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Wojtek94
04-25-15, 12:11 PM
TheGeoff-,,Enemy ships do search for the player if you are detected, but I think the main problem is they give up too easily. At the moment they simply travel to the place where they last detected you, take a quick look around, then return to whatever they were doing. I'll try to make them search more intelligently in the future - using search patterns, cruisers launching ASW helicopters, etc". I attacked taks force many times but it was like shooting to the sitting ducks. More arcade game than simulator. Four torpedos and crash dive. That's all. Enemies lost contact

TheGeoff
04-27-15, 08:50 AM
:o Looks like you found the entire Soviet submarine fleet Tango!

The thermal layer is a bit too effective now, yes. Currently almost nothing can detect you under the thermocline - I'll fix this soon.

Do you plan on adding VLS tubes to some submarines? The LA Class submarine had these, and I think that the would be cool to have for anti-shipping purposes.

Also, when a destroyer finds me in my submarine, it seems that there is really no way to avoid him besides running away. However the ship still gets off a bunch of depth charge shots on me and my sub is crippled. How should I deal with this?

I plan to modify the code for ballistic missile launching to allow for anti-ship missiles at some point, which would allow for VLS tubes like in the 688. Might need a different control panel though, and that takes a while to implement. It will be included next update if I get time to add it.

The best way to evade destroyers at the moment is to dive below the thermal layer, they struggle to detect you there at the moment. If you're in shallow water and that's not an option, escaping is quite difficult - try rapid changes of course and speed. Go to maximum speed when you're detected, then suddenly cut the engine power and drift for a while. Next update should include decoys, which will help mask your position and make evasion easier.

JerikTelorian
04-29-15, 09:34 AM
Combat is too simple? Look at this report for overwhelming odds. I never stood a chance!

Here's hoping Geoff can add some difficulty tweaking with new features to keep scrubs like me from getting trounced.

jadervason
05-08-15, 12:18 AM
This game is freaking hard. I had a crewman drown while repairing the number 2 reactor pump. If I were an actual submariner I'd probably know the casualty procedure but as a layman I have no idea what the hell I am doing. Ultimately I did figure out I had to open a bulkhead leading to a bilge pump but I was too depressed to continue long enough to find out if the huge radiation dose my other crew received would kill them. :(

Great game though. I like the thought of being able to create your own fantasy submarine. What If: the USA decided to try their own lead-cooled reactors like the Alfa class? I have a certain fantasy of a privateer submarine. Maybe if I gain some experience in this game I will give it a shot.

jadervason
05-08-15, 12:54 AM
After a second try of the game with a second reactor pump failure on day 2 and subsequent crew death I have to say I don't like this game and I don't want to play it anymore. Too depressing :(

Tango589
05-09-15, 06:21 AM
After a second try of the game with a second reactor pump failure on day 2 and subsequent crew death I have to say I don't like this game and I don't want to play it anymore. Too depressing :(
Don't feel too bad. Remember, the crew are ultimately expendable and all get brought back from the dead when you repair at and allied dock!

jadervason
05-10-15, 11:10 AM
Ok, sailors might be expendable for the right cause but not because our reactor's pumps were made of play-doh and we want to see how well they will do. I changed the reliability factor to 2200 or so and am much more pleased, but when I got depth charged, the hull damage triggered some bad trypophobia for me and made me all itchy. I don't think I am meant to like this game. I certainly hope the guy who made it keeps at it because despite having some improvements he'll want to make, it is a unique and compelling game, deep and fascinating.

Tango589
05-14-15, 09:04 AM
I've found the key to repairing faulty reactors is to surface the boat, SCRAM the faulty reactor if required, close all vents apart from the reactor room (in the misc. systems panel), purge the ventilation (removing radiation from the reactor room without spreading it round the boat) until the radiation reaches an acceptable level, get a strong engineer suited and booted with a toolbox, gloves, gas mask and radiation suit and set him to work. Hopefully with the reduced radiation levels, he won't absorb too much before the work is done.

JerikTelorian
05-18-15, 08:45 AM
I've found the key to repairing faulty reactors is to surface the boat, SCRAM the faulty reactor if required, close all vents apart from the reactor room (in the misc. systems panel), purge the ventilation (removing radiation from the reactor room without spreading it round the boat) until the radiation reaches an acceptable level, get a strong engineer suited and booted with a toolbox, gloves, gas mask and radiation suit and set him to work. Hopefully with the reduced radiation levels, he won't absorb too much before the work is done.

This is a great procedure, Tango. Another bit I've found that helps is that if a coolant line is broken, cut the flow through that line to reduce pressure and save on spillage. I'm not 100% sure this does anything, but you can't refill the system once it's empty so it's worth a shot.

jadervason
05-19-15, 07:28 AM
Can you unscram a reactor?

Tango589
05-19-15, 10:28 PM
Yep, just raise the reactor rods back up to their previous position using the slider, then wait for the reactor to heat back up and start generating power.:up:

jadervason
05-20-15, 09:27 AM
Well, in that case, consider flooding the reactor room and antechamber if you want to avoid surfacing. Use the bilge pump in the reactor antechamber afterwards to try to pump some of that radiation out of there. You're going to have to force that room to flood because the ventilation controller doesn't like to flood compartments.

Tango589
05-20-15, 09:38 AM
Unfortunately, pumping out the radioactive water doesn't reduce the radiation. I've asked this question before and it's something to do with the way the software treats radiation separately to water.:shifty:

jadervason
05-20-15, 10:06 AM
Even after you mix it with seawater? :wah:

Tango589
05-21-15, 04:28 AM
Unfortunately so.:damn:

jadervason
05-21-15, 09:19 AM
What do I have to do to get my primary coolant loop pressure light to go out? Is it telling me high pressure, low pressure, or what because I can max out the pump or shut it off and the light doesn't respond.

Dilqui
05-22-15, 01:32 PM
What do I have to do to get my primary coolant loop pressure light to go out? Is it telling me high pressure, low pressure, or what because I can max out the pump or shut it off and the light doesn't respond.

It means low pressure. Increase the pump power, or refit: Refitting will give you a new fresh load of coolant.

Dilqui
05-22-15, 01:37 PM
I have 2 suggestions, after giving this game a try after a long time. They are:

1. Communication Panel
2. Escape trunches.

The comm menu is simple. You can, when at periscope depth, send and reciveve messages from central command. Before, it was one way. Now you can request updates on target location, form a wolfpack, etc. Even send out a distress signal! For that end, when the sub is sunk, you can have radio buoys, which when you deploy, send out a distress signal to your co-ordinates. Ships could then respond, and come out to help you.

The escape trunch, well, ocurred to me after playing a patrol, and me boat was sunk to 190 meters, but a lot of people are still waiting for the sub to die. The escape hatches could just enable people to leave the boat, and maybe call for help? Anyways, something to get people off the sub in case of emergencies.

jadervason
05-23-15, 12:11 PM
Weird. I never lost any coolant.

Tango589
05-25-15, 06:10 AM
You can tell if you've lost coolant pressure, because on the reactor control panel, the coolant pressure gauge will be well down, but the coolant pump speed will be steady. Also, there will be a load of water in the reactor room with no sign of damage to the hull.

Tango589
06-15-15, 06:04 AM
I've got a problem! Even after re-downloading the latest 0.27 version, I still can't use full screen mode, or have my crew find their way to the equipment locker. These bugs were previously mentioned and apparently sorted out, but I'm unable to find how. Can anyone help?

I've also had another idea for a breakable system, the electrolysis system for the oxygen generator. 2 potential faults could be:

1) a breakdown of the oxygen generator which would lead to a slow decrease in the boats air supply,

and

2) a breakdown in the hydrogen removal system which would cause a build-up of hydrogen in the boat, which if not dealt with, could ignite when you operate a switch or turn something on or off. BOOOOMMM!!! :o :haha:

Tango589
06-17-15, 06:06 AM
http://www.picgifs.com/smileys/smileys-and-emoticons/smiley-with-sign/smileys-smiley-with-sign-853631.gif

TheGeoff
06-17-15, 06:59 AM
Sorry about the lack of communication or updates lately! Real world commitments have left me with very little time for programming over the past few months unfortunately. Also, I mysteriously stopped receiving email updates from subsim so I hadn't noticed all the new posts in this thread. With any luck I'll have more time for sub sims again very soon :ping:

I hadn't noticed that the full screen bug had resurfaced in the latest version - it should be fixed now. The equipment storage bug (only occurs on the Foxtrot as far as I can tell) seems to have a more complex cause, I'll look into it asap.

I like the suggestions on this page, escape pods / suits might be a bit tricky to add but improved communications and electrolysis failures will probably make it into the game some time soon.

JerikTelorian
06-24-15, 09:56 AM
Geoff, I'd like to know what font you use for the instrument panel labeling, if you don't mind me asking. It really fits the theme perfectly.

TheGeoff
06-25-15, 07:44 AM
Thanks! I spent quite a while searching for the right font, and eventually settled on Futura Demibold. It's one of the fonts NASA recommends for control panels in their Systems Integration Standards manual.

Wojtek94
07-13-15, 08:36 AM
When can we expect new version of Sub Commander? Although approximately

TheGeoff
07-14-15, 07:15 AM
I've recently started working on one of the most requested features, the ability to play in real time rather than with the default slight time acceleration. It's working ok, but it's added a lot of bugs to find and fix unfortunately. After that's done, there are still a couple of other things I'd like to add before the next release to make it worth the huge wait.

I don't want to specify a concrete release date because I don't want to risk disappointing anyone, but hopefully I'll have a new version ready some time within the next 3-4 weeks.

Wojtek94
07-14-15, 11:51 AM
Thank you for reply;) Great news and great work!

Wojtek94
07-18-15, 03:26 AM
I have a question about hull endurance. It is possible to make more random crush depth? It will give us a thrill;)

TheGeoff
08-06-15, 07:45 AM
After months of hectic distractions I finally have the time to work on this project regularly again! The new version is progressing well and new features are being added almost daily.

I am also creating a tutorial document which teaches the basics of the game step-by-step, hopefully making it far easier for beginners to learn to play. When that's done, I plan to make a sort of quick reference guide for experienced players too.

Thanks for your patience!



I have a question about hull endurance. It is possible to make more random crush depth? It will give us a thrill;)
Good idea, I've just added this for the next version. Crush depth is now somewhere close to the nominal value, but it is randomised and could be higher or lower...

TheGeoff
08-06-15, 07:51 AM
For those who are interested, here's a quick screenshot showing some of the new torpedo settings (bottom left of the control panel):
http://i.imgur.com/0buhqho.png

Wojtek94
08-06-15, 11:32 AM
For me your project is unique because you have mixed the best features of Silent Hunter,Aces of the Deep and FTL so months of waiting aren't a problem at all;) ,,Father" of UnReal World has been making this game for 20 years and he still has many ideas. He is making the biggest update to his game(quests,more ,,deep" NPC,new weather system,better graphic etc) and he always uses ideas of his fans to improve his project(just like you). I wish you to have the same strong will to continue the work but for me it needs only more complex and difficult combat(maybe difficult options in % will be good idea) and specific submarines for specific country(USA with Typhoon...?). Keep up the good work;)

kust
08-07-15, 12:15 PM
Whats the difference between passive and active sonar ?. I also got an idea that there is a small chance if something breaks you will need spare parts as you can buy in harbour.


Keep up the good work :)

Panos1221
08-09-15, 01:57 PM
How can you change the resolution? I have a 1680x1050 and I cant see any of the fonts they are too small.Running it on win10

jadervason
08-10-15, 02:02 AM
Workaround: Windows magnifier?

Panos1221
08-10-15, 03:12 AM
Workaround: Windows magnifier?

where is that cant find it

jadervason
08-11-15, 02:04 AM
Try holding down the Windows logo key and pressing U to access the accessibility features menu

TheGeoff
08-12-15, 07:43 AM
There is no way to change the resolution of the game, unfortunately. The only way to make the window larger is to run the game in full screen mode - you can do this by setting "windowed = 0" in the gameoptions.ini file in the game folder.

However, if the font is illegible I suspect you have another problem here. I use a 1680x1050 screen myself and the font is easily readable, but on some computers there is a rare bug which causes the text to be incredibly small like this (http://i.imgur.com/3ffKJfw.png). If that looks similar to what you're seeing, try changing the font in gameoptions.ini to something other than the default settings - try this for example:

font = Verdana
font_size = 14

Zazyman32
08-15-15, 03:07 PM
Hey Geoff, just wanted to say first off I'm having loads of fun with the game in its normal set format, and with my own set challenge. But first of all, a quick suggestion:

With all of the traits in the game, how about a medical trait? So like, a trained medic is able to help with radiation (unlike the rest of the crew) and also deal with other problems faster like unconsciousness, and as they do it more, they progress like a welder or a repairman.

Another suggestion is to have the item/traits meaning guide in the actual guide it self, so that people can refer to it and quickly understand what each crew member can do, and what equipment is best for each job.

Oh, and as my own challenge, I've been trying to get the sub reliablity setting as low as possible, and I have to do 3 missions. I'm allowed to go to friendly ports if I want, but as you might see on the other thread I'm in a pretty bad way.

And again, thanks for the great free game! I hope it continues to grow, as well as your 3D version :D

Vivalas
08-15-15, 06:24 PM
Greetings, I am new to this forum but have been lurking for some time and was waiting for a more appropriate time, but I just couldn't help myself.

I really love your game and everything about it, and really can't wait to see how far it goes, the interesting cross-over of DF and FTL mixed with submarine simulation is amazing.

After reading through this whole thread (which took a long time), the real reason I came was to report a bug where if you refit as the diesel-only sub, it loses the extra efficiency that it's engines have and it becomes unusable, since it doesn't have enough power for it'e engines. (I'm guessing that it's diesels have more output since the other subs can't run using just diesel at the speed it can.

Aktungbby
08-15-15, 07:04 PM
Vivalas! :Kaleun_Salute: & Zazyman32!:Kaleun_Salute:

Jimbuna
08-16-15, 08:45 AM
Welcome to SubSim to you both :sunny:

Aegean Islands
08-17-15, 03:53 PM
I think that an actual medkit item should be required to treat radiation, and a health system for crewmembers could be put in place, like for each to start at 100% and then radiation damage or oxygen deprivation damage, or brute force/burn damage from being close to an explosion/fire without protection etc.

Aktungbby
08-17-15, 05:04 PM
Aegean Islands!:Kaleun_Salute: I completely agree!:up:

TheGeoff
08-20-15, 07:50 AM
Hey Geoff, just wanted to say first off I'm having loads of fun with the game in its normal set format, and with my own set challenge. But first of all, a quick suggestion:

With all of the traits in the game, how about a medical trait? So like, a trained medic is able to help with radiation (unlike the rest of the crew) and also deal with other problems faster like unconsciousness, and as they do it more, they progress like a welder or a repairman.

Another suggestion is to have the item/traits meaning guide in the actual guide it self, so that people can refer to it and quickly understand what each crew member can do, and what equipment is best for each job.

Oh, and as my own challenge, I've been trying to get the sub reliablity setting as low as possible, and I have to do 3 missions. I'm allowed to go to friendly ports if I want, but as you might see on the other thread I'm in a pretty bad way.

And again, thanks for the great free game! I hope it continues to grow, as well as your 3D version :D Nice idea for a challenge! Glad you're enjoying the game.

I'm working on a new tutorial and manual which will explain the traits a bit better, so that should clear up those questions. Basically:
Repairman / Technician / Engineer - Faster object repairs
Welder - Faster hull repairs
Strong - Faster torpedo loading, better at swimming
Tough - More resistant to fire and radiation sickness, can last longer in water before drowning
Leader - Nearby crew do all tasks slightly faster, with the radius and the improvement % based on how good the leader is.

I think that covers all of them. I might add a medic skill in the future, and maybe a medkit object, but I'm still thinking about it. It might take away a lot of the pressure to avoid radiation exposure if it can simply be undone by the medic, and that would make the decisions like "Which crewman should I send in to fix the reactor this time?" less meaningful. On the other hand it might open up new options. Maybe there should be a limited supply of medication on board the boat? I'll do some experiments in a future version.

Greetings, I am new to this forum but have been lurking for some time and was waiting for a more appropriate time, but I just couldn't help myself.

I really love your game and everything about it, and really can't wait to see how far it goes, the interesting cross-over of DF and FTL mixed with submarine simulation is amazing.

After reading through this whole thread (which took a long time), the real reason I came was to report a bug where if you refit as the diesel-only sub, it loses the extra efficiency that it's engines have and it becomes unusable, since it doesn't have enough power for it'e engines. (I'm guessing that it's diesels have more output since the other subs can't run using just diesel at the speed it can.

Thanks, glad you like it! And thank you for reporting the bug. I think I know where the problem comes from and I'll fix it for the next version.

I think that an actual medkit item should be required to treat radiation, and a health system for crewmembers could be put in place, like for each to start at 100% and then radiation damage or oxygen deprivation damage, or brute force/burn damage from being close to an explosion/fire without protection etc.

This is actually similar to the current system, although the numbers are hidden from the player so it's not obvious what's going on. All crew have an 'energy level', which drops through injury, sickness or physical exertion. Crew with low energy are labelled 'tired', or 'dizzy' when it's really low, and if energy hits zero they fall unconscious. Everyone starts with around 100 energy, although it can be higher or lower - 'Tough' and 'Very Tough' crew have significantly above average starting energy. At the moment crew recover energy steadily over time, with faster recovery if they are off duty or if they are given first aid. Radiation exposure continuously drains energy, even after the crew member has left the irradiated area, so crew with radiation exposure will recover slower from injuries even if they don't have actual radiation sickness.

I'm looking at changing the system so there is both physical health and energy. For example an explosion would cause physical injuries, while treading water would drain energy. Not sure whether this would improve the system or just make it more complicated.

jadervason
08-21-15, 02:19 AM
Health systems are a slippery slope! You can find yourself lost in how intricate you want to make one.

But maybe Fitness and Energy should be split into two categories. Obviously a guy blown in half would have a pretty low fitness rating, and even a Terminator would eventually run out of energy.

But as I said, slippery slope!

Fieters
09-13-15, 01:54 PM
Hi TheGeoff :salute:,

You've made an awesome game which I really enjoy, are you still working on the project? Haven't seen a new version for quite some time. I know that a game costs quite some time but it would really be a pitty if this nice project would be on Ice :roll:

I just want to ask how it goes :) :up:

Thanks for this awesome game! :salute:

TheGeoff
09-16-15, 08:08 AM
Hi Fieters, glad to hear you're still interested! I am still working on the game when I get time, but it's been a very busy year. I have several new features almost ready for release but I'll take a little more time to improve them and test them. The next version will also come with a tutorial, which I have nearly finished writing. Hopefully I will have time to finish and release the new version within the next two weeks :salute:

auricom
09-16-15, 09:37 PM
Hi I just wanted to say - your game is really awesome. Please keep working on it!

Honestly I think it's something you should even think about selling for a few dollars on Steam if you are going to keep developing it. It is very polished, and a lot of fun.

If I had one request, it would be to be able to 'full screen' it or make the window bigger.

Keep up the good work!

succerpunch
10-11-15, 02:41 AM
Is this dead because the last new release was in March and it is now October, I would hate to see this project die since it was such a good one.

TheGeoff
10-15-15, 04:57 AM
Thanks, I know it's been a long time since the last release but I do plan to continue work on Sub Commander. I've been slowly working on a new update for months but I don't have as much spare time for developing these days.

I'm not going to speculate on a release date this time because that never seems to end well, but rest assured that the next update is still being worked on. Good to see people still interested in the game anyway :salute:

Vanagandr
10-18-15, 07:01 AM
Found the Foxtrot equipment room bug -

subs/foxtrot/objects.ini

[ GENERAL ]

defined_objects = 29
UI_folder = foxtrot
...
[OBJECT_19] <<<
objectname = Equipment Storage
...
[MISC_OBJECTS]
electricmotorobj=5
equipmentobj=31 <<<
periscopeobj=9
turbinegeneratorobj=5
Tweak these to match and everything works as it ought to.

Would be nice if Diesel-Electrics wouldn't be given objectives off on the other end of the world - it's a bit tedious to get there.

As for equipment, I can see what most of them do, but what's a chemical suit for? Gas masks presumably reduce the effect of low oxygen, but what are leather gloves for?

The guide in the version linked on the first page doesn't mention the +/- keys for the sonar's warbook, either.

JerikTelorian
10-22-15, 01:37 PM
Health systems are a slippery slope! You can find yourself lost in how intricate you want to make one.

But maybe Fitness and Energy should be split into two categories. Obviously a guy blown in half would have a pretty low fitness rating, and even a Terminator would eventually run out of energy.

But as I said, slippery slope!

Before he knows it, Geoff is going to go full-Toady and be simulating damage to the second-knuckle of the third-toe of Seaman Johnson, who stubbed his toes trying to go on break :haha:

Lightningy
11-08-15, 06:03 PM
I've been playing for a while now (about 7ish months) and i would like to say well done, this game is so complex and the depth (pun intended) is superb!

I have started making custom subs and i put one with 8 missiles and 8 tubes together, however there is no way for me tor fire more than 4 of the tubes (basically all extra tubes are just there and can NEVER be fired only the first 4 that are declared). I was wondering if, perhaps, there is a way to have more than 4 tubes and still be able to use them all?

Aktungbby
11-08-15, 06:33 PM
Lightningy!:Kaleun_Salute:

Jimbuna
11-09-15, 07:31 AM
Welcome :sunny:

Lightningy
11-09-15, 12:58 PM
Lightningy!:Kaleun_Salute:
Welcome :sunny:

Thanks guys! i feel like part of the crew already!

TheGeoff
11-15-15, 07:48 AM
Found the Foxtrot equipment room bug -

subs/foxtrot/objects.ini

[ GENERAL ]

defined_objects = 29
UI_folder = foxtrot
...
[OBJECT_19] <<<
objectname = Equipment Storage
...
[MISC_OBJECTS]
electricmotorobj=5
equipmentobj=31 <<<
periscopeobj=9
turbinegeneratorobj=5
Tweak these to match and everything works as it ought to.

Would be nice if Diesel-Electrics wouldn't be given objectives off on the other end of the world - it's a bit tedious to get there.

As for equipment, I can see what most of them do, but what's a chemical suit for? Gas masks presumably reduce the effect of low oxygen, but what are leather gloves for?

The guide in the version linked on the first page doesn't mention the +/- keys for the sonar's warbook, either.

Thank you for pointing these out, I will try to include some fixes soon. To answer your questions: the chemical suit is like a less-effective radiation suit, but it is less bulky and the crewman will become tired less quickly while wearing it. They are not particularly useful unless you have run out of radiation suits. The leather gloves help with firefighting, welding and torpedo loading slightly, but make repairs of electronics or machinery more difficult (slower).

Side note: the gas mask helps with radiation but does not help with low-oxygen environments. The SCBA gear is the only piece of equipment which will help a crewman in an area without oxygen.

I've been playing for a while now (about 7ish months) and i would like to say well done, this game is so complex and the depth (pun intended) is superb!

I have started making custom subs and i put one with 8 missiles and 8 tubes together, however there is no way for me tor fire more than 4 of the tubes (basically all extra tubes are just there and can NEVER be fired only the first 4 that are declared). I was wondering if, perhaps, there is a way to have more than 4 tubes and still be able to use them all?

Hi Lightningy, welcome and thank you for sharing your submarine design! I will see if it is possible to add in more torpedo tubes for you in the next update. The main reason I added the limit was because the launch buttons would not fit on the weapon systems control panel screen!

TheGeoff
11-21-15, 10:57 PM
The next update is slowly approaching release. In the meantime, I have written a tutorial document to help new players learn the game - download it here: https://goo.gl/FUzqOW

Experienced players might also learn a thing or two :) Note that this guide is written for the next version of the game, so some of the concepts it describes (search patterns for torpedoes, for example) are not implemented in the current public release.

Lightningy
11-22-15, 12:22 PM
Hi Lightningy, welcome and thank you for sharing your submarine design! I will see if it is possible to add in more torpedo tubes for you in the next update. The main reason I added the limit was because the launch buttons would not fit on the weapon systems control panel screen!

Thanks, i thought it would be something like that. Also can i ask that you add a mission radius, so you can fine-tune where a mission will be, it would allow subs with no reactor to be viable. Once again, thanks for the reply.

burki
12-09-15, 01:10 PM
Any news on the next version release? Im a torpedo of excitement for it.

Aktungbby
12-09-15, 01:23 PM
burki!:Kaleun_Salute:

burki
12-09-15, 06:06 PM
burki!:Kaleun_Salute:

Thank you for welcoming!

Jimbuna
12-10-15, 09:42 AM
Welcome :sunny:

ZexyHack
01-17-16, 07:13 AM
How do i switch the game to fullscreen? I do not see what i am doing at all, Its so tiny.

Aktungbby
01-17-16, 01:23 PM
ZexyHack!:Kaleun_Salute:

Jimbuna
01-17-16, 08:21 PM
Welcome :sunny:

TheGeoff
01-19-16, 05:20 AM
How do i switch the game to fullscreen? I do not see what i am doing at all, Its so tiny.

Open the gameoptions.ini file in the game folder in notepad or a similar text editor, then change "windowed = 1" to "windowed = 0" and save the file. Next time you start the game it should be in fullscreen mode.

Wojtek94
01-31-16, 09:46 AM
New build will be released?

niemand303
02-01-16, 08:51 AM
Thanks for the game! It became my intro to subsims, actually. :)
Looking forward to the new version

Jimbuna
02-01-16, 10:34 AM
Welcome to SubSim niemand :sunny:

TheGeoff
02-03-16, 07:04 AM
New build will be released?

Hi Wojtek - I know it's taken a long time but yes, I do still plan to release the next version! Development of Sub Commander has been on hold for a while but it has not been forgotten.

Thanks for the game! It became my intro to subsims, actually. :)
Looking forward to the new version

Welcome! Glad I could introduce you to this wonderful genre :ping:

zxc23
02-04-16, 08:26 AM
Patiently awaiting the next version :up:

wakkaflakka
02-07-16, 02:55 AM
[FONT="Franklin Gothic Medium"]The newest sub editor from "http://filesmelt.com/dl/subcomeditor_v0.22_.4_.jar" still doesn't work! the page just won't load! I'm trying to make a 688i, and I can't move the editor and viewer included in the .27 download to the sub file in the main game either with WinRar If you have some sort of fix, please let me know!

(A great game, love it, 10/10, got attacked by the entire Russian Black Sea Fleet in an Israeli electric-diesel Foxtrot)

:Kaleun_Applaud:

Jimbuna
02-07-16, 12:16 PM
Welcome to SubSim wakkaflakka :sunny:

Aktungbby
02-07-16, 01:56 PM
wakkaflakka!:Kaleun_Salute:

green_abobo
02-12-16, 10:17 PM
downloading now.

thank you


:rock:

TheGeoff
02-13-16, 06:23 PM
[FONT="Franklin Gothic Medium"]The newest sub editor from "http://filesmelt.com/dl/subcomeditor_v0.22_.4_.jar" still doesn't work! the page just won't load! I'm trying to make a 688i, and I can't move the editor and viewer included in the .27 download to the sub file in the main game either with WinRar If you have some sort of fix, please let me know!

(A great game, love it, 10/10, got attacked by the entire Russian Black Sea Fleet in an Israeli electric-diesel Foxtrot)

:Kaleun_Applaud:

Hi wakkaflakka,

That version of the sub editor was made by a fan of the game over at the Facepunch forums - I didn't have any direct role in creating it so unfortunately I can't really help get it working.

The official version of the submarine editor (which I created) is here: http://goo.gl/MxBNIc It comes with a 21-step instruction manual for creating your own submarine which should help guide you through the process of making your 688i :) Let me know how you go with it!

CaptainCruise
02-19-16, 10:28 PM
Hi wakkaflakka,

That version of the sub editor was made by a fan of the game over at the Facepunch forums - I didn't have any direct role in creating it so unfortunately I can't really help get it working.

The official version of the submarine editor (which I created) is here: http://goo.gl/MxBNIc It comes with a 21-step instruction manual for creating your own submarine which should help guide you through the process of making your 688i :) Let me know how you go with it!


Nice job with this passion project of yours. I haven't been around in awhile, but it feels like I've been around the SUBSIM community since the beginning, and its guys like you I've seen over the years who take on these incredible jobs, from all the modders over the years who have tweaked our games like SH2-3-4 and 5 and all the other sims, to someone like yourself creating your own game from scratch. IMHO thats the most awesome part about this community. Giving up so much of their personal lives to work their butts off...and not for pay, for "love of the game".

Congrats again TheGeoff and continued success with your project.

Tom "CaptainCruise".....a really, realy old salt. :arrgh!:
:subsim:

burki
03-21-16, 09:15 PM
Any update on the update?

Mr Olympic
04-09-16, 07:42 PM
Just wanted to jump in and say that this is a fantastic project. Hope all is well and I am eagerly awaiting the next update :subsim:

Loki22Loki
05-08-16, 01:04 AM
Please Add more nations, High on my list are Iceland, Denmark, and any others you can think of. Other than that, great job so far!

Jimbuna
05-08-16, 11:01 AM
Welcome to SubSim Loki :salute:

phd45
05-31-16, 07:16 PM
what is the number of the latest version

Ekaton
06-09-16, 11:32 AM
Is it still being developed? It's been quite a while since the last update.

TheGeoff
06-26-16, 06:42 AM
Hey everyone - apologies for the huge delay between updates. A few people have been asking whether development has been discontinued recently and rather than drawing it out even further, I have decided to release what I have created so far and leave the other changes for future updates.

As the size of the game code grows, it becomes more difficult to maintain and add new features without introducing new bugs. So as usual, please let me know if you come across any problems!

Version 0.28
Download here:
http://bit.do/subcommander_028

Changes:

Added new lists of crew and ship names for Spain, Argentina, Brazil, Chile, Colombia, Cuba, Peru and Venezuela, kindly provided by Giorgio V. Previously, all of these nations used the same short list of Spanish-sounding names - the new ones are far more appropriate.
Fixed many small bug fixes in ship pathfinding and combat AI.
Completely overhauled torpedo guidance systems and targeting logic. Torpedoes in the game now have much more realistic performance and limitations. Getting used to the new torpedo system might take a while - torpedoes now have an adjustable arming distance and search pattern. Once the torpedo is armed it will lock on to any ship - friend or foe - detected by the guidance system. More details are included on pages 12-14 of the tutorial linked in the first post of this thread.
Added switches to the Weapons Systems Control Panel for torpedo search pattern and sensor type, as well as a dial for adjusting the torpedo arming distance.
Nations can now change diplomatic relations independent of the player, so new wars will break out and new alliances will be formed as the game progresses. The stability of the world can be set in gameoptions.ini (higher numbers mean fewer diplomatic changes).
Submarine crush depth is now randomised to be within +-15% of the specified depth. So you can never be quite sure how deep the submarine can dive safely.
Added new (experimental) real-time mode by popular demand. Very experimental at this point - please report bugs as you find them.
Fixed bug preventing objects surrounded by other machinery from being accessed by crew (eg. coolant pumps on Typhoon class).
Added OpenGL Y offset to gameoptions.ini to fix minor display issues in Windows 10
Replaced torpedo graphic with bitmap to ensure it is displayed correctly on all systems. Also provides slight performace boost.


Enjoy :salute:

JerikTelorian
06-27-16, 02:04 PM
Hey Geoff, thanks much for the update. It's looking slick!

EDIT: I don't think this was a bug, actually. I jumped the gun!

I like the nice touches, like radio messages informing you of the world situation and authorizing shipping strikes. Adds some excitement to the hunt.

It would be nice, though, if we could filter out the diplomatic messages so that we don't lose the mission ones. The sheer volume of messages makes it hard to keep track of things.

Will ASW planes continue bombing you forever? One started on me off the coast of Florida and kept going for some time. I bottomed out in the shallows there and just kept being pummeled for 20+ minutes. It might be nice if ASW planes had limited ordinance and would eventually give up to go do something else.

niemand303
07-13-16, 06:42 AM
Thanks for the update! It looks awesome.

TheGeoff
07-30-16, 07:22 PM
Hey Geoff, thanks much for the update. It's looking slick!

EDIT: I don't think this was a bug, actually. I jumped the gun!

I like the nice touches, like radio messages informing you of the world situation and authorizing shipping strikes. Adds some excitement to the hunt.

It would be nice, though, if we could filter out the diplomatic messages so that we don't lose the mission ones. The sheer volume of messages makes it hard to keep track of things.

Will ASW planes continue bombing you forever? One started on me off the coast of Florida and kept going for some time. I bottomed out in the shallows there and just kept being pummeled for 20+ minutes. It might be nice if ASW planes had limited ordinance and would eventually give up to go do something else.
Yeah, I'm starting to think a radio message filter will be necessary - especially when more types of radio messages are added (intel reports, warnings about incoming hostile ships / aircraft, etc). I'll do some experiments and see what works best.

Aircraft currently have unlimited ammunition and fuel so yes, they will continue to bomb you forever at the moment. This should be fairly simple to change so I'll aim to put it in the next update.

tuzz
08-03-16, 05:35 PM
You could give the current mission its own spot on the screen, or have it always be at the top of the radio messages. Though filtering would also be awesome.

TheGeoff
10-30-16, 03:41 AM
Sorry about the lack of updates recently. I've been exploring the possibilities of bringing a heavily modified version of Sub Commander to Android and iOS - still long way to go, but it's looking promising so far!

succerpunch
10-30-16, 03:56 AM
Sweeet Lord!!!!

Buddyboy100
12-01-16, 06:04 AM
I just downloaded this game yesterday and it is amazing!

I may have found a bug though. On the gamesetting config file I noticed there was a full screen option. Not having very good eyesight and having trouble seeing the game on a 1080p screen I turned it on. When I started the game again, it appeared to have kept the same resolution and size and just opened in the top left of my screen. I am not sure if this is a bug or not.

If not, have you considered adding a custom resolution support or an other equivalent?

Of course this game is still amazing, and I will probably continue to play it no matter what. I am only wondering if there would be more full screen support coming soon.

Thank you for continuing work on this project and I look forward to future updates!
:salute:

Redwake
12-01-16, 06:17 AM
Sweet jebus

JuanLiquid
12-07-16, 12:21 PM
Now that my SH3 is crashing in my Windows 8.1 :( I'm trying alternatives and I found THIS.

I love FLT, I love UBOOTs... so perfect! It would be interesting if you could select wwii scenarios and actually having some impact in the war (not sure if you may have any impact right now).

Please, continue your work, I think there may be a lot of nice ideas to do an epic game, like FTL.

PS. I'm a skilled C++ coder if you need some help.

Aktungbby
12-07-16, 01:56 PM
JuanLiquid!:Kaleun_Salute:

NightFromTheWest12
12-07-16, 03:05 PM
Maybe also make it so you can control other boats. Such as, destroyers, battleships, torpedo boats. Just might add a bit of flavor.

Jimbuna
12-08-16, 08:32 AM
Welcome to SubSim Juan :Kaleun_Salute:

Tango589
12-25-16, 01:16 PM
Hi Geoff, after coming back to SubCommander after a long absence, things are looking excellent so far!

A quick question, what is the max range for a torpedo? Also, do enemy destroyers etc have anti-torpedo capabilities I should be aware of?

TheGeoff
12-29-16, 01:36 AM
Hi Geoff, after coming back to SubCommander after a long absence, things are looking excellent so far!

A quick question, what is the max range for a torpedo? Also, do enemy destroyers etc have anti-torpedo capabilities I should be aware of?

Hey Tango,

Torpedoes have a range of 25 nautical miles (approximately the effective range of a Mk. 48 torpedo in real life). For reference, each 'square' of the world map has a side length of 13.3 nautical miles. There are no anti torpedo countermeasures at the moment, AI ships will try to evade the torpedo but that's it.

toothandnail
01-15-17, 06:24 PM
First, can I say I love love _love_ this game.
And that comes from a guy who basically only ever plays Nethack, Dwarf Fortress, and Tracon II.

While I think there is still plenty of room for growth in this game (and I do hope it does grow!) there is only one feature that I so wish were incorporated now: an option to allow the pumps to continue to work at depth.

I realize that it may not be realistic for the bilge pumps to work below 90 meters or so, and maybe defaulting to realism is fine. But it would be so much fun to battle the incoming water and try to make repairs as the sub sinks toward crush depth. I've lost many many subs that could have been saved if the pumps even partially worked below 90 meters. (My lame solution right now is to fast-drive the sub into shallow water, and get magically snapped up above 90 meters when it hits the shallow bottom. It's not like that's realistic either.)

This problem actually got me interested in how deep bilge pumps actually work on real subs. Turns out, this is not something easily google-able.

TL;DR: Add an option to allow the pumps to work continue working at any depth. I wouldn't care if they continued working minimally below 90 meters, or if it's easier, just an option to disable the pump depth limitation altogether.

Thanks so much!



EDIT: Latest Version: 0.28


Sub Commander is a free, independently developed roguelike submarine simulator with an emphasis on realism and freedom of choice. Originally, the game was envisioned to be a kind of cross between Dwarf Fortress and the film K-19 The Widowmaker but it is rapidly growing to a full featured submarine warfare simulator. Eventually I plan to simulate all aspects of cold war era naval and aerial combat, so the player's submarine will be in the midst of a dynamic, procedurally generated global war.

Aktungbby
01-15-17, 06:40 PM
toothandnail!:Kaleun_Salute:

TheGeoff
01-16-17, 05:55 AM
First, can I say I love love _love_ this game.
And that comes from a guy who basically only ever plays Nethack, Dwarf Fortress, and Tracon II.

While I think there is still plenty of room for growth in this game (and I do hope it does grow!) there is only one feature that I so wish were incorporated now: an option to allow the pumps to continue to work at depth.

I realize that it may not be realistic for the bilge pumps to work below 90 meters or so, and maybe defaulting to realism is fine. But it would be so much fun to battle the incoming water and try to make repairs as the sub sinks toward crush depth. I've lost many many subs that could have been saved if the pumps even partially worked below 90 meters. (My lame solution right now is to fast-drive the sub into shallow water, and get magically snapped up above 90 meters when it hits the shallow bottom. It's not like that's realistic either.)

This problem actually got me interested in how deep bilge pumps actually work on real subs. Turns out, this is not something easily google-able.

TL;DR: Add an option to allow the pumps to work continue working at any depth. I wouldn't care if they continued working minimally below 90 meters, or if it's easier, just an option to disable the pump depth limitation altogether.

Thanks so much!
You have a great point here, would be better if the pumps never quite cut out completely so there is still a (slim) chance of recovery. I've made a small modification so that this is possible -

First, download the new .exe file here and put it in the main Sub Commander folder: https://www.dropbox.com/s/8sx2qzoncw6ejdz/subcommander_0_28b.zip?dl=1
Then, for each sub you want to use, go to the /subs/[sub name]/performance.ini file and add the following lines at the bottom:
[ SYSTEMS ]

min_pump_flow_rate_limit = 150

This will mean the pumps will always be able to operate at up to 150 litres/minute, regardless of depth. The performance will still be better at the surface and drop as you dive down towards 90 metres, but this means they will never become completely useless. You can tweak this value to your liking. Let me know how it goes!

Jimbuna
01-16-17, 07:33 AM
Welcome to SubSim toothandnail :salute:

toothandnail
01-26-17, 09:51 PM
This is so great!
I have not yet successfully put a sub through crush depth, repaired it and pumped it out, and brought it back up yet. But I intend to keep trying.

Thanks so much!

toothandnail
01-28-17, 02:04 PM
Update: I did successfully push both November and Typhoon class subs down below their crush depths (collapse depths?), sustained damaged, repaired and pumped them out, and brought them back to the surface. If the pressure hull cracks relatively shallow (above 300 meters or so), it's not too hard to make the repairs and get back to the surface with these pump limitations. (As long as you do everything perfectly.) If the pressure hull holds out to below 300 meters, you take too much damage too quickly to save the boat.

Conclusion: these pump settings definitely add fun to the game. Thanks again!



This is so great!
I have not yet successfully put a sub through crush depth, repaired it and pumped it out, and brought it back up yet. But I intend to keep trying.

Thanks so much!

Torrance-Smith
02-10-17, 08:19 AM
Hello,

During torpedo attack on large taskforce, torpedo hits trigger change in diplomacy several times during attack. So taskforce don't fight back efficiently, if at all.

So I have request. Could you remove trigger on torpedo hit, that change diplomacy? Or maybe add option to turn it off?

Sorry for my english.

Cheers.

ChristopherTarana
02-11-17, 12:39 AM
Very Cool, I was commanding a Japanese 688 sub out of Tokyo and there was a leak in the Fire Suppression system in the forward torped0 room. Took me awhile to fix that one, couple of crew almost asphixiated from lack of air. Next mission the entire crew died from radiation do to a leak somewhere! This software is a keeper! :salute:

Christopher Tarana

TheGeoff
02-25-17, 10:04 PM
Hello,

During torpedo attack on large taskforce, torpedo hits trigger change in diplomacy several times during attack. So taskforce don't fight back efficiently, if at all.

So I have request. Could you remove trigger on torpedo hit, that change diplomacy? Or maybe add option to turn it off?

Sorry for my english.

Cheers.

Thanks for pointing out this bug, I'll take a look. Diplomacy changes shouldn't happen that regularly.

Torrance-Smith
02-26-17, 07:17 AM
Thanks for pointing out this bug, I'll take a look. Diplomacy changes shouldn't happen that regularly.

Thanks for your answer :up:

Cheers

phd45
03-16-17, 08:46 PM
This game is amazing. And I want to said good job for that

succerpunch
05-31-17, 02:35 AM
I believe it is dead.

idl0r
07-17-17, 03:43 PM
First of all, great game, thanks!
Do you have some original sounds/alarms for USSR boats by chance?

Emetivore
08-04-17, 10:53 AM
I'm having trouble getting fullscreen to work. When I change the gameoptions file to fullscreen, it simply removes the border and places the same-size window at the top left of my screen. Any tips?

Win 10, nVidia.

* Figured it out right after posting this ha. R-click exe, properties, compatibility, disable fullscreen optimization.

Exocet25fr
09-04-17, 09:34 AM
Wow !, very great game I discover only now !:salute:

Congratulations....:up:

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

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 !:03:

Aktungbby
09-04-17, 10:20 AM
Exocet25fr!:Kaleun_Salute:

TheGeoff
09-16-17, 07:38 PM
Wow !, very great game I discover only now !:salute:

Congratulations....:up:

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

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 !:03:

Glad you're enjoying the game! I have the Pinto class (uploaded here: https://www.dropbox.com/s/sf6vxiswiauw43d/Pinto.zip?dl=0) but not the others.

You could try sending the creators a message and see if they still have the files.

Exocet25fr
09-17-17, 06:24 AM
Thanks a lot TheGeoff for the Pinto !:salute:

Exocet25fr
09-25-17, 07:23 AM
Nobody has HMS Vanguard to send me ?

No need any more, SOLVED !

ljb135
09-29-17, 05:13 PM
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.

Torrance-Smith
10-08-17, 07:47 AM
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. :up:

Returning to my message earlier this year. Any news about that diplomacy bug? :salute:

Exocet25fr
10-08-17, 01:59 PM
I made panel for six torpedo tubes :)

https://img11.hostingpics.net/pics/602924Panel.png (https://www.hostingpics.net/viewer.php?id=602924Panel.png)

Exocet25fr
10-13-17, 08:08 AM
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

Exocet25fr
10-13-17, 08:15 AM
I'm not sure to understand what is Outside water level: 200cm :hmmm:

Anyone can explain to me ?:)

DeepFried
10-15-17, 01:12 PM
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.

JerikTelorian
11-09-17, 11:18 AM
I'm not sure to understand what is Outside water level: 200cm :hmmm:

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.

Exocet25fr
11-09-17, 03:21 PM
Thanks a Lot for your explanations :salute:

Wittmann6711
11-24-17, 07:14 PM
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.

ljb135
12-09-17, 06:18 PM
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"?

Jace
04-02-18, 09:35 PM
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?

JustAnotherPersonHere
04-04-18, 04:39 PM
About 6 months ago the game died on me, I couldn't open/run the game and nothing I tried worked, Fast forwards to today, An April fools event in a game I play brings be back here once again and i'm glad I checked. I missed the update several times before and now the game is working again. Now all I need is to get a hold of the Build your own sub tools again and I can remake some eccentric submarines!

Edit: I looked back through the pages to about page 31 and the links I found were 404 not found. Any up to date/non broken links?

ChristopherTarana
04-04-18, 06:04 PM
About 6 months ago the game died on me, I couldn't open/run the game and nothing I tried worked, Fast forwards to today, An April fools event in a game I play brings be back here once again and i'm glad I checked. I missed the update several times before and now the game is working again. Now all I need is to get a hold of the Build your own sub tools again and I can remake some eccentric submarines!

Edit: I looked back through the pages to about page 31 and the links I found were 404 not found. Any up to date/non broken links?

Can you download any of the user created Submarines? It looks like the Typhoon 2 submarine has the tools. (Typhoon2.zip) The Ohio Class have them too (Ohio V2 and Ohio V2 No Prop!)

Christopher

ljb135
05-26-18, 08:58 AM
About 6 months ago the game died on me, I couldn't open/run the game and nothing I tried worked, Fast forwards to today, An April fools event in a game I play brings be back here once again and i'm glad I checked. I missed the update several times before and now the game is working again. Now all I need is to get a hold of the Build your own sub tools again and I can remake some eccentric submarines!

Edit: I looked back through the pages to about page 31 and the links I found were 404 not found. Any up to date/non broken links?

Hmmm.... :hmmm:
I have a sneaking suspicion that the game is War Thunder

MistaMeowmas
06-14-18, 05:34 PM
Hey guys! Anyone got a working upload of the latest version? The creators link seems to be dead...

Aktungbby
06-14-18, 09:00 PM
MistaMeowmas!:Kaleun_Salute:

ChristopherTarana
06-16-18, 12:00 AM
Hey guys! Anyone got a working upload of the latest version? The creators link seems to be dead...

It looks like the link is fixed! :salute: I just downloaded it myself! :ping:

Christopher Tarana

succerpunch
12-27-18, 12:32 PM
Yo, Geoff. Any news lately?

FalcoGer
02-06-19, 02:02 PM
It seems like the link is dead again. Maybe it'd be nice to move it to say, github.

Aktungbby
02-08-19, 12:16 AM
FalcoGer!:Kaleun_Salute:

Aktungbby
02-23-19, 01:29 PM
altitude!:Kaleun_Salute:

ChristopherTarana
02-24-19, 12:25 AM
is here a way to make you own custom sub.

If you can download the OhioNoProp V2.0 ohiov2noprop.zip from the User Created Submarines Thread here on SubSim.com Forum, that file has the editor needed to make you're own ships! :ping:

Christopher Tarana

TheGeoff
04-10-19, 09:29 AM
Hi everyone,

Firstly, sorry for not updating you about the status and future of Sub Commander sooner.

Unfortunately, continuing to develop the game in its current state has become almost impossible. Partly due to real life commitments taking up most of my time, partly because the game is written in a very old language with increasingly little support on modern systems, and partly because the code base is a real mess. I was not an experienced coder when I started work on Sub Commander and didn't understand the importance of writing 'good' code - at this point, it's basically unmaintainable.

I want to thank everyone who has played Sub Commander over the years, and especially everyone who has contributed to the game - whether by creating your own content, posting feedback and advice, or just by telling others about the game. I have really enjoyed hearing your experiences with the game.

Sub Commander in its current form is very unlikely to see any further updates, but this is not the end. I plan to rebuild the game using a more modern platform in future - hopefully bigger and better than ever. When there is more news on this front, the Subsim forums will certainly be first to hear about it.

Geoff
:Kaleun_Salute:

succerpunch
04-11-19, 01:50 AM
Thanks for giving us a update. Sub Commander is a neat little game that is fun and I can't wait to see what the future holds. Maybe if you release the source code on GitHub so anyone that has the time or knowledge can work on it?

Coedgy
06-06-19, 05:52 PM
What language was sub commander made with? You have alot of supporters if / when you start making the new version :)

Aktungbby
06-06-19, 09:33 PM
Coedgy!:Kaleun_Salute:

haloawsome
10-03-19, 03:57 AM
I love this game and everything about it.

ChristopherTarana
10-04-19, 12:21 AM
I think the only problem he had was using Blitz Basic! The developer of the software replaced it with a newer environment! So no more support or updates for it! :wah:

I still have all the files and addons for on my computer! :yeah:

I will reinstall it for old times sake! It was the best going, even over some commercial software! :arrgh!: Just don't launch Missiles at the cities! Could make someone barf, and wreck a good computer! :Kaleun_Salute:

Thanks!

Christopher Tarana

UnderWaterGamer
10-13-19, 12:03 PM
So does this mean that they will be no more updates for sub commander!:hmmm:

That would be a pity, as the dev put a lot of work in it!:shucks:

UWG

ChristopherTarana
10-17-19, 12:34 AM
So does this mean that they will be no more updates for sub commander!:hmmm:

That would be a pity, as the dev put a lo t of work in it!:shucks:

UWG


I believe on the other Forum, he said it might take awhile because source code looked like Spaghetti! :arrgh!: Total lack of structure in the code! :up:
He hasn't released it yet as far as I know! :o


Thanks!

Christopher Tarana

JustAnotherPersonHere
11-03-19, 05:18 PM
I stopped working on stuff as school ended and my time went to 0. After a while I forgot about the game, It was removed in a full PC wipe and I lost basically everything. Received a few random emails and by luck remembered my password and now I am really in the mood to make some stuff. Im going to try and replicate most of my old creations by memory, I think a few of them were the one with the rear torpedo bay, A fast one with no battery and a few others. They probably will not take the same name as their previous versions unless I find the old hull in some flash drive in the dusty corner of my room but I know a few more tricks so we shall see if they pay off. Cheers!

So yeah. Back again but for real this time

ChristopherTarana
11-04-19, 01:54 PM
I stopped working on stuff as school ended and my time went to 0. After a while I forgot about the game, It was removed in a full PC wipe and I lost basically everything. They probably will not take the same name as their previous versions unless I find the old hull in some flash drive in the dusty corner of my room but I know a few more tricks so we shall see if they pay off. Cheers!

So yeah. Back again but for real this time


I have two Toshiba Laptops! One with Windows Vista and one with 7! The Monitor died on the 7 one and I started using the Vista. Now the monitor died on the Vista and I'm back on the 7! :ping: :up:


Christopher Tarana

Triato
11-22-20, 08:26 PM
Hello,

I am new to the forum and to sub games/sims. I´ve been enjoying this game a lot but have some questions I could not find an answer for in the guide or tutorial, Ii tried a search on the forums but could not find a way to search in an specific sub forum (this one).

First one I thin is a bug, after refiting or loading, the diesel generators on the foxtrot don´t give as much power as before, refiting again doesn´t solve the isue. Is there any way to bypass the bug?

Is there a way to have an idea of how the war is going for your country?

I am aware that development stoped, I am very thankfull to the developer and sad this gem got stoped on its tracks. Best luck in future projects!

Aktungbby
11-22-20, 11:15 PM
Triato!:Kaleun_Salute:

ChristopherTarana
11-23-20, 05:50 PM
Hello,

I am new to the forum and to sub games/sims. I´ve been enjoying this game a lot but have some questions I could not find an answer for in the guide or tutorial, Ii tried a search on the forums but could not find a way to search in an specific sub forum (this one).

First one I thin is a bug, after refiting or loading, the diesel generators on the foxtrot don´t give as much power as before, refiting again doesn´t solve the isue. Is there any way to bypass the bug?

Is there a way to have an idea of how the war is going for your country?

I am aware that development stoped, I am very thankfull to the developer and sad this gem got stoped on its tracks. Best luck in future projects!


Geoff's Program was programmed in Blitz 3d! The author's of Blitz 3d had cancelled it and replaced it with another software! :ping:
I like it too!
The Radio Room is the easiest place to keep up with the war in general!


I have all my Mission Logs saved too, look on the Forum here!


Thanks, Traito!



Christopher Tarana




Mission log of US submarine USS Chattanooga. (Ohio-No Prop Class Submarine)
Day 7, 21:23: Major fault detected in No. 1 Reactor coolant pump.
Day 7, 21:35: Ship sunk: MV Lübeck (East German Small Cargo Ship).
Day 7, 21:36: Patrol ended.
Mission log of US submarine USS Chattanooga.
Day 7, 21:37: Seaman Sean Weber died from injuries.
Day 7, 21:38: Seaman Steven Brody died of radiation poisoning.
Day 8, 01:54: Ship sunk: Borisoglebsk (Soviet Victor III Class Attack Submarine).
Day 8, 01:54: Ship sunk: Kursk (Soviet Kashin Class Destroyer).
Day 8, 01:56: Ship sunk: Novomoskovsk (Soviet Koni Class Frigate).
Day 8, 09:51: Malfunction in No. 2 Turbine.
Day 8, 09:51: Malfunction occured in Pressure Vessel of No. 1 Reactor.
Day 8, 10:15: USS Chattanooga docked at Norfolk, USA for refit.
Day 12, 10:15: USS Chattanooga departed Norfolk.
Day 12, 10:15: Patrol ended at Norfolk, USA.


Mission log of US submarine USS Chattanooga.
Day 1, 05:50: Patrol started in Norfolk, USA.
Day 12, 12:01: Ship sunk: IRIS Santa Cruz (Iranian Allen M. Summner Class Destroyer).
Day 12, 12:01: USS Chattanooga successfully engaged enemy shipping near 25 N 65 W.
Day 12, 15:07: Malfunction occured in Control Rods of No. 2 Reactor.
Day 12, 15:09: Ship sunk: Podmoskovye (Soviet Koni Class Frigate).
Day 12, 15:09: Ship sunk: Iribis (Soviet Koni Class Frigate).
Day 12, 15:33: Ship sunk: Goryn (Soviet Sverdlov Class Cruiser).
Day 12, 15:33: Ship sunk: Goryn (Soviet Sverdlov Class Cruiser).
Day 12, 15:33: USS Chattanooga engaged a Soviet battlegroup, sinking the important enemy vessel Goryn.
Day 12, 17:27: USS Chattanooga docked at Tampa, USA for refit.
Day 16, 17:27: USS Chattanooga departed Tampa.
Day 16, 17:28: Patrol ended at Tampa, USA.
Mission log of US submarine USS Chattanooga.
Day 1, 05:50: Patrol started in Tampa, USA.
Day 16, 18:27: Fire suppression system malfunction in missile room.
Day 16, 20:46: Turbine generator malfunction.
Day 16, 20:48: Ship sunk: SS Aurora (Canadian Oil Tanker).
Day 16, 20:48: Malfunction in No. 1 Turbine.
Day 16, 20:51: Ship sunk: SS Quebec (Canadian Large Cargo Ship).
Day 16, 23:54: Fire in the Fore Torpedo Room.
Day 17, 00:17: Patrol ended.
Mission log of US submarine USS Chattanooga.
Day 17, 04:00: Turbine generator malfunction.
Day 17, 08:06: Fire suppression system malfunction in generator room.
Day 17, 11:38: Malfunction occured in Reactor Core of No. 2 Reactor.
Day 17, 15:26: USS Chattanooga docked at Norfolk, USA for refit.
Day 23, 15:26: USS Chattanooga departed Norfolk.
Day 23, 15:27: Patrol ended at Norfolk, USA.

Mission log of US submarine USS Chattanooga. (RIP)

Day 1, 05:50: Patrol started in Norfolk, USA.
Day 23, 21:09: Ship sunk: MV Al Hadi (Pakistani Small Cargo Ship).
Day 24, 00:00: Turbine generator malfunction.
Day 24, 00:00: Fire suppression system malfunction in engine room.
Day 24, 00:06: Ship sunk: MV Chaoyang (Chinese Small Cargo Ship).
Day 24, 00:26: USS Chattanooga successfully engaged enemy shipping near 70 N 7 W.
Day 24, 00:27: Ship sunk: MV Shenzhen (Chinese Oil Tanker).
Day 24, 00:38: Major fault detected in No. 1 Reactor coolant pump.
Day 24, 00:38: Ship sunk: MV Pijao (Mexican Large Cargo Ship).
Day 24, 00:42: Chief Petty Officer Jeremy Brown died from injuries.
Day 24, 00:43: Seaman Dominic Ming died from injuries.
Day 24, 00:43: Lieutenant Brody Reed died from injuries.
Day 24, 00:45: USS Chattanooga was fired on by Akula, a Soviet Victor III Class Attack Submarine.
Day 24, 00:45: Ensign Alexander Bracken died from injuries.
Day 24, 00:45: Seaman Hank Wong died from injuries.
Day 24, 01:18: Lieutenant Bradley White died from injuries.
Day 24, 01:52: Patrol ended.

Mission log of US submarine USS Topeka. (RIP)
Day 1, 07:57: USS Topeka was attacked with depth charges by Huayang, a Chinese Luda Class Destroyer.
Day 1, 07:58: Turbine generator malfunction.
Day 1, 08:00: Captain Kevin Underwood died from injuries.
Day 1, 08:00: Lieutenant Bradley McClane drowned.
Day 1, 08:00: Lieutenant Andrew Bradley drowned.
Day 1, 08:00: Seaman Isaiah Tracy died from injuries.
Day 1, 08:00: Lieutenant James Hostetler drowned.
Day 1, 08:00: Patrol ended.

Mission log of US submarine USS Ticonderoga. (SeaWolf Class)
Day 1, 05:50: Patrol started in Los Angeles, USA.
Day 1, 06:05: Patrol ended.
Mission log of US submarine USS Ticonderoga.
Day 1, 09:16: Ship sunk: SS Greif (East German Small Cargo Ship).
Day 1, 09:16: USS Ticonderoga destroyed the important enemy vessel SS Greif.
Day 1, 09:16: Turbine generator malfunction.
Day 1, 09:52: Ship sunk: MV Hércules (Egyptian Oil Tanker).
Day 1, 09:52: USS Ticonderoga successfully engaged enemy shipping near 2 S 108 W.
Day 1, 10:30: Fire suppression system malfunction in fore torpedo room.
Day 1, 14:21: USS Ticonderoga performed reconnaissance of Havana port facilities.
Day 1, 14:49: Malfunction in No. 2 Turbine.
Day 1, 14:49: Patrol ended.

Mission log of US submarine USS Ticonderoga. (RIP)
Day 1, 14:54: Fire suppression system malfunction in command centre.
Day 1, 16:26: Ship sunk: Iribis (Soviet Koni Class Frigate).
Day 1, 16:26: USS Ticonderoga was attacked with depth charges by Akula, a Soviet Koni Class Frigate.
Day 1, 16:27: USS Ticonderoga was attacked with depth charges by Tver, a Soviet Kashin Class Destroyer.
Day 1, 16:27: USS Ticonderoga was attacked with depth charges by Volgograd, a Soviet Kashin Class Destroyer.
Day 1, 16:43: Captain Bruce Schwartz drowned.
Day 1, 16:43: Lieutenant Harvey Steele drowned.
Day 1, 16:43: Lieutenant Stanley Goode drowned.
Day 1, 16:43: Lieutenant Ethan Wong drowned.
Day 1, 16:44: Patrol ended.

Mission log of Israeli submarine INS Spear. (SeaWolf Class)
Day 1, 05:50: Patrol started in Tel Aviv, Israel.
Day 1, 05:54: Condenser failure in No. 1 Reactor Heat Exchanger.
Day 1, 05:54: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 1, 08:11: Malfunction occured in Nuclear Fuel of No. 1 Reactor.
Day 1, 08:14: Ship sunk: Rhine (East German Tarantul Class Corvette).
Day 1, 08:41: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 1, 14:24: Major fault detected in No. 1 Reactor coolant pump.
Day 1, 16:24: Malfunction occured in Nuclear Fuel of No. 1 Reactor.
Day 1, 16:29: INS Spear performed reconnaissance of Rome port facilities.
Day 1, 16:52: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 1, 17:13: Malfunction occured in Control Rods of No. 1 Reactor.
Day 1, 17:16: Ship sunk: MV Heroína (Libyan Small Cargo Ship).
Day 1, 17:16: INS Spear destroyed the important enemy vessel MV Heroína.
Day 1, 19:56: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 1, 23:31: Major fault detected in No. 1 Reactor coolant pump.
Day 2, 00:53: Malfunction occured in Nuclear Fuel of No. 1 Reactor.
Day 2, 01:19: Malfunction in No. 1 Turbine.
Day 2, 02:57: Ensign Ari Bar-Lev died of radiation poisoning.
Day 2, 04:13: Turbine generator malfunction.
Day 2, 05:55: Turbine generator malfunction.
Day 2, 15:08: Ship sunk: PNS Saad (Pakistani County Class Destroyer).
Day 2, 15:09: INS Spear was attacked with depth charges by PNS Saad, a Pakistani County Class Destroyer.
Day 2, 15:09: Ship sunk: PNS Saad (Pakistani County Class Destroyer).
Day 2, 15:53: Patrol ended.Mission log of Israeli submarine INS Spear.
Day 2, 16:20: INS Spear docked at Tel Aviv, Israel for refit.
Day 6, 16:20: INS Spear departed Tel Aviv.
Day 6, 16:21: Patrol ended at Tel Aviv, Israel.
Mission log of Israeli submarine INS Spear.
Day 1, 05:50: Patrol started in Tel Aviv, Israel.
Day 6, 17:16: Fuel Injector failure in Diesel Generator No. 1.
Day 6, 18:09: Malfunction in No. 1 Turbine.
Day 6, 18:09: INS Spear was attacked with depth charges by ORP Macko, a Polish Kashin Class Destroyer.
Day 6, 18:27: Patrol ended at Tel Aviv, Israel.
Mission log of Israeli submarine INS Spear.
Day 1, 05:50: Patrol started in Tel Aviv, Israel.
Day 10, 18:51: Ship sunk: ORP Macko (Polish Kashin Class Destroyer).
Day 10, 18:51: INS Spear successfully engaged enemy shipping near 33 N 30 E.
Day 10, 18:52: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 10, 19:34: Ship sunk: MV Aboukir (Pakistani Small Cargo Ship).
Day 10, 19:34: INS Spear destroyed the important enemy vessel MV Aboukir.
Day 10, 23:07: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 11, 01:20: Fire in the Fore Torpedo Room.
Day 11, 01:20: Seaman Moshe Hassan was killed in an explosion.
Day 11, 01:20: Chief Petty Officer Itai Malmuth was killed in an explosion.
Day 11, 01:20: Chief Petty Officer Abraham Livni was killed in an explosion.
Day 11, 02:04: INS Spear docked at La Rochelle, France for refit.
Day 18, 02:04: INS Spear departed La Rochelle.
Day 18, 02:05: Patrol ended at La Rochelle, France.
Mission log of Israeli submarine INS Spear.
Day 1, 05:50: Patrol started in La Rochelle, France.
Day 18, 04:15: Fire in the Fore Torpedo Room.
Day 18, 05:22: INS Spear performed reconnaissance of Leningrad port facilities.
Day 18, 05:41: Radar Antenna failure in Radar Equipment.
Day 18, 05:42: Malfunction in No. 1 Turbine.
Day 18, 06:22: Major fault detected in No. 1 Reactor coolant pump.
Day 18, 06:24: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 18, 10:52: Fire in the Fore Torpedo Room.
Day 18, 11:02: Fire in the Fore Torpedo Room.
Day 18, 13:05: Patrol ended at La Rochelle, France.
Mission log of Israeli submarine INS Spear.
Day 1, 05:50: Patrol started in La Rochelle, France.
Day 18, 13:05: INS Spear docked at La Rochelle, France for refit.
Day 25, 13:05: INS Spear departed La Rochelle.
Day 25, 13:28: Impeller failure in Bilge Pump.
Day 25, 17:17: Ship sunk: MV Clorinda (Libyan Small Cargo Ship).
Day 25, 17:18: Impeller failure in Bilge Pump.
Day 25, 17:46: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 25, 23:17: Ship sunk: MV Sachsen (East German Small Cargo Ship).
Day 25, 23:17: INS Spear destroyed the important enemy vessel MV Sachsen.
Day 25, 23:17: Seaman Yigal Azulay died from injuries.
Day 25, 23:20: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 26, 05:32: Fire suppression system malfunction in generator room.
Day 26, 05:47: Ship sunk: SS Grizzly (Canadian Small Cargo Ship).
Day 26, 05:50: Ship sunk: SS Clorinda (Libyan Large Cargo Ship).
Day 26, 05:50: Malfunction occured in Pressure Vessel of No. 1 Reactor.
Day 26, 06:25: Patrol ended.

Mission log of Israeli submarine INS Spear.
Day 26, 07:57: INS Spear docked at Tel Aviv, Israel for refit.
Day 32, 07:57: INS Spear departed Tel Aviv.
Day 32, 07:59: Patrol ended at Tel Aviv, Israel.
Mission log of Israeli submarine INS Spear.
Day 1, 05:50: Patrol started in Tel Aviv, Israel.
Day 32, 14:49: Ship sunk: MV Moltke (East German Large Cargo Ship).
Day 32, 14:51: Ship sunk: PNS Moawin (Pakistani County Class Destroyer).
Day 32, 14:57: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 32, 15:06: Wiring/Cables failure in Turbine Generator.
Day 32, 15:08: Ship sunk: MV El Yarmouk (Pakistani Large Cargo Ship).
Day 32, 15:08: INS Spear successfully engaged enemy shipping near 66 N 1 W.
Day 32, 16:22: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 33, 05:16: Seaman Yisrael Efron died of radiation poisoning.
Day 33, 05:24: INS Spear performed reconnaissance of Caracas port facilities.
Day 33, 08:22: Patrol ended.
Mission log of Israeli submarine INS Spear.
Day 33, 23:18: Malfunction occured in Nuclear Fuel of No. 1 Reactor.
Day 33, 23:18: INS Spear was attacked with depth charges by Rosenberg, a East German Koni Class Frigate.
Day 33, 23:18: Ship sunk: Rosenberg (East German Koni Class Frigate).
Day 33, 23:19: Patrol ended.

Treetop64
01-20-21, 09:47 PM
:up:

Downloaded and started playing this little gem literally just a couple of hours ago, after seeing a "Let's Play" Sub Commander video on YouTube. Never even knew about it beforehand.

Find of the year so far. This is great!

Too bad about the obsolete code and the end of its development, but I still love it. Hearty thanks to the author!

:up:

ChristopherTarana
01-26-21, 12:58 PM
There were 11 user created submarines for Sub Commander. :arrgh!: Do you have all those? They were the Manta class, December Class, Reverie Class, Equinox Class, The Seawolf Class, Type IV, Typhoon Class, Smalls Class, 3 Ohio's and a Vangaurd Class. If not PM me!


Christopher Tarana

Indrid Cold
01-16-22, 05:21 AM
Can't find the right word fot it... WOW friends, this is really a little gem - really, as a Indie-games lover too, I was so lucky to get in touch with Sub Commander browsing this forum. I've done much of the tutorial by now, and I love the details care found in this title, rogue-like sim as nothing before - well, maybe just a touch of the (nice!) Faster Than Light. So Sub Commander dev is over, as I've seen, what a pity.

ChristopherTarana
01-17-22, 10:55 PM
TheGeoff says he has upgraded from Blitz basic to Unity! :arrgh!:


Christopher Tarana

notmyidea
04-09-22, 01:30 AM
Download link for version 0.28 in the first post is dead. Any way to download this?

Aktungbby
04-09-22, 11:53 AM
notmyidea!:Kaleun_Salute: on the surface after a 'long silent run'!:up:

ChristopherTarana
04-10-22, 09:42 PM
I PM'd Geoff and asked him to update the link! Gmail blocks attachments with .exe or .dll extensions. :arrgh!:



Christopher Tarana


The link here is working now I just tested it!

ChristopherTarana
04-12-22, 03:38 PM
I'm going upload the file here to SubSim.com! :ping:


Christopher Tarana

ChristopherTarana
04-12-22, 05:54 PM
https://sub-commander.en.uptodown.com/windows


This is for the newest Version of the Simulation! :arrgh!: The Download Works!


Christopher Tarana

subbsss
01-25-23, 07:47 AM
could you update the website to download it

Samwelder
02-11-23, 12:54 PM
I started playing Sub Commader in 2023 and fell in love with the realistic way to drive a sub, a real pity that development stopped, I think that today it would be the most realistic sub simulator and close to reality due to its complexity. today even with some bugs I still feel motivated to play, is there something like this? I don't think so.

I SPEAK FROM BRAZIL. and use google translate.

Aktungbby
02-12-23, 11:19 AM
Samwelder!:Kaleun_Salute:

Samwelder
02-14-23, 09:52 PM
Am I the only one who noticed that the fuel gauge doesn't exist on the panels?...


I ran out of fuel in the Pacific (Foxtrot)...tragic for my crew.
:(

Samwelder
02-15-23, 11:51 PM
•O rádio deve ser mais ativo, pois é a única forma de comunicação entre o comando e o submarino. Uma solicitação de suporte ao sistema S.O.S ou de ataque, tanto pelos aliados da AI ( ) quanto pelo jogador, mesmo que uma pequena área tenha acionado unidades aliadas próximas para ajudar, assim como no filme Das Boat, seria ótimo para a experiência. "Às vezes nos sentimos sozinhos na imensidão do oceano". "A comunicação é essencial".

•As missões devem variar mais como "um ataque coordenado a um porto inimigo ( ataque junto com a IA no comboio )", "escortar um navio de carga para outro porto, ou ponto estratégico no mapa "," ajude a defender um aliado portuário de um ataque inimigo". A tática de Blitzkrieg funciona!

•Talvez uma arma antiaérea caísse bem, pois a maioria dos antigos subs possuía esse armamento."Se houver aviões no ar, há uma maneira de derrubá-los".

•Você deve pensar seriamente em colocar uma habilidade ou algo relacionado a "DOCTORS", como todo submarino ou tripulação tem pelo menos um médico a bordo. •Um sistema portuário que não revive, mas recruta novas unidades para substituir as vítimas da tripulação. Para adicionar mais realismo e realidade ao Subsim.

•Uma sugestão talvez absurda é ser capaz de capturar portos inimigos com ataques aliados, talvez até uma missão sobre isso, afinal, estamos em guerra, não estamos?. Talvez ocasionalmente, para que não se torne um jogo de territórios conquistadores.

■ Talvez este seja o único jogo que realmente me mergulha no universo do jogo. Um final triste. Ele tinha um poder enorme, mas se Geoff retornar ou passar o bastão para outro desenvolvedor, essas sugestões não serão perdidas. Eu adoraria ver esse projeto evoluir e não permanecer no ICE.

ChristopherTarana
06-11-23, 08:54 PM
Maybe this would good time to ask Geoff if version subcommander_0_29 could keep track of how many ton's we sink? :arrgh!:


Christopher Tarana

hps3445
09-07-23, 09:15 PM
Hi, The "up-to-down" download link goes to a 404 page. If there is a new link

could someone post it? Thanks. All the v.28 links are down. Sorry for the trouble. Its a great sim! Thanks Shaun:Kaleun_Thumbs_Up:

ChristopherTarana
09-10-23, 04:00 PM
I PM Geoff about the Game! :arrgh!: I asked wether it was possible to upload the game to www.mediafire.com?


Christopher Tarana

Captbubble66
12-19-23, 07:54 AM
Does anybody here know where,I can find the the sub commander submarine development tool? The link provided doesn’t work anymore.Thanks

Exocet25fr
12-19-23, 12:35 PM
I uploaded the dev tools here :03: click on the blue cloud!

https://sendeyo.com/show/60f5f60d64

Captbubble66
12-19-23, 04:59 PM
Thank you.

Captbubble66
12-19-23, 06:05 PM
Is the download of Sub commander version 0.28 at uptodown download site linked here https://sub-commander.en.uptodown.com/windows on an earlier post safe to download?

ChristopherTarana
12-19-23, 10:25 PM
Yes it is! :arrgh!: AVG found no malware in the Game!


Christopher Tarana

Captbubble66
12-20-23, 10:03 AM
Thanks.

Exocet25fr
12-21-23, 05:59 AM
My 6 Torpedo Tubes Weapon Status Panel

Seawolf
https://zupimages.net/up/23/51/fmjz.jpg (https://zupimages.net/viewer.php?id=23/51/fmjz.jpg)

Typhoon
https://zupimages.net/up/23/51/vnax.jpg (https://zupimages.net/viewer.php?id=23/51/vnax.jpg)

ChristopherTarana
12-21-23, 11:58 AM
Error message in Sub Viewer? :ping: I'm getting an Illegal Memory Address when using Window 7 64 Bit!


Christopher Tarana

Captbubble66
12-21-23, 10:35 PM
Hey Exocet25fr is there any chance I could please get a copy of your 6 torpedo weapons panel? Thanks and great work.

Exocet25fr
12-22-23, 08:20 AM
I made them a long time ago, I modified few files and it was difficult, I don't remember wich ones!?, so download these complete files for Seawolf & Typhoon to your own risk, and tell me!:)

https://sendeyo.com/show/442616ce0e

Captbubble66
12-23-23, 02:45 PM
Thank you and Happy holidays.

Exocet25fr
12-28-23, 12:53 PM
Barracuda SNA with TLM

https://www.subsim.com/radioroom/showthread.php?t=256423

I modified one, I added Propeller Pump, and modified few screens, Speed and Depth, and removed one reactor!

https://zupimages.net/up/23/52/hk1t.jpg (https://zupimages.net/viewer.php?id=23/52/hk1t.jpg)

https://zupimages.net/up/23/52/5qse.jpg (https://zupimages.net/viewer.php?id=23/52/5qse.jpg)

Exocet25fr
12-29-23, 06:56 AM
Deleted

Captbubble66
12-30-23, 09:20 AM
Nice work.Thanks

Captbubble66
12-30-23, 09:22 AM
Hey I got a question how do you get the screen to be bigger? Can you use an app or something,any suggestions would be great.

Exocet25fr
12-30-23, 02:19 PM
Windowed = 0 in SubCommander gameoptions.ini file :03:

Captbubble66
12-30-23, 03:52 PM
I tried windows = 0 it didn’t work just puts the screen up in the upper left hand corner,but thank you.

Captbubble66
01-07-24, 09:05 AM
Is it possible to shoot down aircraft,and if so how?

ChristopherTarana
01-07-24, 04:16 PM
I don't think so! :arrgh!:


Christopher Tarana

Captbubble66
01-08-24, 12:17 AM
Thanks,so why does shift -T keys target aircraft?weird.

ChristopherTarana
01-08-24, 02:26 AM
That's True! But which weapons are good against aircraft! :Kaleun_Salute:
Christopher Tarana

Captbubble66
01-08-24, 10:21 AM
This is true Ha!

ChristopherTarana
01-08-24, 03:52 PM
A Navy vet said that switching modes from ground to air was accurate on US ships! :arrgh!:



Christopher Tarana

Captbubble66
01-10-24, 01:03 AM
Good to know.

ChristopherTarana
01-10-24, 11:29 PM
Barracuda for Sub Commander download link:

https://sendeyo.com/show/1cdadebcb0


I'm having some problems getting torpedo tube #2 to reload properly! I can upload the picture to my album! :arrgh!:


Christopher Tarana


I have restarted the game!


Still No reloads for the Tube!

ChristopherTarana
01-21-24, 01:38 AM
Which Bilge Pump is Bad? :arrgh!: There are a lot on a submarine!



Christopher Tarana


Go to a friendly port, ask for a refit! All broken items will be repaired!

Exocet25fr
01-30-24, 12:47 PM
3 Submarines + Refit Screen (Shift + R)

1-Akula based on the Reverie modified with torpedoes reload problem fixed and Stern and Bow planes

2-Barracuda with VLS project: torpedoes reload and Bilge Pump problem fixed and Bow planes

3-Triomphant based on the Vanguard modified with Bow planes added and 1 reactor

New Radar screens with buttons and performance for each ones !

Akula
https://zupimages.net/up/24/05/m31q.jpg (https://zupimages.net/viewer.php?id=24/05/m31q.jpg)


Triomphant
https://zupimages.net/up/24/05/73n0.jpg (https://zupimages.net/viewer.php?id=24/05/73n0.jpg)



https://sendeyo.com/show/9c0fd5789d

Exocet25fr
01-31-24, 05:51 AM
In UI/art folder there is the refit file, ok it's work, but there are Cities periscope views too, I never saw them in action !?, are they working, and when ?

ChristopherTarana
02-03-24, 01:45 AM
Are there Exocets in Sub Commander? :arrgh!:



Christopher Tarana

Dragon Calme
03-20-24, 08:44 PM
Silly question: how do we go back to base?

Aktungbby
03-22-24, 12:07 PM
Dragon Calme:Kaleun_Salute:

ChristopherTarana
06-14-24, 12:00 AM
Silly question: how do we go back to base?


You navigate the sub manually! Look on the map, adjust your course, and speed! :arrgh!: When you reach your base, slow the sub and type Left-Shift R to refit your sub!



Christopher Tarana

Jace
11-23-24, 09:48 PM
when I was a teenager, I stumbled on this project and followed with great interest. Always a great way to kill some time, and it was fun and free, 2 biggest requirements for a broke teenager. Well, long story short, my PC finally bit the dust, so of course I had to come back in search of it. Well, with quite a bit of luck, I finally found it again, but it looks like only the legacy versions links work. Are there any major differences between v27 and 28? If so, does anyone have a good link to it?

TheGeoff
01-22-25, 06:33 PM
when I was a teenager, I stumbled on this project and followed with great interest. Always a great way to kill some time, and it was fun and free, 2 biggest requirements for a broke teenager. Well, long story short, my PC finally bit the dust, so of course I had to come back in search of it. Well, with quite a bit of luck, I finally found it again, but it looks like only the legacy versions links work. Are there any major differences between v27 and 28? If so, does anyone have a good link to it?


I've just re-hosted the latest version of the game (v0.28) on my website here: https://wirrawaysoftware.com/downloads/subcommander_0_28.zip
This link should be more reliable!

Sonarman
01-26-25, 09:10 AM
Brilliant thanks Geoff, great to see you are doing so well with Pacific/ Blitzkrieg and Korean fire on the mobile devices, looking forward to the upcoming HD Steam release of Pacific Fire.

It would be great to see 'Infernal Ocean' taken further into a full game at some point and maybe a commercial mobile build of Sub Commander, We really need to get you cloned as you have so many potentially great projects ahead :) all the best!