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PanicEnsues
06-12-14, 08:46 PM
Hey submariners! I was a huge fan of Silent Service when I was young, playing it endlessly on the Amiga. Recently, I’ve had the urge to sink some convoys, but couldn’t find any current games that offered quite that perfect blend of simulator and action.

So I made one.

If you want to engage in some tactical submarine combat, and have an Android or iOS tablet, you might want to check out Crash Dive (http://panicensuessoftware.com/CrashDive/index.html), available now on the Google Play Store (https://play.google.com/store/apps/details?id=com.PanicEnsuesSoftware.CrashDive) and the Apple App Store (https://itunes.apple.com/us/app/crash-dive/id884516166?ls=1&mt=8).

If you have any feedback, suggestions, or requests, I would love to hear them!

Regards and happy hunting,

Scott Goffman
Panic Ensues Software

Onkel Neal
06-14-14, 02:39 PM
Very cool looking game :)
I'll have to give it a whirl.
http://panicensuessoftware.com/CrashDive/images/CrashDive/screenshots/Screenshot_12.jpg

Lewis Wingerter
06-14-14, 04:35 PM
Hi Scott I just got the game for my Android Tablet I cant wait to play it:up:

THEBERBSTER
06-14-14, 05:23 PM
A warm welcome ‘PanicEnsues’ to the Subsim family.:subsim:

You will always find someone here to help you.:)

Link to my SH5 – SH4 posts::salute:

Step By Step Tutorials & How To Do It

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)

Julhelm
06-14-14, 05:44 PM
Bought it and played a bit. The map is a bit too realtime for my taste and it just seems strange to have to turn the sub to fire torpedoes. Still entertaining, though.

PanicEnsues
06-14-14, 08:38 PM
Thanks for the feedback, Julhelm!

>The map is a bit too realtime for my taste

Can you clarify what you mean by that? Is the pacing too slow? If so, have you tried using the Time Scale control at the top left to speed it up?

>it just seems strange to have to turn the sub to fire torpedoes.

The fire arc is about 45 degrees (22.5 each way) from the bow and from the stern. When I tried higher values than that, it felt really odd to have torpedoes coming out the side of the sub. :)

>Still entertaining, though.

Glad you liked it, and thanks again for the feedback. If you have any more, I'm always open to suggestions.

Regards,

-Scott

PanicEnsues
06-14-14, 08:40 PM
Hi Scott I just got the game for my Android Tablet I cant wait to play it:up:

Great, I hope you enjoy it, Lewis! If you have any problems, feedback, or suggestions, please let me know.

Regards,

-Scott

Lewis Wingerter
06-14-14, 08:51 PM
Hi Scott also welcome to subsim. I only been able to play the tutorial. The game is great:yeah: As of now my only question is it take way to many torpedo to sink a ship

Lewis Wingerter
06-14-14, 09:48 PM
Hi Scott also welcome to subsim. I only been able to play the tutorial. The game is great:yeah: As of now my only question is it take way to many torpedo to sink a ship


Hey Scott I started a war patrol and the games is fantastic:up::up::up::up: ref what I said earlier about the ship taking to many torpedo to sink that must have been the tutorial set up . Per other sub game this game is right on about the # of torpedo to sink the ships. keep up the great work regard Lewie

PanicEnsues
06-14-14, 11:47 PM
Hey Scott I started a war patrol and the games is fantastic:up::up::up::up: ref what I said earlier about the ship taking to many torpedo to sink that must have been the tutorial set up . Per other sub game this game is right on about the # of torpedo to sink the ships. keep up the great work regard Lewie

Ah, right, for most of the tutorial you just have training torpedoes with dummy warheads. Phew, glad that's all it was!

Happy hunting,

-Scott

Jsbl
06-15-14, 01:19 PM
Thank you for making a new subsim!

What's the performance like on iPad 2? I'm looking for good excuses to upgrade to Air...

Julhelm
06-15-14, 02:31 PM
Can you clarify what you mean by that? Is the pacing too slow? If so, have you tried using the Time Scale control at the top left to speed it up?
What I meant is the map shows too much of what is happening around the sub. It would be nice if there was more ambiguity, especially when submerged.


The fire arc is about 45 degrees (22.5 each way) from the bow and from the stern. When I tried higher values than that, it felt really odd to have torpedoes coming out the side of the sub. :)
In real life the torpedoes run straight for a bit before the gyro kicks in and turns them onto the correct track, but the actual firing arc is something like +/- 135 degrees or so to each side.

>Still entertaining, though.

Glad you liked it, and thanks again for the feedback. If you have any more, I'm always open to suggestions.
There is something more. On the war patrol, it'd be better if it didn't say straight up how many merchants and escorts you are going up against. This could also be kept more ambiguous.

PanicEnsues
06-15-14, 04:29 PM
What I meant is the map shows too much of what is happening around the sub. It would be nice if there was more ambiguity, especially when submerged.
Ah, gotcha. Currently, your "perception range" (I combined visual and audio perception for simplicity) shrinks based on A) whether the periscope is above water or not, B) your depth, and C) your throttle setting (higher engine noise making it harder to listen for enemies).

Worst case (running Flank speed at 200m), you can only see enemies within about 300m, which I found to be a pretty good balance of claustrophobia with being able to see and react to threats once they're almost on top of you.

Damage to your sonar will cut that range in half.

In real life the torpedoes run straight for a bit before the gyro kicks in and turns them onto the correct track, but the actual firing arc is something like +/- 135 degrees or so to each side.
Great info, thanks!

There is something more. On the war patrol, it'd be better if it didn't say straight up how many merchants and escorts you are going up against. This could also be kept more ambiguous.
The spotters aren't 100% accurate; sometimes you'll get more or less ships in a convoy than they reported.

It doesn't happen too often (or it starts to seem buggy), but you'll find that there will often be one additional small escort hidden behind a larger ship that they missed.

Regards,

-Scott

PanicEnsues
06-15-14, 04:32 PM
What's the performance like on iPad 2? I'm looking for good excuses to upgrade to Air...
Pretty good on iPad 2, I don't think I've ever seen it drop below 20fps; usually it's higher than that.

But far be it for me to stand between a man and new hardware, you should TOTALLY buy an iPad Air for the butter-smooth 30fps it will deliver. :)

-Scott

Onkel Neal
06-15-14, 04:51 PM
Hi Scott, I installed Crash Dive today, played through a tutorial and a single mission. So far, so good, looks like a lot of work went into the game :up:

Question: in a single mission, after the enemy escorts drive me down, and I survived their depth charges, I check the surface and cannot see anything. But I still have the sonar lines on the chart; so, does that mean I can re approach and engage?

PanicEnsues
06-15-14, 08:08 PM
Question: in a single mission, after the enemy escorts drive me down, and I survived their depth charges, I check the surface and cannot see anything. But I still have the sonar lines on the chart; so, does that mean I can re approach and engage?
Yep, the chart sonar lines mean they're out of perception range. Come to periscope depth and have a look around; if they're still not in sight, you should be safe to surface and chase them down at double your submerged speed (and recharge your batteries while you're at it).

The only exception to this is if the convoy is made up entirely of warships; at their cruising speed, you may not even be able to catch with your diesels on the surface.

Happy hunting!

-Scott

valdarrant
06-16-14, 03:02 PM
All things considered I really like the game. I also think that having to properly orient your boat so that the tubes are approximately pointing in the right direction makes sense.

I have been waiting and waiting and waiting...as in waiting....for a decent mobile sub sim game that is more simulation and less arcade.

I would love to see a multiplayer feature in the game as in sub on sub...

Lastly I would reach out if you have time to some of the more active mobile game sites to get traction. Anything under the $25-30 I had to pay for Intellivision games (they had a nice sub sim) is cheap so the price tag isnt an issue for me but seems like anything not .99 or 1.99 gets flamed? And yes you can check I have already bought it but you probably need to make money on the deal for the game to evolve...

I have some site suggestions if you like so feel free to PM me...I would list them here but I am not sure if thats allowed

Onkel Neal
06-16-14, 04:20 PM
The only exception to this is if the convoy is made up entirely of warships; at their cruising speed, you may not even be able to catch with your diesels on the surface.




And I may not want to :)

patton610
06-16-14, 06:00 PM
Really like the game with a few exceptions .. The damage model does not really allow for surface fights with single dds like silent service did. If you poke your head up you are dead in seconds because all dds have radar guided shells. Also Collison detection only seems to apply to the submarine, as all escorts seem to be a part of thr Philadelphia project and can move at will through one another. Is there going to be a campaign mode the difficulty setting seem to allude to this in its early war midwar and late war settings but other things such as fluctuating numbers of torpedoes and decoys thst can be carried between difficulty settings just don't make a whole lot of sense if you are basing the differences in difficulty on improving allied tech and tactics

PanicEnsues
06-17-14, 12:15 AM
The damage model does not really allow for surface fights with single dds like silent service did. If you poke your head up you are dead in seconds because all dds have radar guided shells.
Mostly true. On Normal difficulty, it only takes escorts about three rounds to dial in their aim, so you really need to be ducking and weaving and landing every shell you fire at them if you want to have any chance of taking down a dds before they force you under.

I just don't think it''s realistic for a single-gun Type VIIC to expect to defeat a Fletcher-class with its five cannons.

A Single Flower Corvette can almost always be taken out with the deck gun, IF you get the first shot off (engage from outside of 2000m), and don't miss with your next two shots.

Also Collison detection only seems to apply to the submarine, as all escorts seem to be a part of thr Philadelphia project and can move at will through one another.
True. I tried having convoy ship-to-ship collision, but it gave the AI a really hard time in large convoys. Now, they try to avoid each other, but if they can't they'll engage their top-secret parallel-universe drives.

Is there going to be a campaign mode the difficulty setting seem to allude to this
I wasn't planning on it; the easy/medium/hard text indicating a progression through the war is just there to give context to players who have no idea what went on in the Battle for the Atlantic (it's really quite horrifying how large that group is).
If I find that there is a lot of demand for it, I would definitely consider it, but my impression so far is that those who are looking for a deep campaign experience are already getting that from existing simulators, and Crash Dive is more for that "instant gratification" tactical battle fun.

Thanks for the feedback!

-Scott

Julke
06-17-14, 01:43 PM
PanicEnsues: 1st of all thank you. After Pacific Fleet another great simulator! I found it today, bought it, played it :) It's really fantastic.

I have just one remark. The speed is mentioned in m/s. The maximum surfaced speed of VII C is 17,7 knots (source wiki, not overloaded engines), that is 9 m/s. In game, I can travel 12 m/s on surface, that is 23,2 knots. Is it like this by purpose?

Cheers, Julius

v-i-c-
06-17-14, 01:53 PM
PanicEnsues: 1st of all thank you. After Pacific Fleet another great simulator! I found it today, bought it, played it :) It's really fantastic.

I have just one remark. The speed is mentioned in m/s. The maximum surfaced speed of VII C is 7,7 knots (source wiki), that is 3,9 m/s. In game, I can travel 12 m/s on surface, that is 23,2 knots. Is it like this by purpose?

Cheers, Julius

The maximum surface speed of a Type VIIC is 17.7 knots (9.1 m/s) at AK. And 18.x knots when overloaded (480/490 RPM) - your 7.7 knots sounds like E-Machines (8 knots submerged and 10.5 knots on the surface at AK)

Julke
06-17-14, 02:10 PM
The maximum surface speed of a Type VIIC is 17.7 knots (9.1 m/s) at AK. And 18.x knots when overloaded (480/490 RPM) - your 7.7 knots sounds like E-Machines (8 knots submerged and 10.5 knots on the surface at AK)

You are right. I did a mistake, now the entry is corrected. Thank you for correction.

PanicEnsues
06-17-14, 03:43 PM
You are right. I did a mistake, now the entry is corrected. Thank you for correction.

Julke,

You're right, there is some number-fudging going on, the most obvious being the substitution of "knots" with "m/s". At the time I did that, I didn't think most players would have a frame of reference for knots, so your surface speed is 18 knots, but it's displayed as 18 m/s.

In hindsight, I wish I had left it (and may change it back) because the numbers only matter in relative terms ("am I faster or slower than that ship?").

The other fudge is making the submerged speed exactly half that of the surface speed, which is for gameplay clarity purposes.

Regards,

-Scott

Karok
06-18-14, 09:13 PM
First, let me say how happy I am to finally have a great sub simulator on my iPad! I think this is a great release, and will get a lot of attention in the App Store.

I've already had a lot of fun in career mode, as well as a few single missions. My only complaint, which may just be a sign of my age...is that the sim seems to be too fast for me. It's as if I'm playing on 2x or 4x, when I'm really only on 1x.

To me, submarine combat is like a chess game, slow, calculated moves. But Crash Dive is moving a bit fast. I do understand that this is not supposed to be a full on simulator, but I really would like an option to slow it down to half speed or quarter speed in comparison to what 1x is.

Of course we want/need to pick up the pace outside of an engagement, but the ships are moving around pretty darn quickly when you are in combat.

Am I alone in this thought, or do others feel the same way?

arkroyal
06-19-14, 03:50 AM
Hi Scott It Look's a great game,keep up the good work:salute:


Regards

v-i-c-
06-19-14, 07:10 PM
I wonder why you don't use more of the ships from the Asset Store package you are using. (especially the german ones) Will we see a pacific theater soon? You could use the japanese ships that you should already have from the package.

https://www.assetstore.unity3d.com/en/#!/content/2726

A funny side note: I've asked Mighty Vertex Games if they could create some WW2 ships for the Asset Store or what it would costs to hire them to create 3D Models for me (to speed up things). They've released this package a few weeks later (but I never bought it because the style does not fit to my own models)

pzgndr
06-20-14, 07:14 AM
Got it. Played a mission last night. Thank you!

FWIW, I would also prefer to see everything in knots, like every other subsim I've played. I'll look forward to whatever improvements come along.

PanicEnsues
06-20-14, 12:01 PM
I wonder why you don't use more of the ships from the Asset Store package you are using. (especially the german ones) Will we see a pacific theater soon? You could use the japanese ships that you should already have from the package.

Just because I wanted to make a game where you play as a German U-boat commander, so I couldn't have the player sinking their own ships. If I ever do a sequel, it will probably be as a U.S. Gato-class sub in the Pacific.

PanicEnsues
06-20-14, 12:02 PM
Got it. Played a mission last night. Thank you!

FWIW, I would also prefer to see everything in knots, like every other subsim I've played. I'll look forward to whatever improvements come along.

I remembered why I went with m/s: Ranges are given in m, so for players who are doing mental math to calculate travel times, m/s makes that easier.

I still may change it to knots, but that was my logic at the time.

Aktungbby
06-20-14, 02:55 PM
Valdamant and Karok!:Kaleun_Salute:

Jimbuna
06-21-14, 07:45 AM
Welcome to SubSim Valdamant and Karok :sunny:

Chad
06-21-14, 11:38 AM
https://www.assetstore.unity3d.com/en/#!/content/2726

A funny side note: I've asked Mighty Vertex Games if they could create some WW2 ships for the Asset Store or what it would costs to hire them to create 3D Models for me (to speed up things). They've released this package a few weeks later (but I never bought it because the style does not fit to my own models)

These models are awesome, but the $275 is an awfully large amount.

If it was half that amount I would be definitely interested.

arkroyal
06-22-14, 02:02 AM
Bought it and played, Great Game Scott:salute:

Regards

Julke
06-22-14, 02:14 PM
I remembered why I went with m/s: Ranges are given in m, so for players who are doing mental math to calculate travel times, m/s makes that easier.

I still may change it to knots, but that was my logic at the time.

In real life it is always big mess with many different units. Nautical miles are used for sailed distance, knots for speed, meters for calculating distance from the object or for depth measurement, m/s can be used for wind speed. At least for me this "mess" sounds quite normal. So if I see m/s unit for speed of sub, I am totaly lost, I don't know how fast I am :)

TorpX
06-23-14, 01:32 AM
I ran into the same thing when I used to do ballistic calculations. Wind speeds are usually given in knots or m.p.h., but it made more sense math wise to have them in ft./sec., the units used for velocity.

Here you are better off:

1 m/s = ~ 2 knots

or more precisely...

1 m/s = 1.9438 kt.

mikedora
06-23-14, 02:27 AM
I'm one of those enjoying Crash Dive on my iPad, but I have one gameplay question: in Single Mission mode, how do you end the mission?

Several times in this mode I've encountered a convoy, sunk 3-4-5 ships, and successfully escaped the counterattacks, but I haven't figured out then how to "close" the mission & record a success...

What am I missing please?

Mike

PanicEnsues
06-23-14, 11:54 AM
I'm one of those enjoying Crash Dive on my iPad, but I have one gameplay question: in Single Mission mode, how do you end the mission?
What am I missing please?

Well, crap. Looks like you're missing what everyone else (including me) is missing: The "Disengage" button, which is not showing up in the single mission mode menu. It's a bug; thanks for catching that, and I'll fix it ASAP.

Regards,

-Scott

mikedora
06-23-14, 05:14 PM
Thanks Scott,

I thought I was going senile or something! Thing is, I started with the Single Missions to get the hang of the game, and because of this hang-up I hadn't progressed to the War Patrol yet..

Cheers

Mike

Eburlh
06-23-14, 10:10 PM
Love the game!! About time a good one came out. :yeah:

I would love it if you could add a campaign to the patrol. It would be great if it would last longer!! Other than that, no suggestions!! Great game!!


e

Aktungbby
06-24-14, 02:51 AM
Eburlh!:Kaleun_Salute:

Jimbuna
06-24-14, 06:58 AM
Welcome Eburlh :sunny:

valdarrant
06-24-14, 08:15 AM
The better I like it. There are so many layers to the game. Whether its targeting with periscope or without, or now trying to get inside the fleet before opening up. I also have not successfully gone head with the anti-sub ships after sinking the merchantmen. In WW II did the torpedoes home in via ping like they do today? I assumed that is the reason for the distance to arm besides not wanting friendly fire damage.


What is a good reference to better understand the antisub sonar and therefore how to evade it?

pzgndr
06-24-14, 11:05 AM
Well, crap. Looks like you're missing what everyone else (including me) is missing: The "Disengage" button, which is not showing up in the single mission mode menu. It's a bug; thanks for catching that, and I'll fix it ASAP.


Also, I've completed the easy starter mission but can't seem to advance to medium? Are the differences between these difficulty levels defined and can players select them at start of single missions and patrols? I'm not seeing that, assuming hard would be most realistic and I'd like to get there. So far it's fun but pretty easy, so I'm ready to crank it up but can't see how.

PanicEnsues
06-24-14, 12:33 PM
In WW II did the torpedoes home in via ping like they do today? I assumed that is the reason for the distance to arm besides not wanting friendly fire damage.

Most of the technology advances in WW2 torpedoes were related to propulsion (allowing them to run submerged without putting out a bubble trail) and detonation (magnetic proximity detonators instead of contact, for greater damage). But the new tech was so unreliable (especially for the Germans) that their dud rate was >80% at some points in the war.

What is a good reference to better understand the antisub sonar and therefore how to evade it?

The enemy sonar pings expand in a sphere; they are represented in the Chart view by a 2D ring that shows the ping range as it is affected by A) your depth, B) your noise level (primarily throttle).

Your best bet for evasion is to go to maximum depth, run at half or full speed (not flank), and drop one or two decoys. Then try and keep the decoys between yourself and the enemy ships.

Hope that helps,

-Scott

PanicEnsues
06-24-14, 12:35 PM
Also, I've completed the easy starter mission but can't seem to advance to medium? Are the differences between these difficulty levels defined and can players select them at start of single missions and patrols? I'm not seeing that, assuming hard would be most realistic and I'd like to get there. So far it's fun but pretty easy, so I'm ready to crank it up but can't see how.

You have to complete a War Patrol on Easy to unlock Normal difficulty (for any game mode). IIRC, "complete" means either surviving for 30 days or getting sunk.

-Scott

PanicEnsues
06-24-14, 12:46 PM
Gentlemen,

I'm currently working on a new version of Crash Dive that addresses a lot of the feedback I've gotten (much of it from this forum). I'm looking for a batch of Beta testers who would be willing to try out new builds and report back any bugs or issues they run into.

You'll need to already own the game (the license checks will otherwise fail) and be willing to put up with experimental, potentially buggy software. If you're interested, please pm me.

Thanks and happy hunting!

-Scott

pzgndr
06-25-14, 06:36 AM
You have to complete a War Patrol on Easy to unlock Normal difficulty.
-Scott

Ok thanks, that worked and I'm past easy. I had the impression completing a single mission would advance you and I had done a few with no advance. I was into Day 26 of a patrol and hadn't seen anything yet.

Having played a bit, I'd like to see better indication of my heading and the view bearing when looking through the periscope or binos. The little compass in the lower right isn't enough, and I don't want to switch back and forth to the map all the time. Seeing azimuth numbers displayed would be very helpful.

How about a Time To Load indication when you tap on the torpedos? I got into a shooting situation and wanted to fire again before crash diving, but kept waiting for a reload and had no idea how much longer I could wait.

I think I got ran over at one point by a destroyer while at 10m depth, but didn't take any damage? You have magical collision avoidance for the Allied ships, which is fine, but if this also applies to the sub then that should be fixed.

So far, so good. Great game. I really like how you go from action to action without a lot of dead time. That seems perfect!

PanicEnsues
06-26-14, 05:45 PM
Having played a bit, I'd like to see better indication of my heading and the view bearing when looking through the periscope or binos.
Next version will show your view bearing (relative to the sub).

How about a Time To Load indication when you tap on the torpedos?
If all of the selected (bow or aft) tubes are empty, the torpedo indicator light turns red and has a rotary timer around it, showing how long until the next torpedo is ready.

I think I got ran over at one point by a destroyer while at 10m depth, but didn't take any damage?
Getting rammed should have caused significant damage to your sub (unless you're in tutorial mode). If it didn't, it may be a bug.

So far, so good. Great game. I really like how you go from action to action without a lot of dead time. That seems perfect!
Great, glad you're enjoying it!

-Scott

twm47099
07-03-14, 07:18 PM
First of all, thanks for the game; it is a lot of fun.

One question - When I complete a patrol the game shows a summary of the patrol. There is an item "number of spreads'. It is always zero. Is there a method to shoot a spread?

Thanks
Tom

Lewis Wingerter
07-03-14, 09:35 PM
First of all, thanks for the game; it is a lot of fun.

One question - When I complete a patrol the game shows a summary of the patrol. There is an item "number of spreads'. It is always zero. Is there a method to shoot a spread?

Thanks
Tom

Hi twm47099 to fire a spread(3 torpedo) hold the fire key down and 3 torpedo will fire( works great on escort ship) Regards Lewie

twm47099
07-04-14, 09:59 PM
Hi Lewie,
Thanks for the help. Using spread makes the game play differently -- helps with escorts, wastes a few torps, and makes planning resupply more important.

Tom

pzgndr
07-06-14, 10:12 PM
Hi, a couple more comments.
- A game clock would be nice. I'd like to know how long I'm doing a maneuver for instance.
- I've figured out how my view bearing displays on the compass, but it would still be nice to see numerical values for sub heading and view bearing.
- Destroyers in the hunt seem too close together when circling? Sometimes 3 or 4 of them within a couple hundred meters. And seeing their hull outlines while submerged is too much info, at least at higher difficulty. Make us work for the info.
- Also while submerged, some messages like "torpedo has been spotted" is too much info. How would my sonar man know that? Tell me when depth charges are dropped.
- Engagements seem to start too close to convoys. Could there be an option to start upon visual contact to allow time for maneuver and approach?
- Convoy sonar info while submerged could be improved. Except for destroyer contacts, convoy info is lost after diving.

I've completed a couple of patrols at hard now. Fun!

PanicEnsues
07-07-14, 12:12 PM
Hi, a couple more comments.
- A game clock would be nice. I'd like to know how long I'm doing a maneuver for instance.
- I've figured out how my view bearing displays on the compass, but it would still be nice to see numerical values for sub heading and view bearing.
- Destroyers in the hunt seem too close together when circling? Sometimes 3 or 4 of them within a couple hundred meters. And seeing their hull outlines while submerged is too much info, at least at higher difficulty. Make us work for the info.
- Also while submerged, some messages like "torpedo has been spotted" is too much info. How would my sonar man know that? Tell me when depth charges are dropped.
- Engagements seem to start too close to convoys. Could there be an option to start upon visual contact to allow time for maneuver and approach?
- Convoy sonar info while submerged could be improved. Except for destroyer contacts, convoy info is lost after diving.

All good points. Most of those are the result of trying to blend a simulator with an action game. But the next release will have a fourth difficulty setting that will be much more "Sim", and I'll look at adding some of these to it.

Thanks for the feedback!

-Scott

Marcin
07-14-14, 01:09 PM
Hi Scott,

Heard about your game from elsewhere (http://www.brokenforum.com) and grabbed it immediately (Android version). It's pretty great for what it does (quick tactical action on the go) and I'm *thrilled* to hear you're thinking of adding more simulation-style options as well.

I keep getting inspired by seeing games here (I'm working on a tactical subsim myself, played from the top-down view because 2D/3D art is hard :D) and your submerged sonar view is very close to some of the concepts in my head. I'm thrilled to see someone execute so well on this, gives me hope that I'll have something as nice looking someday. :)

I've already gotten my money's worth; looking forward to the updates!

qamqualler
07-15-14, 12:47 PM
Hey Scott!

I wanted to sign up and register just to drop this thank you post. I recently had a baby and have had lots of time sorta 'stuck' with the baby on my chest while trying to put her to sleep etc.... This game has been a huge form of entertainment during those long hours. The ability to play from my iPad is great.

I switch between this game and Pacific Fleet and just love 'em. Keep up the great work!

Also, the SubSim community rocks as well. Thanks for the all the informative posts!

Again, thanks a ton!

CJ
:subsim:

PanicEnsues
07-15-14, 08:15 PM
Great, glad to hear you're enjoying Crash Dive! A version has been released on Android that includes a "Sim" difficulty level; it will also be available on iOS once it finishes the slow crawl through Apple's approval process.

"Sim" mode has the same values as "Hard", but with these changes:
-dud torpedoes
-no computer torpedo targeting
-no ping visualizations (the rings and "bounce" graphics in the chart view)
-no search timer/indicator (so it's harder to tell what the enemy is doing)
-Longer enemy search times

Thanks to everyone for the great feedback, it's really helped me focus on updating the game in ways that will have the most impact for this community.

Happy hunting,

-Scott

Jimbuna
07-16-14, 06:50 AM
Welcome to SubSim qamqualler :sunny:

Aktungbby
07-16-14, 02:10 PM
qamqualler!:Kaleun_Salute:Enigma trnsmission unclear! suspect your Signif-other had BABY! Feel your pain as house dad; mine just turned 25 with masters degree-no Phd- thank God! Do not lose it on Ipad! this key does not launch eels at convoy..:ohttp://thumb7.shutterstock.com/display_pic_with_logo/1326643/183281789/stock-photo-computer-keyboard-key-button-baby-girl-183281789.jpg

Laufen zum Ziel
07-23-14, 02:19 PM
Thank you for making a new subsim!

What's the performance like on iPad 2? I'm looking for good excuses to upgrade to Air...

Bought it two days ago for my ipadair. All I can say is WOW. Great graphics with great game play. The developer has got to be a genius. I think this is the closest you can get to SHIII on a tablet and we'll worth the price.

bonsaimac
07-27-14, 12:34 AM
Awesome rendition of classic game!
I love playing it on my Galaxy Note Pro.
There have been many good suggestions for improvement, but NO COMPLAINTS from me.
I think a "Help" menu or FAQ file might be helpful.
I am having a little trouble figuring out how to resupply..
Thanks for a great game! Whiners just need to look at what else is out there for tablets.
Answer-not much with this level of graphics.
Have fun!

pzgndr
07-27-14, 07:29 PM
Latest update with sim mode is pretty good. It would still be nice to have a clock displayed, and probably sunrise and sunset times available for reference. I'd still like to have a better sense of convoy contact information while submerged. Sometimes a dive could pick up a convoy sound when visual contact is lost. Thanks for developing this game!

PanicEnsues
07-28-14, 01:10 AM
Version 1.2.1 is now released for Android and iOS.
Changes:
* Added 16x time scale.
* Added encounter timer.
* Made Time Scale buttons larger.
* Added notification on depth charges splashes.
* Sim mode: Start further from Convoy.
* Sim mode: Hide notifications that you shouldn’t know (torpedo/sub/periscope spotted).
* Torpedoes don’t always get spotted by enemy (scales with difficulty).
* Added Custom game mode (no leaderboards).

Happy hunting!

-Scott

Aktungbby
07-28-14, 02:58 PM
BONSAIMAK! :Kaleun_Salute:

Jimbuna
07-29-14, 06:32 AM
Welcome :sunny:

Looney11
08-05-14, 09:15 AM
Bought it for my Nexus 10 and played it. Nice going! Finished my first war patrol on easy with a meager 250K ton sunk. I did take down the Repulse and Renown for what its worth :haha:

On to more difficult missions...

niwo
08-16-14, 09:17 AM
Is there a wip for a demo?

PanicEnsues
08-17-14, 12:42 PM
Is there a wip for a demo?

No plans at the moment. Every time I look into making one, I decide that I'd much rather spend my time adding features to the full game than making a demo version.

Speaking of new features...

Version 1.3.4 is now available in all markets.

The biggest change is a redesigned War Patrol mode:

Removed 30-day time limit
Slowed time passage
Added fuel gauge/consumption. Fuel consumed while moving; 10% consumption while stationary.
Resupply also refuels (25% of capacity).
Fuel range radius displayed as red ring on map.
Warn player when fuel is below range to base + 10%.
Reduced chance (10%) of convoy encounter when stationary.
Return to base = patrol end.
Run out of fuel = Roll for rescue, with better odds the closer you are to base.
When inside a "convoy spotted" circle, encounter comes much more quickly.
When inside a "convoy spotted" circle, guaranteed larger convoy and better "whale" odds.


Also:

Escorts can no longer shell you if you are hidden behind a transport.
Checks to see if you actually made the leaderboard before asking if you want to post high score.
Added loading screen.
Versioned leaderboards (1.3.4 has its own boards).
Tightened up all ship bounding boxes to reduce “hovering fires” effect.

Onkel Neal
08-28-14, 12:56 PM
Version 1.2.1 is now released for Android and iOS.
Changes:
* Added 16x time scale.
* Added encounter timer.
* Made Time Scale buttons larger.
* Added notification on depth charges splashes.
* Sim mode: Start further from Convoy.
* Sim mode: Hide notifications that you shouldn’t know (torpedo/sub/periscope spotted).
* Torpedoes don’t always get spotted by enemy (scales with difficulty).
* Added Custom game mode (no leaderboards).

Happy hunting!

-Scott

I like the sim options.

Gunfighter
08-31-14, 07:42 AM
I have this game on my ASUS prime Tablet,My Kindle Fire HD 8.9 and my small Kindle fire. So I can take it with me at all times And it plays well on all of them.:up:

Onkel Neal
08-31-14, 08:31 AM
How did you get it on your Kindle? I have a Fire HD 7", I would like to try the game on it.

Gunfighter
09-01-14, 08:19 AM
Hi Neal Checked out Amazon and they have Crash Dive in Apps Dept

Onkel Neal
09-01-14, 08:42 AM
Ok, thanks, I'll fire up my Kindle and see if I can get it to load.

Onkel Neal
09-01-14, 10:00 AM
Well, guess what? I turned on my Kindle Fire HDX 7", went to Amazon and yeah, the game is available and it seems to work great. I wonder why the Kindle is not listed as a platform on the Crash Dive website? I see there is a link to Amazon, but the page lists "Android" as the OS....:hmmm:

PanicEnsues
09-01-14, 11:24 AM
Well, guess what? I turned on my Kindle Fire HDX 7", went to Amazon and yeah, the game is available and it seems to work great. I wonder why the Kindle is not listed as a platform on the Crash Dive website? I see there is a link to Amazon, but the page lists "Android" as the OS....:hmmm:

Just because Kindle isn't a separate platform; it's an Android device, but with an Amazon-specific front-end. So if you were to bypass the Amazon AppStore and install any Android app's APK, it would work just like any other device.

Do most people not consider Kindle to be Android? If that's the perception, then you're right, I should list it as a platform.

Thanks,

-Scott

Onkel Neal
09-01-14, 01:44 PM
Goodness, my understanding was that the Kindle ran a neutered version of Android, where you cannot access the Google Play store, and consequently, cannot install apps like Google Maps, and other useful apps. I know I have visited the Amazon Kindle store and cannot find many of the Android apps I run on my LG phone. I could be mistaken.

Regular readers will know, but neither of these tablets have any Google services on-board. Amazon has a budding app store for any Android device, and the apps offered for the new Kindles are fully optimized and vetted for proper performance, but the quantity, and sometimes quality, pales when compared to Google Play.

If you're looking for a "regular" Android tablet, with full access to all of Google's services and apps, you should look elsewhere. If you're entrenched in the Amazon world of books, movies, music and apps, you're in for a treat.

http://www.androidcentral.com/kindle-fire-hdx-review

A lot of discussion has been about "sideloading" Google Apps (http://www.gizmag.com/how-to-install-google-apps-kindle-fire-hd-hdx/30736/) onto a Kindle, maybe there is some distintion between "Google apps" and Android apps I failed to grasp.

Anyhoo, if Crash Dive runs on a Kindle Fire HDX, I would suiggest touting that, and also on the Amazon sale page
(http://www.amazon.com/gp/product/B00KZ7MF1A) add something there....
Crash Dive
by Panic Ensues Software
Platform: Android

I see that there are categories on the Amazon site for
Appstore for Android and also Kindle Fire Apps

I don't understand!:dead:

PanicEnsues
09-01-14, 01:53 PM
Yeah, Amazon is really muddying the waters with their labels.

Google's Android OS is free. Anybody can use it, modify it, sell it.

But Google's Apps are not free; if a company wants to include the Play Store, GMail, Drive, Maps, etc., they have to pay a licensing fee to Google.

Amazon chose not to do that, instead just using the free Android OS and writing their own app store software so they don't have to pay Google.

So I can certainly see where the confusion comes from, and will change the web site text to mention Kindle and Fire.

Regards,

-Scott

nikimcbee
09-02-14, 01:52 PM
LOL Neal, I thought you learned your lesson with the googlemachine. No escort service for you!
:Kaleun_Mad::Kaleun_Goofy:

So how do you like Crash Dive? I was thinking about getting it. I have the same platform, kindle hdx.

Onkel Neal
09-02-14, 10:00 PM
Hi Jason, I have a full review coming in a day or two. Stay tuned! :shucks:

Laufen zum Ziel
09-03-14, 09:54 AM
LOL Neal, I thought you learned your lesson with the googlemachine. No escort service for you!
:Kaleun_Mad::Kaleun_Goofy:

So how do you like Crash Dive? I was thinking about getting it. I have the same platform, kindle hdx.

I have it on my Ipadair. I consider it more of a sim then arcade. Best graphics I have seen on a pad game. Highly recommended.

AngryHatter
09-07-14, 07:20 AM
I am enjoying the game.
(It made me watch The Enemy Below again) ;)

One query - the water in the tutorial seems incredibly pixelated. (Android)
Is it me?

She-Wolf
09-07-14, 09:18 AM
hello y'all, just got a note from Onkel Neal about Crash Dive and came scurrying over to find out, and went on to Amazon - but can only find the game as available for apps - and I don't got no 'apps', no Kindle, no phone or iPad/Pod whatever, just a plain old upright tower PC... does that mean I can't play it??:wah:

Onkel Neal
09-07-14, 09:37 AM
Unfortunately, no PC version.

Another player was wondering about Android emulators for the PC,
http://www.subsim.com/radioroom/showthread.php?p=2240443&posted=1#post2240443


anyone know if there is one?

Maybe this ? http://www.subsim.com/radioroom/showthread.php?t=215478

She-Wolf
09-07-14, 10:35 AM
ohhhh, 'sniff', oh well.....thank you for looking (sighs and trudges back to SH4) :wah:

chebonaparte
09-07-14, 06:29 PM
thanks for the email/review Onkel Neal matey! :)

i posted a link to review on steam.

the pc so needs a stable subsim (not looking at SH5 or anything! >:/ ) :D :arrgh!:

Political Feud
09-08-14, 09:34 AM
Haven't had time for SHIV lately, so this is very appealing!

Question before I buy: Is it scaled or does it run well on smart phones? I don't own a tablet so I'd be running it on a Droid Maxx.

TonyPiech
09-08-14, 01:28 PM
I've been away from Sub Simming for awhile, all the modding required for Silent Hunter IV/V were just a little too much for me. I've been playing some race car games on my iPad Air and got an email fro Neal informing about Crash Dive.

Scott, IMHO this is a fantastic App. Played it most of yesterday, which was the first NFL Sunday, I had the NFL games on the TV as background while playing Crash Dive. I managed to get to all the levels; Sim and Hard seem to be about equal, wow there's a sh*t-load of escorts at those levels.

To avoid the escorts , drop some decoys, and get out-of there. I noticed when diving, the level showing the depth changes color; I'm assuming that what it is ,... is a thermal layer, get just below that and run silent (no engines) seems to avoid contact also run slow when all of the escorts are aft to you, to move a little (Yes, I use the cheat) seems to avoid detection.

Scott, also a big THANK YOU for not making this a "Free in-app purchase" App; I hate those, rather pay a full-price up front than get nickel & dimed for "upgrades".

Onkel Neal
09-08-14, 06:10 PM
Haven't had time for SHIV lately, so this is very appealing!

Question before I buy: Is it scaled or does it run well on smart phones? I don't own a tablet so I'd be running it on a Droid Maxx.

As you discovered, yes, it does run on Android smart phones. I would like to hear back from you when you get a chance to play it and hear your thoughts.

Rhodes
09-09-14, 07:09 AM
Bad luck for me,can not run in my smartfone! Going to wait for the pc version!

MattM1121
09-09-14, 11:48 AM
Greetings,

I got an email from this site telling me about Crash Dive. I saw it and bought it. I'm one of the few that actually have Silent Service on my iPad. I managed to get iDOS before it was yanked. I have to slow it down quite a bit since it'll run way too fast. But believe it or not I still love to play it.

Crash Dive is a great game and I thank you for taking the time and effort to make this available. I've been playing it every day and think it's great.

I'm really excited that you'll continue to provide updates and feature enhancements.

Just a few comments that I have about the game;

1. Like other comments here I think the generic "Convoy Spotted" would be nice.
2. The ability to just fire torpedoes if we want to should also be an option. Even though I don;t have a good sight, I might be able to hit with a spread.

It'd be cool to have some ability to track targets by sonar and such.

Anyway, you're doing a great job and I hope you keep at it. I'll be a fan of this game as long as it's available.

Good hunting!

Onkel Neal
09-09-14, 05:52 PM
dIOS? Yanked? What's the story behind that?

AngryHatter
09-10-14, 05:53 AM
One slight spelling error.
In the introduction to the War Patrol, the word, 'material' is spelled, "materiel."

PanicEnsues
09-10-14, 11:13 AM
One slight spelling error.
In the introduction to the War Patrol, the word, 'material' is spelled, "materiel."
That's actually intentional. Materiel: Military. arms, ammunition, and equipment in general. (http://dictionary.reference.com/browse/materiel)


1. Like other comments here I think the generic "Convoy Spotted" would be nice.
Sorry, not sure what you mean. Are you referring to the ship count info given in the Convoy Spotted pop-up on the Patrol map?


2. The ability to just fire torpedoes if we want to should also be an option.
Agreed, I would definitely like to add that. Just need to figure out where to cram it into the UI. :)


It'd be cool to have some ability to track targets by sonar and such.

The conceit is that, anytime your periscope is underwater, all displayed ship info is acquired by sonar. But because I still display the ships as full 3D models with wakes, that isn't at all clear.
One possible solution would be to replace the full 3D models with markers when they're sonar-positioned; but I would probably only do that on Sim mode, because it would be a visual down-grade.

Thanks for the feedback, and glad you're enjoying the game!

-Scott

mapuc
09-10-14, 12:09 PM
The first thing I did when I heard of this game was to enter Google play and made a search for it

Incompatible with my smartphone...so I didn't read further about this new game.

Markus

jimmie
09-10-14, 05:15 PM
Thanks for the game, I love it so much and I really, really hope it will evolve in the future. The game as of now is already very nice and thus I can't help hoping it will get better!

Please add voice SE (ship spotted, torpedo shot, gear etc and the famous "alaaaaarrrrm!" :oops:) someday.. I'm still living in the memories of how SH3 was exciting.

By the way, how do you make a spread shot? I could only multiple shots manually quickly..

Onkel Neal
09-10-14, 05:28 PM
Thanks for the game, I love it so much and I really, really hope it will evolve in the future. The game as of now is already very nice and thus I can't help hoping it will get better!

Please add voice SE (ship spotted, torpedo shot, gear etc and the famous "alaaaaarrrrm!" :oops:) someday.. I'm still living in the memories of how SH3 was exciting.

By the way, how do you make a spread shot? I could only multiple shots manually quickly..

I agree about the voice files. And as "smoke on the horizon, captain"

To fire a spread, simply touch and hold the fire button for 3 secs

cherbert
09-19-14, 06:35 PM
I'd like a feature where by we can stop anywhere on the world map and just cruise the open water.

jmr
09-20-14, 10:37 AM
Congrats on making your own game. I admire people who can cook up something like this own their own and I wish I could do the same but I only got as far as 'hello world' when I tried my hand at programming.


Try not to laugh too hard but do you think there's a chance Crash Dive could be made available on the Windows 8 Microsoft Store? I ask because I just got a Surface Pro 3 and I'm itchin' for some good touch screen games and given the positive feedback on your game I'd love to play it on my SP3 (don't have iPad or Android tablet).

PanicEnsues
09-21-14, 11:04 AM
... do you think there's a chance Crash Dive could be made available on the Windows 8 Microsoft Store?

I would definitely like to; it's been on my "to-do" list for a long time, but I just haven't had a chance to work on it.

How do you like your SP3? Is it fast and responsive?

deadhead1971
10-06-14, 11:29 AM
Just picked this up for IOS -iphone 5. Thanks! The wait for WOTA (wolves of the atlantic) has been painful (and still is).

I have been playing sub sims since about 1985. The first was GATO on the IBM PC Jr. I also had Silent Service around 1991-2 on a PC 286. Also have Silent Hunter on PC. Gaming is going to mobile with more powerful phones and processors so I do not game on my PC any more. The PC is dying off. I just gave this game a 5 star review at apps store because there is nothing like it on IOS. I don't count Silent Hunter on IOS because it never has been updated, and I never downloaded.

I have a few comments.

1) a career path for U-boat captains
2) Don't know if the water graphics can be improved (appearance)
3) add a random rolling wave pattern - the waves seem to roll too fast
4) periscope too stationary - maybe bob slightly with waves with water splashing on lens
5) tweak AI for destroyers - when battle /patrol starts, the sub is at periscope depth with engines off. I fire 3 torpedoes and immediately dive to 50 feet (with engines still off, periscope down). When the torpedoes hit the target, the destroyers immediately converge on my location. I should have been undetectable or almost undetectable (engines off, submerged). In Silent Hunter, the destroyers would have spread out looking for a sonar signal - not gone straight to my location immediately.
6) It seems it takes a lot to die (sink sub). I have never been sunk with depth charges. So as a test, I surfaced 3 times with 2-3 destroyers, and it took a long time to be sunk.
7) not sure how the difficulty level is determined - I would increase accuracy of depth charge drops (higher chance of being hit) but not how fast you could be detected. It seems the higher level, the more escorts are with the convoys ( I would still have no escorts or a few escorts at higher difficulty level).
8) external camera view would be neat
9) sub sinking - when your sub sinks in Silent Hunter, the screen immediately cuts to a summary report. Boring. In the old 1985 GATO sub game, when you were sunk, the screen would crack as the hull would break and water would pour in and fill up the screen - a little more dramatic than a cut screen

thanks!

Aktungbby
10-06-14, 12:07 PM
deadhead1971!:Kaleun_Salute:after a bit of a silent run!

Jimbuna
10-06-14, 12:10 PM
Welcome deadhead :sunny:

v-i-c-
10-07-14, 07:10 AM
Just picked this up for IOS -iphone 5. Thanks! The wait for WOTA (wolves of the atlantic) has been painful (and still is).

The word "painful" sounds a bit hard. :o To still work on something for more than 5 years might be painful but to wait for it? I'm working on it full time and usually 7 days a week. WOTA already made me broke, all my money and all my time went into it, nothing is more important for me than this sim.

deadhead1971
10-07-14, 08:33 AM
I like what you have done and will get it when it is released. I guess the several release dates which have come and gone can get painful. Just be glad you still have folks still following your work with great anticipation. I have been signed up for news updates on your website for awhile. I may have gotten one; I can't remember. Good luck and best wishes. I will still be following on YouTube.

PanicEnsues
10-09-14, 07:11 PM
New version released!

V1.4.31 release notes:

Added "Challenge" mode with 3 challenges.
Added Queen Elizabeth-class Battleship.
Fixed spelling of Klickitat class.
Added more ship name variations for aircraft carriers.
Added more troopship name variants.
Escorts now slow to stay with the fastest damaged ship if only damaged ships remain in convoy.
Bugfix: “Clang”ed torpedoes (impacted but not detonated) no longer continue onward.
Fixed Patrol mode bug where you could get infinite supply points and keep fighting WW2 for longer than the actual war.
Fixed Patrol resupply/Save exploit.

NOTE: Saved patrols from previous versions will NOT be compatible with this version.


Happy hunting!

-Scott

deadhead1971
10-09-14, 08:46 PM
Thanks. Love the open-ended sandbox play.

One last thing. Your game does not show up when using "submarine simulator" in the App Store search box. It does with "submarine games." Not sure if you can set key search words for searches. Most sub games show up under "submarine simulator." You will get more downloads if it can be found there

PanicEnsues
10-13-14, 11:29 AM
One last thing. Your game does not show up when using "submarine simulator" in the App Store search box.
Thanks for the heads-up! I added "Simulator" to the keywords, that should do it.

-Scott

PanicEnsues
10-13-14, 11:33 AM
Attention iPad/iPhone players:

There is a bug in the latest version (1.4.31) where some iOS devices are unable to load saved patrols when the game is first launched.

A fix has been submitted to Apple, but in the meantime, if you run into this problem there is a workaround: Just launch a Single Mission, then Quit. After that, you will be able to load your saved Patrol.

Sorry about that!

-Scott

deadhead1971
10-13-14, 07:44 PM
Any chance on slowing the destroyers' speed? The destroyers AI seem a little too smart compared to destroyers in other sub games. Maybe reduce on easy setting. They seem to zero in on you before picking you up on sonar.

The floating debris is cool. Not sure if you could vary the speed at which ships sink. Slow sinking ships would be neat.

You can tweak several things like that to improve the game. The only "complaint" is the destroyers' AI.

Really good game.

wa2ddl
10-17-14, 06:48 AM
You know, for a game you basically play on a telephone - a concept that was unheard of back around CAOD unveiling- this isn't bad at all. Yeah, the escorts seem to "know" before you have a chance to react; eels a bit too accurate and few if any duds; water action and texture could be notched up a bit but...hey, for a smartphone game, this aint too shabby! And, best of all, it allows me to play again, at the drop of a hat, like when I am waiting for my wife at the doctor's, etc... Can't do that with SH on a PC.

A good eel shot is always just a few clicks away.

dkerfoot
10-20-14, 09:01 AM
This is a very welcome addition to the stable of sub sims. To me, it strikes a good balance between sim and arcade. I've played it on my Galaxy S3 and on my wife's Kindle Fire (older, non-HD model).

It should not be confused with a highly realistic full blown simulation that requires you to buy a new video card (and maybe a whole new computer). As a former submariner, I have never bought into the "immersion" idea anyway - no game smells like diesel, feels like steel or is nearly tedious enough to make me believe I was back at sea... For a phone game, Crash Dive has remarkable graphics, plenty of strategy and is you know, fun to play.

Crash Dive has the most important game-play elements and is by far the best submarine game available on a phone. Accept it for what it is and you'll get far more than $6.99 worth of entertainment from it.

I personally appreciate that the developers delivered a very playable game, yet have continued to tweak and improve it. I hope that this continues and will seriously consider buying any other games that Panic Ensues releases.

Laufen zum Ziel
10-20-14, 09:59 AM
This is a very welcome addition to the stable of sub sims. To me, it strikes a good balance between sim and arcade. I've played it on my Galaxy S3 and on my wife's Kindle Fire (older, non-HD model).

It should not be confused with a highly realistic full blown simulation that requires you to buy a new video card (and maybe a whole new computer). As a former submariner, I have never bought into the "immersion" idea anyway - no game smells like diesel, feels like steel or is nearly tedious enough to make me believe I was back at sea... For a phone game, Crash Dive has remarkable graphics, plenty of strategy and is you know, fun to play.

Crash Dive has the most important game-play elements and is by far the best submarine game available on a phone. Accept it for what it is and you'll get far more than $6.99 worth of entertainment from it.

I personally appreciate that the developers delivered a very playable game, yet have continued to tweak and improve it. I hope that this continues and will seriously consider buying any other games that Panic Ensues releases.

DITTO. Well worth the price with excellent graphics.

deadhead1971
10-20-14, 08:05 PM
Update just got posted to apps store

pzgndr
10-21-14, 07:39 AM
Thank you, great improvements!

I note that escorts in the hunt still swarm over the sub's location. To the point of having several within a couple hundred meters - circling and zig-zagging and barely missing each other at times? It's amusing to watch on one hand, but questionable on the other hand if destroyers would realistically operate that way. Also, being able to "see" the ship outlines and their wakes while submerged is way too much information, even for a really really good sonarman. So if possible try to improve on this aspect?

deadhead1971
10-22-14, 02:53 PM
Can't wait for the next update

Hinrich Schwab
10-22-14, 04:42 PM
I just purchased this game today and I am actually quite impressed with it. Even with the "arcade style" features, Crash Dive is a very solid entry into Subsim library. Naturally, I would like to see more features that cater towards the grognards, but there is absolutely nothing wrong with the game as-is. The escorts are aggressive and competent, if albeit attention-deficit due to the engine. The interface has a lot of polish and is quite responsive. The tutorial easily breaks in new players and grandfathers in the "Old Gang" at the same time. If I had any complaint it is the fact that the game is so good that I burn up the battery in my tablet playing.:D Actually, if I could change one thing, it would be replacing the Yorktown Class carrier with a Bogue Class Escort Carrier, which made more sense in the Atlantic. The fact that the one carrier I ran into was unescorted (C2s and Libertys do not count.:O:) was rather amusing, given my experience with other sims.:har:

The game is a job well done. :Kaleun_Salute:

Time again to.....
be more aggressive...:D:har::arrgh!:

Onkel Neal
10-24-14, 04:41 PM
This is a very welcome addition to the stable of sub sims. To me, it strikes a good balance between sim and arcade. I've played it on my Galaxy S3 and on my wife's Kindle Fire (older, non-HD model).

It should not be confused with a highly realistic full blown simulation that requires you to buy a new video card (and maybe a whole new computer). As a former submariner, I have never bought into the "immersion" idea anyway - no game smells like diesel, feels like steel or is nearly tedious enough to make me believe I was back at sea... For a phone game, Crash Dive has remarkable graphics, plenty of strategy and is you know, fun to play.

Crash Dive has the most important game-play elements and is by far the best submarine game available on a phone. Accept it for what it is and you'll get far more than $6.99 worth of entertainment from it.

I personally appreciate that the developers delivered a very playable game, yet have continued to tweak and improve it. I hope that this continues and will seriously consider buying any other games that Panic Ensues releases.

Well said, man:salute:

I just purchased this game today and I am actually quite impressed with it. Even with the "arcade style" features, Crash Dive is a very solid entry into Subsim library. Naturally, I would like to see more features that cater towards the grognards, but there is absolutely nothing wrong with the game as-is. The escorts are aggressive and competent, if albeit attention-deficit due to the engine. The interface has a lot of polish and is quite responsive. The tutorial easily breaks in new players and grandfathers in the "Old Gang" at the same time. If I had any complaint it is the fact that the game is so good that I burn up the battery in my tablet playing.:D Actually, if I could change one thing, it would be replacing the Yorktown Class carrier with a Bogue Class Escort Carrier, which made more sense in the Atlantic. The fact that the one carrier I ran into was unescorted (C2s and Libertys do not count.:O:) was rather amusing, given my experience with other sims.:har:

The game is a job well done. :Kaleun_Salute:

Time again to.....
be more aggressive...:D:har::arrgh!:


That's high praise coming from an experienced Subsim player.

deadhead1971
10-26-14, 07:42 AM
I really like the floating debris.

You could count a ship "sunk" on the score card after getting hit with the required number of torpedoes but let the ships take a little longer to sink, maybe list to the side

Herr-Berbunch
10-26-14, 09:34 AM
One thing I'd like to see is collision damage with surface vessels. If I can I'll hide underneath one and the corvettes just seem to go straight through the cargo above me.

PanicEnsues
10-27-14, 11:30 AM
You could count a ship "sunk" on the score card after getting hit with the required number of torpedoes but let the ships take a little longer to sink, maybe list to the side

Good idea; in the next version, ship sink times will be increased with each difficulty level (I still want to get rid of them pretty quickly on Easy so new players aren't confused about which ships they should be targeting).

One thing I'd like to see is collision damage with surface vessels. If I can I'll hide underneath one and the corvettes just seem to go straight through the cargo above me.

While transport ships do collide with each other, I was never able to get escorts to collide without giving the AI fits.

Changes in the next version are primarily focused on improving the "sim" experience, so I'm adding more options to the Custom difficulty mode, such as real-world ship speeds (they're currently doubled) and disabling the depth charge markers. I'm trying to add disabling of the 3D ship models when the periscope is submerged, but that's proving to be much more difficult than I expected, so no promises. :)

Happy hunting!

v-i-c-
10-27-14, 01:42 PM
I'm trying to add disabling of the 3D ship models when the periscope is submerged, but that's proving to be much more difficult than I expected, so no promises. :)


You are confusing me, are you joking?
Why don't you just add a quick & dirty simple override to a script of the ship instances? Check a boolean which you could set in the script that handles the periscope to disable and enable the renderer of all ships while displaying the map. That takes a minute to do.

Laufen zum Ziel
10-27-14, 03:37 PM
Any thing you do is a PLUS to a super application. Manny thanks.

deadhead1971
10-27-14, 03:53 PM
I mentioned this previously but how hard is it to make the periscope bob slightly (I mean slightly) with the waves or maybe have water splash on the lens? It might be too much of a pain.
You can have the current arcade periscope and then the more realistic periscope.

Also for a future future update. Should cargo ships have deck guns?

Thanks. I'll post your game on a forum I'm on to give you some exposure.

PanicEnsues
10-28-14, 11:21 AM
how hard is it to make the periscope bob slightly (I mean slightly) with the waves or maybe have water splash on the lens?

Easy to do, but the bobbing periscope A) quickly becomes nauseating, and B) isn't very realistic, since I don't think a submerged boat would be affected by the small waves in the game, would it? I could add it as an option for when you're surfaced, but I suspect most people will want it off.

Water splashes could be cool, I'll add that to the list.

Should cargo ships have deck guns?

I know they had AA guns (that potentially could be used against another ship), but did they ever get cannons? I can't recall seeing that anywhere, can you point me to a reference?

I'll post your game on a forum I'm on to give you some exposure.

Thank you, and thanks for the suggestions!

-Scott

v-i-c-
10-28-14, 11:38 AM
… isn't very realistic, since I don't think a submerged boat would be affected by the small waves in the game, would it?



Depends on the depth of the submarine and the height of the waves (I don't have the formula in my head). Beside wind driven waves there is always some swell.


I know they had AA guns (that potentially could be used against another ship), but did they ever get cannons? I can't recall seeing that anywhere, can you point me to a reference?


Yes, sure, they had cannons.

For a quick start a look at wikipedia might help:
Liberty ship for example: Stern-mounted 4-in (102 mm) deck gun for use against surfaced submarines

deadhead1971
10-28-14, 12:48 PM
The only reason I mentioned the bobbing periscope is that silent Hunter has it. it's not nauseating. That said just because it is in that game doesn't mean it's realistic. I'm assuming it sort of is.

Skipper John
10-29-14, 01:08 PM
:rock: Crash Dive ROCKS!
It is user friendly and quick to start. Easy to spend a lot of time with this... Very nice graphics! Well done Neal!
I'll be out on patrol as I am waiting in line... :har:

1256
Fire Control Technician, USCGC Gallatin
a long time ago...

Hinrich Schwab
10-29-14, 02:21 PM
Well said, man:salute:




That's high praise coming from an experienced Subsim player.


Likewise, praise from Onkel Neal is always welcome. :Kaleun_Smile:

deadhead1971
11-11-14, 06:52 PM
Anything new to report this week Scott?

PanicEnsues
11-11-14, 08:24 PM
Anything new to report this week Scott?

I'm off on vacation this week, but I have a version currently out in Beta testing with some requested/suggested features:

• Sinking ships hang around much longer at higher difficulties
• Custom game option: Show/Hide depth charge markers
• Custom game option: Real-world/2x ship speeds
• Custom game option: Show/Hide ship models in chart view when periscope is submerged
• Added secret menu to unlock all difficulties (for those who want to skip straight to the hard-core modes).

-Scott

deadhead1971
11-11-14, 08:55 PM
Thanks. Consider a bobbing periscope as an option in settings to turn on or off. I have been playing silent hunter 3 on PC the last few days and it adds a lot and I think you can turn it on and off in options,

Just askin

Thx

MikeM
11-16-14, 01:01 AM
While I am very pleased with Crash Dive so far, I can't help noticing that the corvettes are nearly twice as fast as in real life. Wiki gives their maximum speed as 16kn, and points out how difficult this made it for them to catch up with a convoy if they had to stick around keeping a submarine submerged, and therefore allowing the merchants to sail on.

After I attack a convoy, they always seem to go away - and come back to protect stragglers - at 30kn.

I am sure the Admiralty would have been very happy if this had been possible

Looking forward to the next upgrade.

deadhead1971
11-16-14, 07:41 AM
See "real world speeds" 2 posts up

deadhead1971
11-19-14, 11:51 AM
Hey Scott, a few more comments / questions.


As the difficulty increases, which of these are affected?
1. Number of destroyers with convoys (I know this increases as difficulty increases)
2. Accuracy of destroyer depth charges (better chance of getting sunk)
3. Greater chance of the destroyer picking you up on sonar

I can tell number 1 but I don't know about the other two. Just curious.


Also on the Sim setting / difficulty, it appears to me that the submarine is only firing straight line torpedoes- torpedoes from World War I and the early 30s- where the submarine had to be pointing in the direction of the torpedo shot.

What you could do is press a button on the screen from the periscope view and have a little box pop up and the user could input estimated angle on bow and estimated ship speed to calculate an angle shot. You could have a wheel of fortune scroll down numbers to pick from for each input number.

I just checked and it looks like the torpedoes go where ever the periscope is pointed.

Another thing you could do way on down the line is have an option to create your own encounter- kind a like the app Pacific Fleet. you could select the ships from a drop-down menu and maybe use your finger to draw out their direction heading on that tactical map or something.

v-i-c-
11-19-14, 12:23 PM
it appears to me that the submarine is only firing straight line torpedoes- torpedoes from World War I and the early 30s- where the submarine had to be pointing in the direction of the torpedo shot.


All german torpedoes since 1906 starting with the C/06 were able to fire an angled shot up to 45° and later (but before WWI) up to 90°.

PanicEnsues
11-20-14, 12:21 AM
Hey Scott, a few more comments / questions.

As the difficulty increases, which of these are affected?
1. Number of destroyers with convoys (I know this increases as difficulty increases)
2. Accuracy of destroyer depth charges (better chance of getting sunk)
3. Greater chance of the destroyer picking you up on sonar


1: Yes; more escorts, with a higher percentage of Destroyers vs. Corvettes.
2. No, depth charge accuracy/power are constant. Having more escorts dropping them was enough of a difficulty multiplier.
3. No (same as above, having more escorts pinging you already makes them more likely to pick you up).

Some of the other things that change with difficulty:

Convoy angle relative to you.
Escort search time.
Escort attack speed.
Escort gun fire rate and accuracy.
Periscope detection speed.
Torpedo spotting distance/chance.
Flooding repair time.


Also on the Sim setting / difficulty, it appears to me that the submarine is only firing straight line torpedoes- torpedoes from World War I and the early 30s- where the submarine had to be pointing in the direction of the torpedo shot.

What you could do is press a button on the screen from the periscope view and have a little box pop up and the user could input estimated angle on bow and estimated ship speed to calculate an angle shot. You could have a wheel of fortune scroll down numbers to pick from for each input number.

I just checked and it looks like the torpedoes go where ever the periscope is pointed.

Correct, I went with the simplest UI for manually torpedoes (one that wouldn't require any additional GUI items). Your suggestion could be a cool solution for it, since it's a pop-up GUI.


Another thing you could do way on down the line is have an option to create your own encounter- kind a like the app Pacific Fleet. you could select the ships from a drop-down menu and maybe use your finger to draw out their direction heading on that tactical map or something.

I think that's a great idea!

Thanks for the feedback/suggestions,

-Scott

deadhead1971
11-20-14, 11:40 AM
Okay thanks.

PanicEnsues
11-22-14, 02:15 AM
Version 1.5 has been released! Most of the changes in this version are for you SubSim.com players looking for more of a sim experience; I'm adding those as options in the "Custom" game mode.

• Updated to Unity 4.5.5
• About screen Panic Ensues logo is now URL link button
• Warns and fails on startup if unable to write to device storage
• Sinking ships hang around much longer at higher difficulties
• Added Custom Game option: Show/Hide depth charge markers
• Added Custom Game option: Real-world/2x ship speeds
• Added Custom Game option: Show/Hide ship models in chart view when periscope is submerged
• Added secret menu to unlock all difficulties

If you want to skip having to unlock each difficulty level for each game mode, you can now do that by:

In the Main Menu, hit "Settings".
Tap the upper-right corner of the screen 7 times (you'll hear a click when you hit the invisible button).
Tap the new Setting button that appears: "Unlock all difficulties".


Happy hunting!

-Scott

deadhead1971
11-23-14, 01:58 PM
I've had a chance to tinker with this for a couple hours and will have some comments and feedback probably tomorrow- nothing major. Thanks for the update.

deadhead1971
11-24-14, 06:51 PM
thanks again for the update Scott and thanks for putting this game together. here are some comments and feedback on the game. have already mentioned the periscope previously so I will not mention it again and do a peat and repeat. I'll try to address new suggestions. and these are just suggestions. it's easy for me to sit here and list all these things without knowing the hours it would take to put these all into place. I think these would improve the game but it's ultimately your decision. And I also realize that some of these are probably on your list for a future release too.

First up on the priority list is the main bug in the game. When the destroyers leave the convoy to come after you, they will swarm into each other and run through each other. Not sure if a buffer radius can be set.

2) once the destroyers leave the convoy to come after you, they swing from left to right, side to side and turn way too quickly like on a hinge. Not sure if I described that where it makes sense. The ship swing from side to side instead of turning.

3) it appears that custom is it's own difficulty level- hard. I think it would be better to keep it separate from the other difficulty levels. In other words I'm not able to make adjustments in custom and then go back and play in easy level (want less destroyers) . If you wanted to go all out, you could add a lot more options to custom that have to do with the difficulty levels- Number of destroyers , sinking ships remain on surface longer… Etc.

4) improving the water graphics or textures; including maybe some different wave patterns. This would be a major improvement but not sure the man-hours involved.

5) if it were me I would throw in some 1940 dates somewhere to make it have more of a World War II feel. Maybe in the title crash dive 1942, maybe on the menu for example easy level could be renamed "happy times 1939 to 1940." Medium level could be 1942 to 1943. of course hard level the last two years of the war. I think throwing in some dates would give it just a little more WW2 feel.

Thanks! Glad to see you getting some positive reviews on iTunes.

PanicEnsues
11-25-14, 01:56 AM
thanks again for the update Scott and thanks for putting this game together. here are some comments and feedback on the game...

Thanks for the detailed notes and feedback!

Happy Hunting,

-Scott

Chicki
11-26-14, 02:44 PM
Hi guys. Great little game. I've started a war patrol but I can't figure out how to resupply. Help?

deadhead1971
11-26-14, 05:46 PM
Hi guys. Great little game. I've started a war patrol but I can't figure out how to resupply. Help?

Sail towards the little yellow dots with the label supply; you have to sail into the dot

MikeM
11-29-14, 02:50 AM
On Random Mission, Medium, I track the remaining escort and merchant for an hour and I can see for sure they are the only two remaining ships in the convoy. At last I am far ahead enough to cut in across their course, submerge, and wait.

I fire two torpedoes and sink the remaining merchantman. The destroyer heads for me, weaving as described further up in this thread. I fire three torpedoes, one of which hits her. And then she splits into three images, two of which are depth-charging me while I file this bug report. The original version has sunk, and is recorded on the score-sheet. The two clones are identified as the same ship: USS de Haven.

Go figure, while I go back to dodge the depth-charges!

Edit: The attackers morphed into RCN corvettes while I was writing this up. But they still emerged from nowhere.

deadhead1971
11-29-14, 09:18 AM
Other than the ships running into each other I haven't experienced any of that weird stuff yet. as I mentioned in a previous post on another page I think the destroyer AI needs to be modified or something- their reaction time is too fast and they seem to know exactly where you are.

The floating debris is so cool.

PanicEnsues
11-29-14, 12:51 PM
...I fire three torpedoes, one of which hits her. And then she splits into three images, two of which are depth-charging me while I file this bug report. The original version has sunk, and is recorded on the score-sheet. The two clones are identified as the same ship: USS de Haven.

Congratulations, you're now the holder of the "Weirdest Bug To Date" award!

Let's call this one the "Philadelphia Experiment" bug. Of course, what you described is absolutely impossible; not that I'm doubting you, I'll just have to dig deep to figure out how this impossible thing is, in fact, possible. :hmmm:

Thanks for the report,

-Scott

Aktungbby
11-30-14, 05:33 AM
MikeM!:Kaleun_Salute:after a silent run! Sounds like a case of escort tryptich to me. SINK EM ALL!:03:

deadhead1971
12-04-14, 03:55 PM
Not sure what all the complaints are about stability on iTunes. it works fine on my iPhone 6 with iOS 8.1.1

It's either a iOS or hardware memory issue or something.

deadhead1971
12-06-14, 07:45 PM
Thanks for the update. Did the update address anything else other than ths 2 items listed on apps store description ?

PanicEnsues
12-07-14, 01:57 AM
Thanks for the update. Did the update address anything else other than ths 2 items listed on apps store description ?

Nope, just aiming for stability at the moment.

-Scott

Herr-Berbunch
12-07-14, 03:03 AM
I've just had a dying carrier roll over - and carry on rolling back upright then over properly before sinking. That was a shock.

deadhead1971
12-08-14, 09:46 PM
Really? What's your hardware and software specs

PanicEnsues
12-12-14, 04:24 PM
Version 1.5.03 has been released for Android/Amazon, and is pending for iOS. No big changes, still focused on getting the game as stable as possible.

Changes:
• Some more warp speed bug fixes.
• Ships display real-world speeds regardless of 2X speed setting in Custom games.
• Ammo counts are displayed when asking if you want to engage a convoy.

-Scott

deadhead1971
12-12-14, 05:44 PM
Thanks

arkroyal
12-13-14, 12:27 AM
Thanks, Keep up the good work, can, t stop playing it:salute:

André Simões
12-23-14, 02:37 AM
First my congratulations to the game. I am fan from the old SH3 and I am glad to see finally a sub sim to smartphones. After maybe 20 hours of playing your game this is my review and suggestions.

Note that english is not my native language. Sorry in advance if is difficult to understand some parts.

1 - There is no external view, but I see this as advantage. Let me explain better.
I can imagine that could be implemented a career in the game starting in 1940 as commander of a type 2 u-boat. As we advance in career new u-boats would became available. The type 7 , next 9 which we could use to get to east coast of America and finally in the late of the game the spectacular XXI. Since there is no external view is far more simple to introduce this.

2- The same way it would be great to see upgrade trough the game. New torpedoes, like the eletric ones ( perfect to kill the escorts) and the option to make them follow a pattern. A Snorkel is a must buy latter in the game.

3- With the career advancing, new ports could be available to dock and latter in the game only in Germany, Norway and Denmark.

4- Would be great also that the crew members could get experience with patrols. The gun crew members could have difficulties in hitting a ship far away in the beginning, reload times would improve with veteran crews, etc...

Gameplay

1- Fix the problem with escorts. If a ship is hit from starboard as example they only can tell that from what side the torpedo came not my exact location. Also the way they move was to improve. There as times I had 7 ships above me without caring about hitting each other.

2- I made a test with the sonar in escorts. In a night patrol I was following a escort from behind maybe 500 meters away and I hit flank speed. The escort immediately came to hunt me. Well that's not possible because the sound of the propellers of the destroyer could not make possible to listen what is behind him.

3- In the interface below I saw there is space for more two options that could be implemented. One of them is to control the definition of which torpedo individualy. Draft, impact or magnetic diffuse. That would be great. And this bring up to next section for hard core gamers.

4- I don't want to know what is distance, bearing and speed of the ship. I want to find out. Look at the periscope and make my manual calculations. Open the chart, try to know what ship is, speed, bearing, and with this I could set my torpedos to better hit the target. This could be done with a new map where we had tools and could use marks and a simple chronometer to elaborate a plan of attack.

Visual and sound

1- Depth of view must to be increase to 10 km ( maybe a option in settings for smartphone with good hardware )

2- Das boot music? Would be great. Or a Gramophone with classic music from that time.

3- German speechs to the commands I give. =)

4- Better waves. Big waves for storms with rain and thunders that would be nice with u boat bouncing in the surface. Also patrolling in the north sea I would be nice to see icebergs. With big waves the deck gun can't be used. Also I remind now. When I am running from a escort in the surface right behind me I can shoot at them. Not real because of the u boat tower.

5- Would be nice to see flares in the sky at night when the convoy is being attacked from the escorts in searching.

Also I was forgetting. With would be nice in career as I mentioned to see ships without escorts in the beginning ( 1940 ) . Maybe later in the game we could call support to make a wolfpack attack. Bigger convoys with 30 ships if this is possible. To lay down in the English channel. I think that is not to deep there and in others parts of the coastline. So we could sit and with a full stop make the u-boat practical invisible to the sonars.

Sorry if I spoke to much. I see a lot of potential in your work and I am glad to see what as improve already.

Keep up the good work.

André Simões
12-23-14, 02:42 AM
Sorry forgot to mention one thing.

The reload time for just one torpedo in type 7 was about 6/7 minutes I think. You could made that an option for more realism.

Maybe with the more veteran crew the reload time could improve.

Also the convoy making zigzag to one side only is not strange?

Well this are my thoughts. Good work

deadhead1971
12-23-14, 07:48 AM
I think Scott has to decide (maybe he already has) if he wants to take it to the next level. The arcade gamers seem to be happy but the hard-core sub simmers want more.

I think if he makes some tweaks and improvements that have already been suggested he can satisfy both worlds.

deadhead1971
01-19-15, 07:44 PM
Anything planned for 2015?

ReallyDedPoet
01-19-15, 07:49 PM
Welcome to SUBSIM André Simões :sunny:

PanicEnsues
01-19-15, 09:36 PM
Anything planned for 2015?

I expect the majority of my time will be taken up by my day job project (http://us.battle.net/overwatch/en/); but I'm also working on a PC/Mac version of Crash Dive (currently on Steam Greenlight (http://steamcommunity.com/sharedfiles/filedetails/?id=376269365), give it a vote if you're interested). Right now I'm making HD water for PC, since that was the most visually limited part of the game on mobile:

http://panicensuessoftware.com/CrashDive/images/wip/PCoceanWIP01.jpg

-Scott

arkroyal
01-20-15, 02:37 AM
Hi Scott,I will give it my vote for the PC,then how about going into the Med,and wot about 1 for the Pacific,like SH 1,
I know it's a lot to ask for,keep up the great work:salute:

Marcin
01-20-15, 12:17 PM
I expect the majority of my time will be taken up by my day job project (http://us.battle.net/overwatch/en/); but I'm also working on a PC/Mac version of Crash Dive *snip*
-Scott

Hah, I'm surprised you have *any* time/headspace left to tinker with this what with AAA development. I'm glad you do, though. :)

pzgndr
02-09-15, 11:50 AM
I think Scott has to decide (maybe he already has) if he wants to take it to the next level. The arcade gamers seem to be happy but the hard-core sub simmers want more.


I'd be happy to see the escort swarm and rear-shooting deck gun issues fixed. For a mobile app this is a nice game. For a hard-core sim I'm waiting for U-96 and WOTA to wrap up.

PanicEnsues
02-09-15, 12:45 PM
I'd be happy to see the escort swarm and rear-shooting deck gun issues fixed. For a mobile app this is a nice game. For a hard-core sim I'm waiting for U-96 and WOTA to wrap up.

Thanks for the feedback! Can you clarify what you're referring to with the "rear-shooting deck gun issues"?

-Scott

MikeM
02-10-15, 01:18 AM
It appears that you can fire the deck gun in an arc of 360 degrees, including through the conning tower. Without looking at plans, I would have thought that 150 degrees each side of the bow was the max.

PanicEnsues
03-22-15, 12:27 PM
I'm looking for some volunteers to test an update to Crash Dive before I release it. If you're interested, please PM me with your email address and device type.

Thanks!

-Scott

PanicEnsues
04-08-15, 01:36 PM
A question that I haven't been able to find an answer to, and I'm hoping one of the experts here might know:

How many depth charges did a Fletcher-class destroyer typically carry? What about the Flower-class corvette?

Thanks!

-Scott

Aktungbby
04-10-15, 10:40 AM
in the Fletcher class design phase "Also asked was at what point would the design grow large enough to become a torpedo target instead of a torpedo delivery system. The answer that came back was that five 5 in (127 mm) dual purpose guns, twelve torpedoes, and twenty-eight depth charges (on two racks) would be ideal,
http://www.towerhobbies.com/products/aquacraft/aqub5705/aqub5705_depthcharge_550.jpgTHis highly accurate model shows four racks and 40 depth charges...:hmmm: The (vintage)USS Kidd on display at Baton Rouge shows a single rack with 14?? depth charges>http://www.cr.nps.gov/history/online_books/butowsky1/images/kidd2.jpgOf some interest to diehards: http://archive.hnsa.org/doc/destroyer/depthtrack/part2.htm#pg60 (http://archive.hnsa.org/doc/destroyer/depthtrack/part2.htm#pg60) ...all of which does not take into account additional (IF ANY) k launchers:hmmm:
Not content WITH ANY OF THE ABOVE info I then called the Louisiana Naval War Memorial; 225-342-1942-and spoke to the resident person, Tim, who knows regarding the USS KIDD on display at the Louisiana Naval War Memorial. As good a 'primary-source' as I'll find! In WWII-upgraded: She carried 2 ten DC racks and 6 K guns-one DC apiece; and at one point had a two-DC Y gun on the stern. A grand total of 28 loaded..with any amount of spares lashed topside to the gunnels -never stored below...with subsequent complications in heavy seas.:timeout: Footnote: there was a gap after the first DC on each of the racks to prevent a accidental discharge of an entire rack... so 9 only: S.O.P!!! How many lashed spares is subject to conjecture. http://www.usskidd.com/images/661seal_39g5dxu7.jpg http://www.usskidd.com/history.html (http://www.usskidd.com/history.html) At least once a year on July Fourth, KIDD's guns sound with an angry roar, firing against would-be attackers in a dramatic reenactment. She is one of the only World War II vessels still capable of performing such a feat. http://www.usskidd.com/images/kiddpost.jpg:arrgh!: :up::salute:http://www.usskidd.com/images/plaque_39g5dxu7.jpg

PanicEnsues
04-10-15, 12:29 PM
Great answer, thanks for doing that leg-work! I'm currently looking into giving the escorts limited DC ammo (currently they will never run out), and it sounds like there's enough flexibility in the "real-world" numbers for me to dial it in for gameplay needs.

-Scott

TorpX
04-10-15, 09:08 PM
A grand total of 28 loaded..with any amount of spares lashed topside to the gunnels -never stored below...with subsequent complications in heavy seas.


Did he say why they were never stored below?

Aktungbby
04-10-15, 11:54 PM
He did not know precisely; but we almost simultaneously surmised it might be due to the grim lesson of the USS Reuben James sunk by Erich Topps U-552: "The stern remained afloat for around five minutes before sinking; unsecured depth charges compounded the damage, exploding as they sank and killing survivors in the water. One hundred and fifteen of her 160-man crew were killed, including all the officers." If the DC's are conveniently close to hand , by the sailors manning the weapon(s) they may be readily utilized OR neutralized as necessary...in the event your battle plan is on 'B'(not what you intended) and your own ordinance starts to kill you while you're swimming for the rafts in frigid waters.

Aktungbby
04-11-15, 06:54 PM
What about the Flower-class corvette?

Thanks!

-Scott

http://upload.wikimedia.org/wikipedia/commons/b/b0/Mk_VII_depth_charge.jpgThe HMCS Sackville is the only surviving Flower Class Corvette in the world and differs slightly from her British counterparts. "...Hedgehog ASW mortars, and a heavier depth charge load." Sackville has been meticulously restored to her late war 1944 fit, and carries the aforementioned enhancements. Sackville's depth charge rails and smoke generators(photo) http://www.steelnavy.com/Sackville.htm (http://www.steelnavy.com/Sackville.htm) http://www.steelnavy.com/images/Sackville/Sackville%2032%20quarterdeck%20depth%20charge%20ra cks.jpgGenerally Flower class corvettes modified later in the war carried one hedgehog ASW mortar; 4 MKII (K gun)depth charge mortars and two depth charge rails with 70 depth charges total-30 more than originally planned. Oddly as with the destroyer storage: "Extra depth-charge storage racks were fitted at the stern. Later, more depth charges stowed along walkways." NOT below deck!:hmmm: "Thirty-six ships in the class were lost during World War II, many due to enemy action, some to collision with Allied warships and merchant ships. One, sunk in shallow water, was raised and repaired. Of the vessels lost to enemy action, 22 were torpedoed by U-boats, five were mined (http://en.wikipedia.org/wiki/Naval_mine), and four were sunk by enemy aircraft. The Flower-class corvettes are credited with participating in the sinking of 47 German and four Italian submarines.
The Flower-class represented fully half of all Allied convoy escort vessels in the North Atlantic during World War II." http://en.wikipedia.org/wiki/Flower-class_corvette (http://en.wikipedia.org/wiki/Flower-class_corvette) Of some die-hard interest: http://en.wikipedia.org/wiki/Depth_charge (http://en.wikipedia.org/wiki/Depth_charge) http://www.steelnavy.com/images/Sackville/Sackville%2040%20stbd%20walkway%20details%2002.jpg http://www.steelnavy.com/images/Sackville/Sackville%2036%20depth%20charge%20throwers.jpgnote reloads storage.

TorpX
04-12-15, 01:56 AM
There would be no reason to arm them before they are put in the racks/K-guns, so that can't be it.

Maybe they were worried about torpedo hits setting them off.

Or, perhaps, there was no good way of hoisting them up from below? I would've thought they had something along the lines of a shell hoist near the stern for this purpose, but apparently not.

Anyway, nice photos.

PanicEnsues
05-11-15, 11:51 AM
Crash Dive version 1.5.13 has been released for all platforms.

Changes:
• Fixed bug where sub would occasionally surface uncontrollably.
• Fixed bug where an invisible ship could occasionally ram your sub.
• Fixed bug where you would sometimes surface and never find the remaining ships in an out-of-range convoy.
• Deck gun no longer works when Destroyed
• Added Patrol map cloud layer
• Reduced memory usage (converted some large sound files to streaming)
• “Back” button exits from mission and app
• Hide Android menu buttons (“Immersive Mode”)
• Faster patrol saving/loading
• Larger menu/pause button
• If bow tubes are Destroyed, aft tube now loads on start of next encounter
• When an enemy ship rams you, it now also takes damage
• Added game option for “toggle” style turn arrow buttons, so you can turn and aim at the same time
• Visibility range is no longer affected by periscope damage when sub is surfaced
• Tutorial ships now don’t run away at mach 3 as soon as they’re hit
• Tutorial ships are now always first-level (no whales with escorts)
• Tutorial ships now ignore user’s Custom Game settings and default to Easy settings.
• Tutorial stage “target three ships” now offers timed hints, and eventually gives up and moves on.
• Reduced target ship speeds in Tutorial
• Versioned leaderboards, so now’s your chance to land a high score before they fill up again!

-Scott

hewsu
05-23-15, 01:28 PM
Has anybody had a problem where the game gets stuck on loading screen after finnishing a mission? Im using the Android full version on a tablet made by Texet. Re-installing the game or clearing the cache or data seems to fix the problem ocationally until finnishing a new game.

PanicEnsues
05-23-15, 02:32 PM
Has anybody had a problem where the game gets stuck on loading screen after finnishing a mission? Im using the Android full version on a tablet made by Texet. Re-installing the game or clearing the cache or data seems to fix the problem ocationally until finnishing a new game.

Hi hewsu, can you give me some more details about this problem?

Does it occur after a "Single Mission", or a "War Patrol", or both?

Does it happen if you win the mission, quit out, get sunk, or all of those?

If you "Force Quit" the game from the Android app manager, does that clear it?

Finally, please send me the last 6 characters of your "Device ID"; it's shown on the "About" screen from the Crash Dive main menu.

Thanks, and feel free to email me the info directly at sgoffman@panicensuessoftware.com.

-Scott

hewsu
05-23-15, 03:08 PM
Thank you for such a fast response! :ping:

The problem seems to persists in both single missions and war patrol. If I use the "quit" option in a single mission there does not seem to be a problem, only when I manage to sink something and then "win" the patrol. In war patrol I get the problem already when I select save & exit right after starting the patrol.

When I play the lite version I seem to never get this problem.

I'm still not sure how I manage to fix the problem as it seems I have to clear cache, start game, clear cache again and start again and so on until finally the game gets past the loading screen. Force quitting the game does not seem to fix the problem.

I have a strong feeling that the problem might be related to internet connection. Perhaps the game is trying to connect to internet to update the high score?

I sent my device ID by e-mail to you. Hopefully this information helps!

Platapus
06-14-15, 07:05 AM
I just purchased this game when I upgraded my tablet to a Samsung.

I really like this game. I think you did a great job balancing action and sim into one package. The graphics are nice and the game play is smooth... and it is fun to play. Not all game/sim programmers remember that last point.

I have to, respectfully, disagree with many of the posters in this thread. There is no way you can make this game into a mobile version of a fully modded SH3/GWX game. It is my opinion that if you try to go too much further down this road, you risk changing the playability of the game.

If I want to play a fully modded SH3, I have my computers at home. When I am sitting in the waiting room, Crash Dive is the type of game I can play!

Crash Dive is also a great way to get people new to submarine games interested... and this can only help our community.

If you make the game too complicated... that is, more appealing to the subsim community, you risk new people simply uninstalling it and moving on.

You have a good stable enjoyable game in which you are making regular small fixes. Don't improve it to the point where it is worse. :D

I do have one question about the game. Using the automatic targeting method, is there any advantage from manually offsetting multiple torpedo shots to attempt a spread along side different parts of the ship? Does the game mechanics even consider shot placement or will three torpedoes hitting the same spot be as good as a spread?

I am glad I found your game and I wish you the best of luck :up:

PanicEnsues
06-15-15, 11:35 AM
I just purchased this game when I upgraded my tablet to a Samsung.

I really like this game. I think you did a great job balancing action and sim into one package. The graphics are nice and the game play is smooth... and it is fun to play. Not all game/sim programmers remember that last point.

Thanks, glad you like it! I spent a long time trying to dial in that "sweet spot" between sim and game; I know there's no way to please everyone, but the response seems to be mostly positive.

I do have one question about the game. Using the automatic targeting method, is there any advantage from manually offsetting multiple torpedo shots to attempt a spread along side different parts of the ship? Does the game mechanics even consider shot placement or will three torpedoes hitting the same spot be as good as a spread?

Nope, there's no location-specific damage on the enemy ships; a hit is a hit. The only benefit to firing a spread is to improve your chances of hitting an escort that might otherwise evade your torpedoes.

Regards,

-Scott

PanicEnsues
07-20-15, 11:33 PM
Assistance needed!

I'm looking for anyone who plays Crash Dive on an Android device with the ARM Mali-400 GPU; this includes:

Samsung Galaxy S2
Samsung Galaxy S3
Samsung Galaxy SIII Neo+
Samsung Galaxy S4 Zoom
Samsung Galaxy S5 mini
Samsung Galaxy Note 2
Samsung Galaxy Tab 3 8.0
Samsung Galaxy Light
Samsung Epic 4G Touch

...and probably others. If you are a Crash Dive player with one of those devices, and are willing to help troubleshoot a graphics problem, please PM me!

Thanks,

-Scott

Sandfly
08-27-15, 05:01 PM
I don't know if I can help, I use samsung galaxy 10.5.

Love the game.

JeepinJim
10-12-17, 09:36 AM
When you dive your sub to 200 meters or more, it makes crushing stress sounds. Can the surface destroyers and corvettes hear the sounds?

Aktungbby
10-13-17, 01:20 PM
Sandfly!:Kaleun_Salute: & JeepinJim!:Kaleun_Salute:

Cyborg322
10-13-17, 01:46 PM
When you dive your sub to 200 meters or more, it makes crushing stress sounds. Can the surface destroyers and corvettes hear the sounds?

If the Enemy can hear the crew singing " It a long long way to Tipperary " I'm sure they can hear the Hull creaks :haha:

WOLVES OF STEEL MEGAMOD

PanicEnsues
10-14-17, 01:36 PM
When you dive your sub to 200 meters or more, it makes crushing stress sounds. Can the surface destroyers and corvettes hear the sounds?

Great question! Fortunately, no, those sounds are just a warning to the player, and can't be heard by the enemy.

Good hunting!

-Scott

TheCod
05-31-19, 11:39 PM
Hi I am rediscovering Sub sim games, as I haven't played since Silent Service on my Atari 800! SH III some day, but I found SH 5 a bit too involved for me to learn at this time.

One question: Could WW II German subs accurately target convoy ships while below periscope depth? Sorry if this has been asked before. A Google search suggested that for the USA at least, non-periscope targeting was a fail. It exists in this game, so that's why I'm asking.

Thanks.

Aktungbby
06-01-19, 04:31 AM
TheCod!:Kaleun_Salute:

PanicEnsues
06-01-19, 11:36 AM
Could WW II German subs accurately target convoy ships while below periscope depth?

The Germans had approximately the same tech as Allies in that regard: If they knew the position, heading, and speed of a target, they COULD fire from any depth.

However, given that:

A) they couldn't use their targeting data computers (which used input from the periscope or mounted binoculars for bearing input),
B) if they ship changed course they may not know about it early enough to recalculate, and
C) torpedoes were the most precious, limited commodity to a sub,

neither side seemed willing to risk a miss by firing blind.


For Crash Dive, I tried to apply the same logic. Since you can see the exact position, speed and heading of any ship that's close enough, you can take a shot from any depth, but you can't use the TDC (you have to manually line up the bearing/time lines).

Hope that helps!

-Scott

Aktungbby
06-01-19, 02:32 PM
neither side seemed willing to risk a miss by firing blind.
-Scott NOT QUITE: After German radio transmissions regarding U-864 were decrypted, Venturer was rerouted to intercept the U-boat. On 6 February, U-864 passed the Fedje area without being detected, but one of her engines began to misfire and she was ordered to return to Bergen. A signal stated that a new escort would be provided her at Hellisøy (https://en.wikipedia.org/wiki/Hellis%C3%B8y_lighthouse) on 10 February. She made for there, but on 9 February, Venturer heard U-864's diesel engine noise (Venturer was not using ASDIC (https://en.wikipedia.org/wiki/Sonar#ASDIC) {active sonar}, to avoid betraying her position) and spotted the U-boat's snorkel. In an unusually long engagement for a submarine and in a situation for which neither crew had been trained, Venturer waited 45 minutes after making contact before going to action stations (https://en.wikipedia.org/wiki/Action_Stations), waiting in vain for U-864 to surface and thus present an easier target. Upon realizing they were being followed by the British submarine and that their escort had still not arrived, U-864 began zig-zagging. Each submarine risked raising her periscope (https://en.wikipedia.org/wiki/Periscope). After three hours Launders decided to make a prediction of U-864's zig-zag, and released a spread of his torpedoes into its predicted course. This manual computation of a firing solution against a three-dimensionally manoeuvring target was the first occasion on which techniques were used and became the basis of modern computer-based torpedo targeting systems. Prior to this attack, no target had been sunk by torpedo where the firing ship had to consider the target's position in three-dimensional terms, where the depth of the target was variable and not a fixed value.
In most torpedo attacks, the target would have been visually acquired; the target's angle relative to the attacker and its bearing would be observed, then arangefinder (https://en.wikipedia.org/wiki/Rangefinder) in the periscope used to establish the distance to the target; from this speed could be derived, and a basic mechanical computer would offset the aiming point for the torpedo. In addition, any torpedo depth had to be set based on target identification. Too deep and the torpedo would pass under the target, too shallow (in this instance) it would miss above. Launders could only estimate the depth of his target. In terms of a challenge, this was far outside what they had trained for, as they tried to manoeuvre into a firing position without giving their own position away by creating excessive noise, or exhausting their own batteries.
Nevertheless, Launders made the necessary calculations, made assumptions about U-864's defensive manoeuvres, and ordered the firing of all four of his bowtorpedo tubes (https://en.wikipedia.org/wiki/Torpedo_tube). The torpedoes were fired with a 17.5 second delay between each pair, and at variable depths. The computation thus differs fundamentally from those performed by analogue torpedo fire-control computers which regarded the target in strictly 2D terms with a constant depth determined by the target's draught. After three hours, Venturer fired all four bow torpedo tubes (https://en.wikipedia.org/wiki/Torpedo_tube) at the U-boat's predicted position, beginning at 12:12 and at 17 second intervals (taking four minutes to reach their target), then dived suddenly to evade any retaliation from his opponent. U-864 heard the torpedoes coming and also dived deeper and turned away to avoid them, managing to avoid the first three but unknowingly steering into the path of the fourth. Imploding, she split in two, sinking with all hands and coming to rest in over 150 m (490 ft) of water, 2 nmi (3.7 km; 2.3 mi) west of Fedje. < THUS INSPIRED & ONCE ONLY, I PERFORMED A SIMILAR ACTION IN ONE OF THE SH'S 'HISTORIC MISSIONS' WHERE MY UBOAT WAS AGAINST THREE ENEMY SUBS AND THE LAST WAS SUBMERGED AT WHAT I PRESUMED WAS PERISCOPE DEPTH 13 METERS: MY TARGET'S DRAUGHT CROSSING MY 'T' FROM STARBOARD TO PORT AT A PRESUMED 7 KNOTS(UNDERWATER FLANK SPEED?); I FIRED BLIND: ALL FOUR TUBES WITH STEAM EELS- SET ON FAST- WITH A 2 DEGREE PORT SPREAD DIFFERENTIATION AT UNDER A 1000 METERS RANGE AND SWITCHED TO TORPEDO CAM IN TIME TO SEE ONE HIT:yeah: ALLES KAPUT! MIT A MODICUM OF CUNNING 10% AND 'DUMB LUCK' 90% IMHO:arrgh!: PS: THE SINKING OF U-864 STILL HAUNTS US TODAY:k_confused: The fragmented wreck contains 67 tonnes of toxic liquid mercury. Over time part of the toxic metal had spread over an area of 30,000 square metres.
A supportive stone filling was made in 2016 to secure the seabed area to prevent the front part of the wreck from sliding down. The seabed was covered with a layer of sand (0.5 metres thick) and then further covered with 160,000 tonnes of rock. WHAT A HORRIBLE MESS! & DON'T EAT THE FISH! https://en.wikipedia.org/wiki/German_submarine_U-864 (https://en.wikipedia.org/wiki/German_submarine_U-864)

TheCod
06-02-19, 12:36 PM
The Germans had approximately the same tech as Allies in that regard: If they knew the position, heading, and speed of a target, they COULD fire from any depth.

However, given that:

A) they couldn't use their targeting data computers (which used input from the periscope or mounted binoculars for bearing input),
B) if they ship changed course they may not know about it early enough to recalculate, and
C) torpedoes were the most precious, limited commodity to a sub,

neither side seemed willing to risk a miss by firing blind.


For Crash Dive, I tried to apply the same logic. Since you can see the exact position, speed and heading of any ship that's close enough, you can take a shot from any depth, but you can't use the TDC (you have to manually line up the bearing/time lines).

Hope that helps!

-ScottThanks Scott!

TheCod
06-02-19, 12:38 PM
WHAT A HORRIBLE MESS! & DON'T EAT THE FISH! https://en.wikipedia.org/wiki/German_submarine_U-864 (https://en.wikipedia.org/wiki/German_submarine_U-864)
Great story. I didn't know. Thank you!

JNicholas90
12-09-21, 01:43 PM
Hey submariners! I was a huge fan of Silent Service when I was young, playing it endlessly on the Amiga. Recently, I’ve had the urge to sink some convoys, but couldn’t find any current games that offered quite that perfect blend of simulator and action.

So I made one.

If you want to engage in some tactical submarine combat, and have an Android or iOS tablet, you might want to check out Crash Dive (http://panicensuessoftware.com/CrashDive/index.html), available now on the Google Play Store (https://play.google.com/store/apps/details?id=com.PanicEnsuesSoftware.CrashDive) and the Apple App Store (https://itunes.apple.com/us/app/crash-dive/id884516166?ls=1&mt=8).

If you have any feedback, suggestions, or requests, I would love to hear them!

Regards and happy hunting,

Scott Goffman
Panic Ensues Software

Silent Service was one of my faves, too! Thankyou for this