part of the team by being given some simpler tasks to do, prior to being trained up properly in a role? As things stand, I think a lot of newer players are caught in the following situation:

Most lobbies are locked to them
They lack the knowledge to start a lobby of their own
And the complexities of the boat are tough to deal with as an ab-initio player
And they lack a circle of steam-"friends" able to bring them into locked lobbies or to help train them.

These issues in sum, I believe make this a somewhat inaccessible game. One thing that might help is to new players names presented at the lobby-selection screen, with some text-based means of asking them if they'd like to join a lobby. I do a bit of training of new players when I become aware of them, but as there's no means of being aware of them, nor means of communicating with them outside discord, it's not a new-player-friendly environment?

A simple text-based means of being able to see new players who are online, and the means to PM them, would be useful?
Conversely, there could be a "I need training" button for new players to operate which could pm every trainer online at that time. This might cause their name to change colour or similar so they may be readily identified and contacted.

Last edited by Fidd; 11-06-23 at 05:32 PM.
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Old 08-10-23, 09:22 AM   #40
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31. Improved stop-watches, 1 "count-down" stop watch and (say) a couple of regular count-up ones. Consideration of a bevelled U-boat watch view, where the bezel can be set to a TOI, which used in conjunction with the count-down stop-watch (ideally with both simultaneously in view, can allow a known TTI (time to impact) being matched. Second hands on the clocks would also aid in this. I believe it's the case that stop watches were mounted, rather than held on the person usually? A view at the AP periscope not at the eyepiece with mounted count-down stopwatch and wrist-watch view in view, as there was in SH3 (?) might be useful. Ticking clocks and watches would be a nice touch when the sub is running at silent-running? IMPLEMENTED (addition of "second-hand" to clocks)

Last edited by Fidd; 11-06-23 at 08:50 AM.
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Old 08-10-23, 10:30 AM   #41
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The stopwatches were hand held and encased in wood. These can be seen in Wolfpack above the chart table, the holders for them, and they have placed stopwatches themselves in them, although they can’t be removed.
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Old 08-10-23, 07:00 PM   #42
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I imagine the must have had count-down stop-watches? Ever come across one of those being used? The Germans had an a very strong clock and watch-making industry in the 30's and 40's - likewise cameras and other "high tech" such as reel to reel tape-recorders which were years ahead of most other countries.
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Old 08-15-23, 08:12 AM   #43
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32. Expandable menu for audio option sound effects and main sound menus.

I'm an old-fart now, and my hearing has been buggered for years, particularly at the frequencies of speech. Testing the upcoming patch, I've had major problems being able to hear the telephones in the diesel engine room over the engines, without suppressing the overall sound to the point where I can no longer hear other sound effects in other areas of the boat.

It would be really helpful therefore if the sound effects and main sound both could be opened into more detailed menus where individual sound-effects such as the diesels, voice tube whistles, speech on telephones or tubes, DC's, blowing tank sounds etc could all be individually set, so that players can optimise the sound for their compartment - just enough to make the difference between hearing a telephone ring over the engines and not, for example. Badly, badly, needed

Last edited by Fidd; 11-06-23 at 08:54 AM.
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Old 08-15-23, 02:25 PM   #44
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Quote:
Originally Posted by Fidd View Post
32. Expandable menu for audio option sound effects and main sound menus.
This is a great one!
There was already someone who asked for the option to have the phone on the left side - the person who was deaf on the right ear just couldn't use it.
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Old 08-17-23, 12:28 PM   #45
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33. afk mechanism using lavatories

In order to go "Afk" one would enter one of the free lavatories, and close the door. The effect of this would be to illuminate the "bot-lamps" outside, and the appropriate one (or both if 2 people afk) of two either end of the control room. Mouse-hovering any "bot lamp" would indicate the name and position of anyone therein ie Bloggs, Dive Officer. Importantly the act of closing the door lifts any restrictions, enabling, for example anyone to start and stop the diesels for the duration the chief is afk. When exiting the lavatory a "flush" is heard, and the bot lamps go out, and restrictions are re-imposed.

This would allow who is afk when to be clear, as well as when they return, and would reduce the likelihood of someone going afk whilst still on their controls. Consideration could be given to a very low randomised chance of a very loud fart - full reverberation - occurring from a manned lavatory, as an opportunity for mirth and mickey-taking when the hapless occupant emerges!
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