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Old 07-26-17, 09:39 PM   #1
seenittwice.pt
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Default Change log for 1.06b

So is there any list of changes for the latest update..? My game updated this morning and I've not been able to find anything on Steam or here...
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Old 07-26-17, 10:03 PM   #2
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Quote:
Originally Posted by seenittwice.pt View Post
So is there any list of changes for the latest update..? My game updated this morning and I've not been able to find anything on Steam or here...
Take a look at the torpedoes.......

From Steam
http://steamcommunity.com/app/541210...0994954110304/

Version 1.06 Beta

General
Added wireBreakOnLaunchProbability=0.1 to weapons.txt
Added wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds
<POSTHUMOUSLY>, <PLAYERVESSELNAVY>, <SHIPTYPE> and <SHIPDESIGNATION> now use dictionary values
dictionary_interface.txt ReferenceSonobuoy=Sonobuoy changed to ReferenceSonobuoys=Sonobuoys
config.txt added DetectionThreshold=10, MaintainContactThreshold=1
config.txt added ContactProfileGraphicFactor=2 (factor intensity of contact divided by), must be >= 1
For training missions, all tubes get wires and wires cannot be cut/broken
config/txt added LoadVideos=TRUE, setting to FALSE disables menu and credits vidoes
Udaloy edited to carry 2 helicopters

Combat
Recognition manual "tons" now uses dictionary
Fixed errors with reloading if greater than 6 tubes on submarine
Terrain chunks are now always drawn near player submarine regardless of camera position
Fixed a bug where non-wire guided torpedoes could be wire guided by AI submarines
Improved AI depth keeping to prevent submarines from hitting seabed or going below crush depth
Improved AI navigation when near terrain or icebergs
AI Submarines and escorts no longer share contact data
Submarines no longer use Hunter/Killer logic
Raised masts no longer damaged by diving/depth (only speed)
Mk48 sensor angle decreased
Sinking vessels less likely to attract torpedoes over time
Torpedo tubes may jam at 20+ knots
Homing torpedoes no longer use lead logic
Whales no longer drawn as "ships" in Conditions panel (not drawn at all)
Improved AI depth keeping to prevent submarines diving too deep when evading torpedoes
AI submarines now use active sonar less frequently
"\n" now correctly parsed in recognition manual information window

Campaign
Fixed broken INSERTION and LAND_STRIKE missions which caused Action Report bug
Fixed several missing delimiters "|" in both campaign partol_outcomes.txt files
Added new parameters to campaign_data.txt for strategic map icon colours;
PlayerIconColor=2,84,166,255
EnemyIconColor=255,0,0,255
ContactOverTimeColor1=255,0,0,255
ContactOverTimeColor2=192,0,0,255
ContactOverTimeColor3=128,0,0,255
ContactOverTimeColor4=64,0,0,255
Fixed a bug with EventsDebugOnContinue=TRUE for testing event content
<POSTHUMOUSLY> tag should now be applied correctly when awarded medals
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Old 07-26-17, 10:31 PM   #3
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Question: The 2014 long campaign mod is compatible with 1.06b?

Many thanks and regards!

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Old 07-27-17, 06:29 AM   #4
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Originally Posted by seenittwice.pt View Post
So is there any list of changes for the latest update..? My game updated this morning and I've not been able to find anything on Steam or here...
Hey that's fine but I'm talking 1.06b not 1.06 beta thanks anyway mate..
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Old 07-27-17, 07:08 AM   #5
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Originally Posted by seenittwice.pt View Post
Hey that's fine but I'm talking 1.06b not 1.06 beta thanks anyway mate..
Yeah it says 1.06b in the title though. Not sure what they did between 1.06 and 1.06b but those torpedo models are new.
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Old 07-27-17, 04:58 PM   #6
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Quote:
Originally Posted by The Bandit View Post
Yeah it says 1.06b in the title though. Not sure what they did between 1.06 and 1.06b but those torpedo models are new.
I think "1.06b" means a beta. Killerfish seems to put a "b" in the beta updates.

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Old 07-27-17, 05:56 PM   #7
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I think "1.06b" means a beta. Killerfish seems to put a "b" in the beta updates.

Fitzcarraldo
The version before was 1.06 now after a little update it's 1.06b and yes the torps are shiny new and Ai behaviour is a little more robust but I would love a full change log from these guys.
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Old 07-28-17, 04:50 AM   #8
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Quote:
Originally Posted by seenittwice.pt View Post
The version before was 1.06 now after a little update it's 1.06b and yes the torps are shiny new and Ai behaviour is a little more robust but I would love a full change log from these guys.
Check out the last post of this thread for the full 1.06b changelog:
http://steamcommunity.com/app/541210...2967807455160/

For version numbers b does not mean beta.
We release a new version number, eg. 1.06 on the beta branch for testing. All subsequent updates to that version prior to release are appended with b, c, d, e etc. Once the version is released to the public (from beta), we increment to the next version, in this case 1.07.

It just so happens that to date we have only done one additional update to the beta branch prior to release, hence all released versions have a "b" on the end. If we do 2 updates it will have a "c" etc.
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Old 07-28-17, 07:36 AM   #9
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Quote:
Originally Posted by Killerfish Games View Post
Check out the last post of this thread for the full 1.06b changelog:
http://steamcommunity.com/app/541210...2967807455160/

For version numbers b does not mean beta.
We release a new version number, eg. 1.06 on the beta branch for testing. All subsequent updates to that version prior to release are appended with b, c, d, e etc. Once the version is released to the public (from beta), we increment to the next version, in this case 1.07.

It just so happens that to date we have only done one additional update to the beta branch prior to release, hence all released versions have a "b" on the end. If we do 2 updates it will have a "c" etc.
Many thanks!

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Old 08-15-17, 08:21 AM   #10
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I'm in. After many years of absence (after the somewhat unsatisfing SH5 experience) I'm back to submarine business, bought the game last weekend.

I'm just starting, trying to get a feeling for the game and learn the controls.
The missing helm station hurts a bit, but the more direct control of the sub by using shooter like keys produces cool and much more dynamic torpedo evasive actions.

Would love to see the game develop a bit further (allied and neutral shipping), maybe even a russian campaign!

Regards from germany

Sebastian
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Old 08-15-17, 01:13 PM   #11
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Would it not be logical to have a small % of an AI boat going too deep trying to avoid fish?

I realize that every boat captain knows this, though having a small % of a over zealous, or % of something breaking/failing during a dive?

Just a thought.
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