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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jun 2015
Location: Australia
Posts: 17
Downloads: 146
Uploads: 0
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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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#2 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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![]() Quote:
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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#3 |
Argentinian Skipper
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Question: The 2014 long campaign mod is compatible with 1.06b?
Many thanks and regards! Fitzcarraldo ![]() |
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#4 |
Watch
![]() Join Date: Jun 2015
Location: Australia
Posts: 17
Downloads: 146
Uploads: 0
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#5 |
Sonar Guy
![]() Join Date: Sep 2002
Location: Canada
Posts: 395
Downloads: 39
Uploads: 1
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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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#6 |
Argentinian Skipper
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#7 |
Watch
![]() Join Date: Jun 2015
Location: Australia
Posts: 17
Downloads: 146
Uploads: 0
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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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#8 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
Uploads: 0
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![]() Quote:
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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Visit Killerfish Games for more info and ongoing discussion. |
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#9 | |
Argentinian Skipper
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![]() Quote:
Fitzcarraldo ![]() |
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#10 |
Sailor man
![]() Join Date: Feb 2010
Location: Germany
Posts: 43
Downloads: 26
Uploads: 0
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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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#11 |
Stowaway
Posts: n/a
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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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