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Old 09-04-17, 10:20 AM   #616
Aktungbby
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Default welcome aboard!

Exocet25fr!
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Old 09-16-17, 07:38 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 09-17-17, 06:24 AM   #618
Exocet25fr
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Thanks a lot TheGeoff for the Pinto !
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Old 09-25-17, 07:23 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; 10-01-17 at 07:47 AM.
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Old 09-29-17, 05:13 PM   #620
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Default Suggestions

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 10-08-17, 07:47 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 10-08-17, 01:59 PM   #622
Exocet25fr
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Default Panel

I made panel for six torpedo tubes

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Old 10-13-17, 08:08 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 10-13-17, 08:15 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 10-15-17, 01:12 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 11-09-17, 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 11-09-17, 03:21 PM   #627
Exocet25fr
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Thanks a Lot for your explanations
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Old 11-24-17, 07:14 PM   #628
Wittmann6711
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Default Won't Work

I really want to play this game but it won't work. Every time I unzip and start I get a error code reading 'Win32DPNetGame'. does anyone know how to fix this.
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Old 12-09-17, 06:18 PM   #629
ljb135
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Quote:
Originally Posted by Wittmann6711 View Post
I really want to play this game but it won't work. Every time I unzip and start I get a error code reading 'Win32DPNetGame'. does anyone know how to fix this.
Have you tried going to "Turn windows features on or off", expanding "Legacy Components", and enabling "Direct Play"?
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Old 04-02-18, 09:35 PM   #630
Jace
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Default Great game

So I recently discovered that you can level up crew members in various tasks, i.e. firefighting, and such, and i would greatly appreciate if someone has a list of what each perk does and how many ranks each one has, along with ways to up said perk (like tough) I would love to have it, mostly so i can stop lighting fires everywhere and trashing the insides just to up my crew's repair abilities.

EDIT: I looked through every page of this forum as to the crew abilities, and thank you. Also, in theory, to get strength up, i could just fill a useless room with water and let someone with scuba gear swim for hours? or is it better to just sit at port shooting torpedoes at nothing and reloading the tubes with "weaker" crew?

Last edited by Jace; 04-03-18 at 09:26 AM.
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