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Aktungbby
03-22-19, 11:37 AM
After getting some guys together we managed to man one boat fully and let me tell you




IT WAS JOLLY GOOD.


So don your captain's cap and dig out your sou'wester, sound the alarm and dive deep!Well it's 'jolly good' you've resurfaced after a three year+ silent run!:Kaleun_Salute:

Ragnarokkr
03-23-19, 04:45 AM
Well it's 'jolly good' you've resurfaced after a three year+ silent run!:Kaleun_Salute:


Indeed! After living off condensation and mold growing on the bulkheads for three years it is high time to head to port for resupply and report to high command! (The men were getting restless and unruly.) :Kaleun_Salute:

asanovic7
03-26-19, 02:11 PM
great great great :salute:

KOCATKA
03-27-19, 04:38 PM
Good job guys weldone:Kaleun_Salute::Kaleun_Applaud:
Good luck in future :up:

Aktungbby
03-27-19, 09:32 PM
KOKATCA! After a seven year silent run!:Kaleun_Salute:

KOCATKA
03-28-19, 09:54 AM
KOKATCA! After a seven year silent run!:Kaleun_Salute:


:Kaleun_Salute:yep :up:

Sauerkraut
03-31-19, 08:38 PM
:Kaleun_Thumbs_Up::Kaleun_Cheers::Kaleun_Applaud: :Kaleun_Cheers::Kaleun_Applaud:

This is awesome, I'd forgotten about this project. I'm blown away.

:subsim:

THEBERBSTER
04-01-19, 05:12 AM
A Warm Welcome Back To The Subsim Community > KOCATKA
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Lomaric
04-03-19, 04:42 PM
so hopeful that the project continues and does well with the community.

Aktungbby
04-03-19, 10:13 PM
Lomaric!:Kaleun_Salute:..after a nine year silent run!

THEBERBSTER
04-04-19, 03:37 AM
A Warm Welcome Back To The Subsim Community > Lomaric
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)

snailer
04-05-19, 05:21 PM
The hype train is killing me!
:k_confused::k_confused:

Can we have some news about development status and what is to come in terms of like... the next patch or so?

In the meantime...
THIS GAME IS AWESOME.

Usurpator
04-06-19, 08:56 AM
The hype train is killing me!
:k_confused::k_confused:

Can we have some news about development status and what is to come in terms of like... the next patch or so?

In the meantime...
THIS GAME IS AWESOME.

The next patch will be tested internally next week and released very soon. Lots of bugs has been corrected, as well as other stuff being improved. After that we'll continue developing the bots.

Ragnarokkr
04-07-19, 03:44 AM
Is there a continuously updated blog or development overview for Wolfpack beyond Subsim forums and Steam updates?


I would be quite interested to see how the game progresses and develops, also taking great intrest in methods and techniques involved in developing a game such as this :Kaleun_Wink:

snailer
04-07-19, 06:26 AM
The next patch will be tested internally next week and released very soon. Lots of bugs has been corrected, as well as other stuff being improved. After that we'll continue developing the bots.

Thank you, I really appreciate your answer.

Usurpator
04-14-19, 04:42 PM
Version 0.15 is now available in beta mode. To access it, go to your Steam Library and right click Wolfpack. Select Properties, and then Betas. Select Beta. Wait for the download and start playing. Version 0.15 will be moved to the default branch in a few days.

The version is not backwards compatible, so you won't be able to see servers hosting another version of the game.

Version 0.15 patch notes:
Optimized flag shader.
Removed “invisible” lobby option.
Added distance filter for lobby searches. Be aware that latency increases with geographic distance.
Added support for all aspect ratios.
Added keybindings to center dive planes.
Updated displacement on passenger liner type 8.
Darkened map view when using night light.
Fixed odometer bug.
Optimized ship colliders.
Added hotkey to reset odometer while in navigation view.
Fixed flashlights shining through walls.
Added input blocking when using TDC and chatting.
Fixed fog rendering bug.
Disabled use state when binoculars are active.
Fixed flooding animation bug.
Fixed sounds not updating while using periscope bug.
Added the ability to kick players when hosting.
Added passwords for lobbies.
Added friendly fire option to lobby settings.
Added the ability to kick players if you are the U-boat owner.
Added passwords for individual U-boats.
Added time settings to lobby.
Added weather settings to lobby.
Fixed ladder bug.
Ballast tanks now contain 50 m3 of water instead of 75.
Pressurized air now follow Boyle’s law.
Fixed race condition when two people try to use the same station at the same time.
Radio can now send numbers as well as letters.
Fixed unlit characters bug.
Changed binocular and UZO zoom to x7 and x8 respectively.

Sycorax77
04-20-19, 07:48 AM
:Kaleun_Salute: Na, Männer..?

Darkened map view when using night light.

It seems that the map isn't darkened when using red light (=night light?).
There is no noticable effect to the map view. It's as bright as before at the navigators station as also by pressing "M".

Also the recognition manual and distance table isn't darkened either.

Is ist a bug or just "forgotten" to pack into the update :03:

ljqcn101
04-20-19, 09:54 AM
Is there any plan to remove periscope auto stabilisation, and add ship hull down on horizon? I just found the game to be a little bit easy on measuring distance.

Onkel Neal
04-20-19, 01:08 PM
:Kaleun_Salute: Na, Männer..?



It seems that the map isn't darkened when using red light (=night light?).
There is no noticable effect to the map view. It's as bright as before at the navigators station as also by pressing "M".

Also the recognition manual and distance table isn't darkened either.

Is ist a bug or just "forgotten" to pack into the update :03:

Agreed, it's something I want to see improved. When the red light is switched on (for night missions), the Distance tables, Recognition Manual, plotting map, Radio Log, etc should be appropriately dimmed.

Aktungbby
04-20-19, 01:33 PM
Sycorax77!:Kaleun_Salute:

Ragnarokkr
04-23-19, 03:48 AM
Should there be a new thread where possible suggestions and improvement ideas from the players would be gathered?
From there the developers could append some inspiration, consider new features and it also could function as an archive for suggestions already pitched.


Discord being more of a quick messaging application rather than a proper forum for discussion regarding things like this...
(also taking into account that this could direct more guys toward the forum, this could liven up the threads as well.)

Onkel Neal
04-26-19, 10:33 AM
TDC label "Heading" has been fixed and now reads "Bearing".

Elphaba
04-26-19, 12:51 PM
Should there be a new thread where possible suggestions and improvement ideas from the players would be gathered?
From there the developers could append some inspiration, consider new features and it also could function as an archive for suggestions already pitched.


Discord being more of a quick messaging application rather than a proper forum for discussion regarding things like this...
(also taking into account that this could direct more guys toward the forum, this could liven up the threads as well.)

The problem either way is that a thread of suggestions turns into discussions and off topic nonsense. Just look at the discord channels.

Short of having a JIRA type system offered by the devs for logging / tracking bugs and suggestions, then were left with very imperfect systems used by very imperfect people.

:/

Ragnarokkr
04-27-19, 06:05 AM
Good point. Though this could be solved to some degree by enforcing a "standard form" for the thread, new threads for specific topics/suggestions and get one or two moderators to keep things as they should be.



My main point of argument is not really going beyond utilizing the forum for players to pitch some ideas/suggestions to the developers (which, they will deem worthy of exploring themselves).
Discord is not really suited for that purpose, with all the messages being buried beneath the avalanche of unrelated comments.

Elphaba
04-27-19, 06:12 AM
Well I for one ask people to delete their extraneous comments - some do.

I also make sure a suggestion or bug stars off with “SUGGESTION:“ or “BUG:” as a means to help the devs identify a real post rather than chat.

I think discord is still better than forums due to less chrome and ability to get people to remove posts.

It would help if they had a kid who did this for them, I’d volunteer.

Usurpator
05-08-19, 05:11 PM
Hello everyone!

In an attempt to be more transparent with our work, weekly updates will be posted from now on. We want to keep you updated on what we are doing, so even small updates will be posted. This week I am working on the model of the HMS Royal Oak intended for the Scapa Flow mission, while Oscar is making a tutorial level.

/Einar

Elphaba
05-08-19, 05:18 PM
Thank you. That’s really appreciated.

Ragnarokkr
05-09-19, 08:19 AM
Awesome and truly appreciated :Kaleun_Thumbs_Up:

Usurpator
05-13-19, 11:14 AM
This week Oscar is working on the bot system and bug fixes. I am working on the HMS Royal Oak model.

/Einar

Pisces
05-21-19, 05:13 PM
For those that haven't noticed yet, beta 0.16 is out on Steam.

Onkel Neal
05-21-19, 05:54 PM
http://www.subsim.com/radioroom/picture.php?albumid=1203&pictureid=10351

Usurpator
05-22-19, 08:55 AM
Version 0.16 is now available. The update features a training mission illustrating the in-game mechanics of the torpedo data computer.
The training mission gives you the option to observe the calculated torpedo trajectory, as well as the distance, speed and angle on bow of the target.

The targets are represented by blue triangles. The semi-transparent triangle in front of each target represent the targets position on the calculated impact.
Ship types are also represented, allowing you to practice identifying the ships using the recognition manual.

Usurpator
05-31-19, 10:18 AM
This week Oscars been fixing bugs and adding features to the map and recognition manual. I've been working on assets for the Scapa flow-mission.

Pisces
05-31-19, 11:07 AM
Einar, Oscar,

Steam still lacks a news page indicating 0.16 is released.

Usurpator
06-07-19, 08:42 AM
https://steamuserimages-a.akamaihd.net/ugc/777348166324002694/D3ECDE5F0ADBCCD3FF39438AB299B63532869EEC/?imw=1024&imh=530&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true


This week Oscar made a terrain generator and map shaders. The depths are generated but will be replaced with proper barymetric data in the future. I'm still developing assets for the Scapa flow-mission.

johnlax
06-14-19, 12:02 PM
How does one obtain this game ?
does this game allow for at sea re-fueling ?
Also can you pull into friendly ports ( not only home port) ??

gumbeauregard
06-14-19, 03:48 PM
How does one obtain this game ?
does this game allow for at sea re-fueling ?
Also can you pull into friendly ports ( not only home port) ??

1. Steam
2. No, but refueling is unnecessary
3. No ports whatsoever.

Wolfpack, in its present state is a multiplayer (PvE), real time simulation of the approach and attack phases of WWII submarine warfare in the Atlantic theater.

Each submarine can be crewed by up to five players and each wolfpack can have up to 5 submarines.

When you start the game your are placed in a position near the enemy and must prosecute the attack.

It really is an Alpha title at the moment and you are paying to test as the game is built into Beta and eventual Release version.

Pisces
06-15-19, 05:51 AM
...
Each submarine can be crewed by up to five players and each wolfpack can have up to 5 submarines.
... 4 submarines!

gumbeauregard
06-15-19, 03:34 PM
4 submarines!
I probably counted mine twice

Onkel Neal
06-28-19, 09:29 AM
One more update coming then the devs are going to take some long overdue shore leave.

Usurpator
07-02-19, 11:00 AM
Version 0.18 is here!
This version contains major updates to the map tools. We’re taking a break during July, but we’ll be back to work on the bots in August.

Patch notes:
Right mouse button now closes recognition manual.
Fixed bug where the the notes section closes when typing c.
Torpedo gyro is now activated after 200 meters.
Fixed bug in tutorial level where torpedoes would pass through ships.
Added compass to conning tower.
Added compass to attack periscope.
Overlapping map text is now hidden.
Map keypad entries now support decimal numbers.
Map keypad entries now support addition, subtraction, multiplication and division.
Holding left ctrl button now lets you quickly zoom in on the map.
Added more map symbols.
Added line styles.
Added line copy tool.
Added more snapping options (none, point, line, all).
Lines drawn on the map now snap to the u-boat.
Eraser now works on any part of a line or circle.
Time stamps are now a property that all lines, circles and symbols can have, rather than something specific to the time stamp tool.
Removed time stamp tool.
Added hotkeys for map tools.

Onkel Neal
08-10-19, 12:21 PM
Development has resumed!

Wolfpack345
08-12-19, 12:15 AM
Good news! Keep up the good work! :Kaleun_Thumbs_Up:

urfisch
08-22-19, 05:19 AM
:Kaleun_Applaud:

Usurpator
09-13-19, 08:52 AM
Hello everyone! Sorry about the radio silence. From now on we will be making weekly updates every Friday. This week I have been working on the bots. The only thing that is missing right now are character animations, which Einar is making. Patch 0.19 with the bots is coming out as soon as the animations are done.

/Oscar

Usurpator
09-20-19, 09:53 AM
This week has been devoted to the completion of the bot system.
Oscar's been bug fixing and improving the interfaces while
I've been working on custom animations for the bot characters.

We are currently set on releasing the patch by the end of next week.

/Einar

Lost At Sea
09-27-19, 08:53 AM
This week has been devoted to the completion of the bot system.
Oscar's been bug fixing and improving the interfaces while
I've been working on custom animations for the bot characters.

We are currently set on releasing the patch by the end of next week.

/Einar

Tick-Tock, Tick-Tock
:D

Cheers,
Lost

Usurpator
09-27-19, 11:32 AM
Hello everyone!

We are now releasing the bot features we've
been working on the past month. The addition
of bots will make the game more
single player friendly by allowing you to control
the U-boat from a dashboard interface.

Bots are activated on a per server basis in
the lobby menu.
To access the bot interface in game, click the
mouse wheel, or press F1-F3 for individual bots.
Bots play crew members that do not have a player.
If a player logs in, the corresponding bot is deactivated. There is no captain bot.


https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/8cd46940e70426ec24f77cddd420a4c8c5a0ef41.jpg
Use the helmsman interface (F1) to set the speed, heading and rudder angle. The helmsman bot will notify you if the battery level is low


https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/583104bc0239613d109676f0e375deef53e6470e.jpg
The torpedo data computer may be controlled via the helmsman interface.


https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/f2bd0a1ae0295819c01f96ed4b254685ded69e0e.jpg
The hydrophone and the radio are available in the radio man interface (F2). The radio man bot will notify you of radio messages as well as hydrophone contacts.


https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/a1e26051b7bc5b8c8c3af35d2ea13592bc9db58a.jpg
The dive officer interface (F3) allows you to set the U-boats depth by entering a desired value. Use the automated quick commands for diving, surfacing, emergency dive and for maintaining periscope depth. The dive officer bot will notify you if the compressed air supply is low.



Patch notes:


Added bots. Press the middle mouse button, or F1-F3 to activate the bot menus.
Added scalable menu cursors.
Added overlay to distance table to make it easier to use.
Added quick encounter option.
Outgoing telegraph messages are now logged.
Added indoor zoom.
Increased time between fired salvo shots to 2.3 seconds.
Added bearing indicator to UZO
Reloading torpedo tubes now depletes compressed air.

Onkel Neal
09-27-19, 03:58 PM
Selecting the Close Encounter option will place your starting position in a random spot where the convoy is coming towards you, give or take 90 degrees. Essentially, check this and you are not forced to perform a lengthy end around run to get in front of the convoy. Should you wish to start a mission with a chance of needing to do an end around, leave this unchecked.

https://www.subsim.com/radioroom/picture.php?albumid=1203&pictureid=10597


.
---
When using the hydrophone interface, you can click on the speaker icon to "put the headphones on", and click again to "take them off".

https://www.subsim.com/radioroom/picture.php?albumid=1203&pictureid=10596

|
|

When a U-boat sends a radio message, it will be received by any U-boats surfaced or above 12m.
A U-boat below 12m will not get the message, and it is not "saved" for them when they surface; they missed the message.
https://www.subsim.com/radioroom/picture.php?albumid=1203&pictureid=10598

Onkel Neal
09-27-19, 04:42 PM
For more, see the Wolfpack Steam page. (https://store.steampowered.com/app/490920/Wolfpack/)

Lost At Sea
09-27-19, 06:57 PM
Many Thanks Wolfpack Team, and Bravo once again !

Cheers,
Lost

Wolfpack345
09-27-19, 08:28 PM
Wow this looks great!! I can't wait to play it ! Excellent work guys!!
Cheers!

RConch
09-28-19, 02:40 PM
I have had this game for awhile, happy there is an SP mode. How do you download the SP mode? Been to the steam page for Wolfpack and also to my steam library and see no lone wolf mode to download, no link.

Little help please as to where to download this.:k_confused:

thanks

Pisces
09-28-19, 02:43 PM
It's no extra download, just a checkmark away in the lobby settings. (Enable bots)

If you don't immediately get updated to version .19 you can access the beta branch by right clicking on Wolfpack in your Steam library, then select properties, betas, and select the beta branch from the dropdown menu.

Pisces
09-28-19, 02:55 PM
The bots are there to help a lone player or skeleton-crew operate the boat. Expecting it to be single player, as in offline game, is a false assumption. You still need a network connection to open a lobby, even if only for yourself. I'm not amused by that idea, but it is as it is.

Slimeball
09-29-19, 07:28 AM
The bots are there to help a lone player or skeleton-crew operate the boat. Expecting it to be single player, as in offline game, is a false assumption. You still need a network connection to open a lobby, even if only for yourself. I'm not amused by that idea, but it is as it is.


An offline mode would be really nice.

Onkel Neal
09-29-19, 08:44 AM
I have had this game for awhile, happy there is an SP mode. How do you download the SP mode? Been to the steam page for Wolfpack and also to my steam library and see no lone wolf mode to download, no link.

Little help please as to where to download this.:k_confused:

thanks

Start Steam, make sure you have updates enabled, then start Wolfpack. It will pause and update to version .19 and you should see that on the main menu screen. :up:

ceh
09-30-19, 02:29 AM
An offline mode would be really nice.

I don't think that would be easy for the devs to do at this point.

Perhaps a local server instead, for those that want to play when they're "submerged" :D

Stormfly
10-01-19, 05:50 PM
...for those that want to play when they're "submerged" :D


:har:

Simmunist
10-02-19, 11:19 PM
How can I play the tutorial with the bots ?

Lost At Sea
10-03-19, 12:01 AM
How can I play the tutorial with the bots ?

Hola Simmunist,

On the game MP lobby setup screen:
1. do not immediately choose "Tutorial"
2. tick the "Enable bots" box first
3. and then choose Tutorial

The Tutorial will then launch with bots enabled.

Cheers,
Lost

Usurpator
10-04-19, 11:39 AM
Hello everyone!

This week we’ve been redesigning the buoyancy system for the sub. This will fix many bugs and issues with the old system and we’ve also added a trim tank, so that the buoyancy can be finely tuned by the dive officer. The new buoyancy system and trim tank will be released next week.

Aktungbby
10-04-19, 12:02 PM
Simmunist!:Kaleun_Salute: after an eight-year silent run!

Usurpator
10-11-19, 10:32 AM
Hello everyone!

This week we've been working on completing the new buoyancy system and implementing the trim tank station. We’re almost done, all that remains now is some tweaking and testing. The buoyancy and trim system will be out next week.

fitzcarraldo
10-11-19, 12:28 PM
Hello everyone!

This week we've been working on completing the new buoyancy system and implementing the trim tank station. We’re almost done, all that remains now is some tweaking and testing. The buoyancy and trim system will be out next week.

Many thanks. Using Lone wolf mode and works very fine. Only I miss some external views for screenies, and more variations for weather.

Best regards.

Fitzcarraldo :Kaleun_Salute:

JacqueShredo
10-11-19, 12:30 PM
You guys are doing fantastic work. With the addition of the bots I feel like this game is on its way to be #1 for sub enthusiasts in every regard :up:

Lost At Sea
10-18-19, 11:24 PM
Hello everyone!

This week we've been working on completing the new buoyancy system and implementing the trim tank station. We’re almost done, all that remains now is some tweaking and testing. The buoyancy and trim system will be out next week.

Hola Dev Team !
Hoping I won't sound too much like a spoiled brat :03: Any chance to update status on buoyancy & trim rework ?
My Mom is asking, I don't really mind relaying the news back to her.

Cheers,
Lost

Pisces
10-19-19, 04:52 AM
They must have hit a snag causing them to delay the release. That always happens when you put a definite time on paper. For me at least. It's ready when it's ready!

Onkel Neal
10-19-19, 08:09 AM
Hola Dev Team !
Hoping I won't sound too much like a spoiled brat :03: Any chance to update status on buoyancy & trim rework ?
My Mom is asking, I don't really mind relaying the news back to her.

Cheers,
Lost

Testing and making small changes, still progressing.

Usurpator
10-19-19, 08:47 AM
Hello everyone!
This week we finished work on patch 0.20. This patch adds a new buoyancy system and trim tanks. The patch also contains a number of bug fixes.

Patch notes:
Overhauled buoyancy system.
Added trim tank.
Switched dive plane angles (Front rudder is now +-30)
Improved precision of U-boat hull collider.
Starting the diesel engine now uses compressed air.
Launching torpedoes now uses compressed air.
Added launch button and time to impact to TDC bot interface.
Closing the radio man bot menu no longer cancels sending radio messages.
Numbers can now be sent via the radio bot interface.
Bots can now correctly keep depth and turn when reversing.
Cursor scale now affect caret size when writing on map.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/d75f154f3bd30708bf0220608515f20eff379022.png

Lost At Sea
10-19-19, 12:03 PM
Just went in for a quick training dive, and :Kaleun_Applaud:
Fantastic update, again !

Cheers,
Lost

Catfish
10-21-19, 09:23 AM
This looks phantastic !!

"Starting the diesel engine now uses compressed air."
You implimented that? :o
:yeah:

Usurpator
10-25-19, 09:41 AM
Hello everyone!

We've been devoting this week to releasing
patch 0.20b, in which lots of minor bugs have been fixed.

Patch notes:
Negative tank now affects buoyancy correctly.
Radio man bot no longer make reports if disabled.
Rear firing guns now face the correct direction.
Escape now cancels writing on the map.
Outgoing radio messages are now visible to all players.
Uzo overlay is no longer drawn over map.

Rivvern
10-25-19, 11:46 AM
Cannot join or host a multiplayer game.

When i press Start Game the game will load for the server but not for the clients.


EDIT:
Also will not possible to join a server with password letters. Nothing happens when you press ok. But using 12345 works... wierd.

Aktungbby
10-25-19, 03:27 PM
Rivvern! after a 5 year silent run!:Kaleun_Salute:

THEBERBSTER
10-25-19, 05:12 PM
A Warm Welcome To The Subsim Community > Rivvem
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)

Usurpator
11-01-19, 11:04 AM
Hello everyone!

We've now moved on to the next point of the roadmap, the Scapa flow mission. The first step in making a mission is terrain generation.
This week has been dedicated to converting real life height map data into data that can be used by the game.
When this process is complete we will be able to quickly generate terrain and maps for other missions.

Usurpator
11-08-19, 12:24 PM
Hello everyone!
This week has been dedicated to continued work
on terrain generation.

Lost At Sea
11-09-19, 01:26 AM
Thx for the update, can't wait !

Any chance for a WIP preview pic to help us all wait?:03: Maybe a chunk of landmass, a distant shore or a map top view screen-cap?

Cheers,
Lost

Usurpator
11-15-19, 08:27 PM
Hello everyone!
Just like last week we've focused on terrain generation. It's a crucial component of the game and we want to make sure it's done properly.

Usurpator
11-15-19, 08:37 PM
Thx for the update, can't wait !

Any chance for a WIP preview pic to help us all wait?:03: Maybe a chunk of landmass, a distant shore or a map top view screen-cap?

Cheers,
Lost

There is a bit more work to be done first, but I'll make sure to make a post here when the time comes :)

U-190
11-17-19, 11:08 AM
There is a bit more work to be done first, but I'll make sure to make a post here when the time comes :)
VERY GOOD NEWS! Keep up the good work! :up::up::up::subsim:

U-190
11-18-19, 03:23 AM
http://i.imgur.com/dE5Xuyp.gif
Now I run to the store to buy Wolfpack! :gulp::lurk:

U-190
11-18-19, 11:55 AM
Here he is in my library :up:
https://www.hostpic.org/images/1911182225400126.jpg

Kermit the Frog
11-20-19, 02:56 PM
Oh.. my... GOD... Can one have a Submarine orgasm? Apperently so....

Two questions:

1. Save game? I would be nice if Capitain can save a game in a situation when he's not detected and follows a Convoy

2. CampaignCampaignCampaign.......

My best regards. Thank you guys I do appreciate your work.

PS... A hydrophone is AMAZING, depth control WOW... I take a week holiday to play all the time 24h patrol with my son and one of my friends.

Thank you!!!!

derstosstrupp
11-20-19, 06:51 PM
Oh.. my... GOD... Can one have a Submarine orgasm? Apperently so....

Two questions:

1. Save game? I would be nice if Capitain can save a game in a situation when he's not detected and follows a Convoy

2. CampaignCampaignCampaign.......

My best regards. Thank you guys I do appreciate your work.

PS... A hydrophone is AMAZING, depth control WOW... I take a week holiday to play all the time 24h patrol with my son and one of my friends.

Thank you!!!!

Come join Wolfpack BdU Campaign! We try to provide the campaign element - crews go out on patrol, skippers train crews for benefits, get medals, promotions, all the stuff you would see in any other sims with career modes.

We use a modded version of the game, we use enigma, hell we even have crews learning celestial navigation! For each, at their own pace. Check us out!

https://www.subsim.com/radioroom/forumdisplay.php?f=297

Noobicum4Ever
11-21-19, 12:08 PM
I bought the game a few minutes ago. I am very happy to be part of this amazing community.

:Kaleun_Salute:

Usurpator
11-22-19, 02:48 PM
Hello everyone!
We are still working on terrain generation and we're making progress.
This is an early rendition of a section of the Scapa flow map.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/1478d988dfce9e3cac59ccca11f9c9686665a506.png

heisig1958
11-23-19, 02:33 AM
: Kaleun_Applaud:

Usurpator
11-29-19, 04:30 PM
Hello everyone!

This week we've focused less on the map
and more on the actual terrain.
This is a work-in-progress screenshot of a
small section of the Scapa flow level.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/c0aa3ded75991bd176c0e4726d517cf217ba0c49.png

VonHoffman
11-30-19, 07:23 PM
Is it possible to sail around the world, or are there hard limits to the map?

Pisces
11-30-19, 08:52 PM
In the current state I calculated you can run 9 hours at top speed of 18 knots between either edges of the spawn region. So 300km square. Obviously we will have to see what they make of the Scapa Flow region.

PL_Andrev
12-02-19, 10:33 AM
Is it possible to sail around the world, or are there hard limits to the map?

So the answer on your question is no, it is not possible.
Wolfpack offers only missions on special designed map area.

BTW. I'm suppose that this is a reason why Wolfpack cannot support the curve of globe.

So this picture like this will be not possible:
https://qph.fs.quoracdn.net/main-qimg-983971b8a43663fa67964dbe13c93af6.webp

Onkel Neal
12-06-19, 03:21 PM
Sail around the world? Has anyone ever done that in a submarine sim in real time?

Usurpator
12-06-19, 04:14 PM
Hello everyone! This week we've made some further progress generating terrain.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/5154e89134365fea56d504c472232dbd8ffde7bc.png

PL_Andrev
12-07-19, 01:59 AM
Sail around the world? Has anyone ever done that in a submarine sim in real time?
Nobody pay us for that service.
:D
As I remember Silent Service had 64x only and the pacific patrol was a time-consuming nightmare.

Usurpator
12-13-19, 02:31 PM
Hello everyone! This week we have been working on a global map system for the game.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/bce5b5c6915d7c18c42d0cbf0795ea34ef337b7c.png

blackswan40
12-14-19, 04:05 AM
Ho is this a zoomable Mission Editor Map hope so best Christmas Prezzie :Kaleun_Salute::Kaleun_Applaud::Kaleun_Salute:

Onkel Neal
12-15-19, 10:02 AM
Game manual updated with single player guides
https://www.subsim.com/wolfpack/Wolfpack_Manual1219.pdf

Lost At Sea
12-21-19, 01:09 AM
Thx Wolfpack Team and Subsim for the goodies,
Merry X'Mas to all of you !!!

Lost

Pisces
12-21-19, 06:48 AM
Good work on updating the manual with the bots controls. But there is still some parts missing.

1 expansion of trim-tank and updated image of the pressure/airpressure dials.
2 updated images of periscopes with true bearing indicator.
3 enhancements in the map tools have not been incorporated yet.

4 UZO: underwasserzieloptik is a Eng-lerman language monster. 1:"Under" is not a German word. 2: "Underwatertargetoptic" makes no sense for a device that is used only when surfaced. 3: The targets it is used for are never under water. Replace "Under" with "Über" (above), then it is correct and meaningful.

derstosstrupp
12-21-19, 08:28 AM
Pisces don’t rob Bernard of his Unterwasserzieloptik! That’s his job!

Might I also suggest some basic surface plotting instructions in the manual too? The inclusion of 4-bearing as an advanced concept with the omission of basic plotting based on bearing and range seems odd to me.

Might I even suggest the inclusion of plotting based on a 9000 m sight picture as I demonstrate in my video below? This approximates historical procedures as I understand them to have been.

https://youtu.be/ZCiJM-N4Bo0

Furia
12-21-19, 08:30 AM
4 UZO: underwasserzieloptik is a Eng-lerman language monster. 1:"Under" is not a German word. 2: "Underwatertargetoptic" makes no sense for a device that is used only when surfaced. 3: The targets it is used for are never under water. Replace "Under" with "Über" (above), then it is correct and meaningful.

UZO comes from U-Boot-Zieloptik

Pisces
12-21-19, 08:36 AM
Well, ok, I don't know the exact origin of UZO. But "under" or "unter" is definately not right on itself.

derstosstrupp
12-21-19, 08:37 AM
UZO comes from U-Boot-Zieloptik

Can confirm :yep:

Onkel Neal
12-21-19, 11:20 AM
Good work on updating the manual with the bots controls. But there is still some parts missing.

1 expansion of trim-tank and updated image of the pressure/airpressure dials.
2 updated images of periscopes with true bearing indicator.
3 enhancements in the map tools have not been incorporated yet.

4 UZO: underwasserzieloptik is a Eng-lerman language monster. 1:"Under" is not a German word. 2: "Underwatertargetoptic" makes no sense for a device that is used only when surfaced. 3: The targets it is used for are never under water. Replace "Under" with "Über" (above), then it is correct and meaningful.

Yes you are correct, I will get to work on that :up:

Noobicum4Ever
01-02-20, 02:14 AM
For Wolfpack developers: happy new year. I wish you to sell many copies of the game.

What are your plans for 2020?

For Wolfpack players: run silent!

:Kaleun_Cheers:

Usurpator
01-10-20, 11:03 AM
For Wolfpack developers: happy new year. I wish you to sell many copies of the game.

What are your plans for 2020?

For Wolfpack players: run silent!

:Kaleun_Cheers:

We are working on lots of stuff, but our main focus is on the roadmap and the Scapa flow mission.

Usurpator
01-10-20, 11:04 AM
Hello everyone!
Now we are back from the holidays, and business continues as usual.
This week we have been working on the map system.

Usurpator
01-17-20, 09:57 AM
Hello everyone!
This week we've continued working on the map system. Next week will be dedicated to improving the netcode.

Usurpator
01-24-20, 01:04 PM
Hello everyone!

This week we've been working on improving the netcode.
This will be pushed out in the next patch, and should fix
the "host disconnected" error that some players are getting.

Alvarez
01-25-20, 10:14 AM
Hello! Recently I became the proud owner of a copy of the Wolfpack! Great job!:salute:
I would just like to make a little wish. To calculate the AOB, have to either wait for an angle of 90 * or torpedo at random.
At one time, in a series of Silent Hunter entered logarithmic ring, RAOBF. Would be great if the same will and the Wolfpack!
P.S. I know that on this forum posted a standalone application RAOBF WF VB.exe Yet, Gorazde convenient to have this device within the game.

P.P.S. The last couple of days, think about how to redraw RAOBF and drank it out of plywood, to have it in reality.

Sanatin
01-28-20, 07:39 AM
Hello! Where i have a log file my last mission in the OS Windows 7 or Windows 10? (Mission successful bla bla bla or Mission aborted bla bla bla). I need this log file to create longtime statistic my missions automatically. Thank you!

Aktungbby
01-28-20, 10:18 AM
SANATIN!:Kaleun_Salute: & ALVAREZ! :Kaleun_Salute:

Jimbuna
01-28-20, 03:08 PM
Welcome to SubSim chaps :salute:

oldhasu1
01-29-20, 04:51 AM
I'm not sure if it is a topic that I should poke my nose into, but here is a couple of thoughts on game and its development. Wolfpack surely is great game we all have been missing for a long time and two great guys are putting a lot of effort to make our dreams come true. But also I think that many will agree that development of the game is pretty slow. So I wonder if we as a player base can help speed up the process? If financial reasons is the only thing stopping the team from hiring more great developers then maybe it is a good idea to let us pay more? Adding a golden account status with some cosmetic things like renaming the boat and ability to add a custom emblem, stuff like that, with regular monthly payment. I would participate in that for sure as some of my crewmates as well.

Usurpator
01-31-20, 10:12 AM
Hello everyone! This week we have been working on improving the net code. We are not quite finished yet, but the updated net code will be published in the next patch.

GreyLynx
01-31-20, 12:27 PM
Any chance of having the torpedo wake coded in the next update?

Fanders
02-04-20, 04:32 AM
Any chance of having the torpedo wake coded in the next update?

The torpedo type in this game is, as far as i understand, electrical-driven. These types of torpedoes left therefore no visible wake.

GreyLynx
02-04-20, 10:49 AM
The torpedo type in this game is, as far as i understand, electrical-driven. These types of torpedoes left therefore no visible wake.

Since this is a Beta version of the game, I thought maybe the developers could add the trail of bubbles now since they'll have to do it later on anyway (I hope).
The G7a (TI) could be set at 30 knots for a range of 12 km or 40 knots for 7,5 km. The G7e (TIII) was set at 30 knots only for a range of 5 km if pre-heated properly, and were used at the beginning of 1942.
In the game, the torpedoes are set at 30 knots for a range of 6 km with no wake and no magnetic/impact pistol option. So they're not true TI nor TIII.
:k_confused:

Fidd
02-04-20, 12:49 PM
The first change made would have to be the TDC to allow for the various torpedoes needed. As there's no sense in a TDC having settable values for torpedoes not yet invented, if playing early war, then the TDC equipped for any mission must therefore change, as later war torpedoes become available.

Even early TDC's would need changes from the current TDC, so as to be able to change the speed selected for steam-driven torpedoes, which has implications for maximum range and also gyro angle required.

A further issue, is that currently, the torpedo reloading is automatic, as without a choice of torpedo to reload there is no need for a mechanism to select which torpedo to load or unload.

Then there's the other issue about which torpedoes are initially loaded in tubes, and unloaded during the mission to allow for different ones to be used.

Consequently there's a raft of issues that come with the modelling of different torpedo types, that would also have to be modelled, and modelled not just with the newer torpedoes in mind, but also those which would come with still later-war ones being modelled - afterall modification of the game is no good if it precludes later developments...

Usurpator
02-07-20, 11:15 AM
Hello everyone! We are still working on improving the net code and it's nearly done.

Usurpator
02-07-20, 11:17 AM
Any chance of having the torpedo wake coded in the next update?

This is on our list of improvements, but unfortunately we won't be able to add it in the next update.

Sanatin
02-10-20, 07:48 AM
Hello dear developers! Are you planning to develop a fight for survival on a submarine in future versions of the game?

Usurpator
02-14-20, 02:05 PM
Hello everyone! There is still some work left to do on the net code but we're getting there.

Usurpator
02-21-20, 01:23 PM
Hello everyone!
We are currently testing the new patch. We plan on releasing it next week.

Usurpator
02-28-20, 11:20 AM
Hello everyone!
The new netcode still has a few kinks to work out. We will be posting the patch next week.

/Oscar

Noobicum4Ever
03-03-20, 01:23 AM
... So I wonder if we as a player base can help speed up the process? If financial reasons is the only thing stopping the team from hiring more great developers then maybe it is a good idea to let us pay more? Adding a golden account status with some cosmetic things like renaming the boat and ability to add a custom emblem, stuff like that, with regular monthly payment. I would participate in that for sure as some of my crewmates as well.

I agree! It is a nice ideea to have something unique from beta version of the game.

MadSin
03-03-20, 05:41 AM
This must be done. Enter, for a small additional fee, the opportunity to make your submarine more exclusive. Add your own emblems, hull color, or hang your own photo in the captain's cabin). And before we're too late, you need to move the game to another engine. I would very much not want Wolfpack to suffer the fate of Hellion

gurudennis
03-06-20, 04:43 PM
Looks like the new patch is out, but the authors accidentally posted it on the wrong thread :)

See: https://subsim.com/radioroom/showpost.php?p=2652889&postcount=41

Thank you for the hard work!

When it does finally come, general purpose mission editor sounds like an amazing thing to have.

blackswan40
03-06-20, 06:22 PM
I like the new end Results Screen and the news on the Mission Editor is the Icing on the Cake for sure

https://www.subsim.com/radioroom/picture.php?albumid=1246&pictureid=10866

Usurpator
03-07-20, 10:20 AM
Hello everyone!

After a lot of work the new patch is finally up and running.
This patch changes the way that the clients connect to the host.
Before this patch, clients connected to a Steam lobby, and used
that lobby to exchange data. If the player’s connection to the lobby
(the Steam server) was severed, they got disconnected from the game.
If this player was the host, everyone got disconnected.
The new system only uses Steam’s servers to announce the game, everything else happens peer to peer.
This should solve most connection issues.
This patch has taken a lot longer to make than
we anticipated, and we are sorry that you had to wait
longer than expected.

But why haven’t we finished making the
Scapa flow mission yet?
What’s taking so long?
Instead of just making a single mission, we have decided
to build a general purpose mission editor.
This mission editor will be made available to players,
and missions will be shareable via Steam workshop.
To that end, we are making a global world map (2D and height map),
so that we can make missions everywhere in the world.
This is what’s taking so long.

We are aware that it's been a while since the last patch,
and that you are eager to see new content in the game.
We understand this, and we try to make decisions that
will enhance the game's development in the long run even
if it seems tedious at times. To facilitate more frequent patches,
we will be releasing some of the other items on our
roadmap before the scapa flow level (and level editor) is completed.

Best regards,

Oscar & Einar

Patch 0.21
Reworked netcode.
Fixed Navigator bot plotting bug when reversing.
Calibrated papenberg meter.

PL_Andrev
03-08-20, 08:00 AM
Hello everyone!
But why haven’t we finished making the
Scapa flow mission yet?
What’s taking so long?

Instead of just making a single mission, we have decided
to build a general purpose mission editor.

Ouh!
Thanks God...
I told you about this feature years ago...
:yeah:


This mission editor will be made available to players,
and missions will be shareable via Steam workshop.
To that end, we are making a global world map (2D and height map),
so that we can make missions everywhere in the world.
This is what’s taking so long.

Now, mission editor, ship editor, playable warships
and this will be game we're waited for.
:up:

derprophet
03-09-20, 02:56 PM
This must be done. Enter, for a small additional fee, the opportunity to make your submarine more exclusive. Add your own emblems, hull color, or hang your own photo in the captain's cabin). And before we're too late, you need to move the game to another engine. I would very much not want Wolfpack to suffer the fate of Hellion

Unity is a great engine when used by competent developers. It has a bad reputation because horrible developers use it as it's free and don't have a license so bad games have a big made with Unity splash screen before the game initializes.

MadSin
03-09-20, 05:09 PM
Unity is a great engine when used by competent developers. It has a bad reputation because horrible developers use it as it's free and don't have a license so bad games have a big made with Unity splash screen before the game initializes.

I, unfortunately, do not yet know an online game on this engine that works well. If you know, please show me , I really want to believe it)

THE_MASK
03-10-20, 12:31 AM
Mission editor and steam workshop , thankyou .

Onkel Neal
03-11-20, 09:37 AM
v 0.21a
Fixed player name synch bug
Fixed player image synch bug
Fixed ping sound bug

v 0.21b
Fixed lobby visibility (friends only lobbies were visible to
everyone, but rejected all non friends without error message).

gurudennis
03-11-20, 05:22 PM
Thank you for the quick fixes!

Usurpator
03-13-20, 01:41 PM
Hello everyone!
We have spent this week fixing bugs that
showed up with the latest patch,
as well as some previously reported.

Usurpator
03-20-20, 02:54 PM
Hello everyone!
We've spent this week updating and improving the radio. The patch will be released shortly.

Usurpator
03-27-20, 10:41 AM
Hello everyone!

This week we have finished work on the new radio system. The new system has two modes: Simplified and advanced. The mode is set in the lobby settings before starting the game. In simplified mode, players type in messages using the keyboard, but unlike before, the message can be typed out in full, without having to pause between each letter while it is being sent. In advanced mode, the morse key functions like it does in real life. Players will have to learn morse code in order to use this system. The new system uses fixed receive channels for each U-boat. Channel 1 is used to broadcast to all U-boats.

Other changes:
The diesel engine now stops working at 8 meters.
Increased underwater friction when running diesel engines.
Enemy ships are now more prone to ramming u-boats.
Periscopes can now be damaged by collisions.

https://www.youtube.com/watch?v=7lhtIujKHbI

Noobicum4Ever
03-29-20, 01:46 AM
Amazing!

Usurpator
04-03-20, 04:11 PM
Hello everyone!
This week we've added a few more features to the radio as well as fixing some of the recent bugs. A new patch will be released shortly.

Usurpator
04-10-20, 06:53 AM
Hello everyone!
This week we have worked on the radio, and fixed some bugs. The new patch adds rebindable hotkeys for sending morse, and in game notepads for plain and cipher text. The patch also adds four rebindable iambic hotkeys. These will allow the player to send perfectly spaced dots and dashes. This patch also addresses some AI bugs that were present in the last patch.

Patch notes:
Added rebindable morse send key.
Added plain and cipher text input fields in morse key and Enigma use states.
Added iambic morse buttons with custom keybindings (thanks Folko).
Added ability to raise and lower direction finder antenna.
Added toggle for morse alphabet in send view.
Fixed escort not pursuing bug (thanks gurudennis).
All sunk ships now count towards objective completion, even if the responsible u-boat gets destroyed while the ships are sinking.
It is now possible to use the chat while looking at the map.
Fixed UI interaction bugs.
Reduced maximum compressor depth.
Reduced compressed air cost for torpedo firing .
Reduced compressed air cost for starting the diesel engines.
U-boats can no longer receive radio messages below send depth.

Onkel Neal
04-12-20, 09:53 AM
Big new feature for Wolfpack coming soon :shucks:

Fidd
04-12-20, 05:13 PM
Big new feature for Wolfpack coming soon :shucks:

Playable escorts! Wahaaaaay! :Kaleun_Cheers:

derstosstrupp
04-12-20, 06:09 PM
Big new feature for Wolfpack coming soon :shucks:

Alright now I’m dying to know, is it the PvP escorts or something else?

Onkel Neal
04-12-20, 09:43 PM
Playable escorts! Wahaaaaay! :Kaleun_Cheers:

Too soon for that, but it is something on the Roadmap.

Noobicum4Ever
04-13-20, 04:40 AM
Naval Academy?

ceh
04-13-20, 06:04 AM
Scapa Flow?

blackswan40
04-13-20, 06:16 AM
1.More Missions for the rest of the war and more patrol areas ?


2. a Mission editor ?


ill drink to that :Kaleun_Cheers:

ChrisPhoenix
04-13-20, 10:38 AM
I'm hoping for aircraft. But a use for the radio direction finder would also be nice. I'm guessing it is too early to hope for the "Scapa Flow update".
But maybe it is none of that and instead all our prayers are finally heard and we get an open toilet door and a flushable toilet!? (Come on, you know you want it.)

ElJammos
04-15-20, 06:30 AM
Whatever it is, the testers seem to be very excited about it, so good times ahead.

Aktungbby
04-15-20, 10:09 AM
ElJammos!:Kaleun_Salute: AFTER A LONG SILENT RUN!

Usurpator
04-17-20, 03:35 PM
Hello everyone!
This week we've been working on adding voice chat to the game. So far it looks very promising and we hope to be able to release it soon.

Usurpator
04-24-20, 03:33 PM
Hello everyone!
This week we've continued working on the voice chat. We are making progress and hope to release a new patch shortly.

Usurpator
04-30-20, 05:33 AM
Hello everyone!
The voice chat is almost ready. We are doing some final testing right now to make sure everything is working properly. We'll release the update next week.

Fidd
04-30-20, 01:27 PM
I'm interested, and a little concerned, as to how this will be implemented. Specifically if it's inter-boat or only intra-boat voice comms. It seems to me that if it's inter-boat, then there's a huge potential problem of (say) the crewman on one boat mistakenly trying to comply with the orders of a captain on a different boat.

Added to the issues with inter-boat voice comms, is that of simply not wishing to hear puerile conversations from an idiot on a different boat.

So, unless Wolfpack vox-comms are limited to within a single boat, it's likely cause more issues than it solves.

If the implementation is only single-boat, then this will create situations where occasionally captains will want to hop onto another boat's channel, so it's likely players will continue to use Discord or similar anyway, however, there's now the additional issue of that player simultaneously hearing two transmissions, one on discord and one on WPvoice….

So i'm struggling a bit here to see the point of native game voice comms, especially if they're lobby-wide once within the game.

derstosstrupp
04-30-20, 05:12 PM
It’s limited to a single boat, it’s going to mimic reality, distance would be a factor etc, you certainly won’t be able to hear people on other boats.

DrDanilov
05-01-20, 06:46 AM
discord is not realistic, its cool then u can talk in boat with voicechat and talk to other boats with radio and enigma

GreyLynx
05-01-20, 09:52 AM
I’m puzzled by the fact that one can communicate by voice with all other players using Discord while in reality U-Boats communicated using HF radios in CW (Morse Code). To communicate between boats at very short distance, they used Signal Lamps (Aldis Lamps in the RCN) and Semaphore, not to keep Radio Silence, but because I read nowhere that they had VHF or UHF AM/FM Transceivers on board for voice communication. On the other hand, the allied warships were equipped with short range voice transceivers.
Therefore, the use of Enigma and CW Transmitter in the game is as useless as t…s on a bull, unless it is used for communicating with BdU, which at this point is not implemented.

neistridlar
05-07-20, 07:48 AM
I’m puzzled by the fact that one can communicate by voice with all other players using Discord while in reality U-Boats communicated using HF radios in CW (Morse Code).
Discord is entirely separate from Wolfpack, so I don't see how that should be puzzling?

I'm looking forward to having voice comms In game in a somewhat realistic, more immersive manner. I do wonder though how it will affect gameplay though. For instance will the sonarman/radio operator hear the captain when he is on the bridge? Will walls block the sound? Will it matter which way you are facing? IRL, when in the open at sea, there is almost nothing to reflect sound, so speech becomes very directional. That is I would not expect the captain, on the bridge to hear the deck gunner if the gunner is facing is facing forward.

Onkel Neal
05-08-20, 10:32 AM
I’m puzzled by the fact that one can communicate by voice with all other players using Discord while in reality U-Boats communicated using HF radios in CW (Morse Code). To communicate between boats at very short distance, they used Signal Lamps (Aldis Lamps in the RCN) and Semaphore, not to keep Radio Silence, but because I read nowhere that they had VHF or UHF AM/FM Transceivers on board for voice communication. On the other hand, the allied warships were equipped with short range voice transceivers.
Therefore, the use of Enigma and CW Transmitter in the game is as useless as t…s on a bull, unless it is used for communicating with BdU, which at this point is not implemented.


Solution: don't use Discord after this coming update.

Discord is entirely separate from Wolfpack, so I don't see how that should be puzzling?

I'm looking forward to having voice comms In game in a somewhat realistic, more immersive manner. I do wonder though how it will affect gameplay though. For instance will the sonarman/radio operator hear the captain when he is on the bridge? Will walls block the sound? Will it matter which way you are facing? IRL, when in the open at sea, there is almost nothing to reflect sound, so speech becomes very directional. That is I would not expect the captain, on the bridge to hear the deck gunner if the gunner is facing is facing forward.

This is your lucky day, my friend. :)

Usurpator
05-08-20, 10:32 AM
Hello everyone!
This week we are releasing patch 0.23.
This patch includes in-game voice chat, and a number of bug fixes.
Settings for the microphone and voice volume can be found in
the options menu under Audio options.
The push to talk key button can be bound in the key bindings menu.

In the game lobby, the host can choose if the game should be played
with or without realistic voice attenuation.
With realistic voice attenuation enabled, voices are hindered by walls.
Without it you can hear players all over the boat.
In both cases, the direction of the voice is calculated.
In realistic voice mode you can also use the voice tube on the bridge.

Patch notes:
Added voice chat.
Added realistic voice attenuation.
Added bridge/control room voice tube.
It is now possible to clear keybindings by
using backspace in the keybind menu.
Convoys now change direction after going back to idle on
normal difficulty.
Convoys now periodically change direction on hard difficulty.
The starboard EOT now has the command to
increase RPM on both engines, while the port EOT decreases
RPM on both engines.
Added description and uptime to lobby list.
Fixed flying sub bug.
The top hatch now blocks voice communication.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/3c81e592895e08ed33e7e9ee9b76e5386564e387.jpg

Wolfpack345
05-08-20, 11:45 PM
Wow this is great! I can't wait to try the in game Voip! Thanks guys for your hard work! :up:

Aktungbby
05-09-20, 02:15 AM
DrDanilov!:Kaleun_Salute: the infamous :subsim: seven-year-itch stikes again!:yeah:

Sparkcat46
05-10-20, 04:09 AM
Hi, my UZO does not show any bearings, is their something I have missed?

blackswan40
05-10-20, 04:51 AM
Hi Sparkcat46 Whats your Screen resolution i have set mine to 1920 x 1080

and i see the bearing on the Uzo in Wolfpack i have a GTX 1650 4gig Gpu


https://www.subsim.com/radioroom/picture.php?albumid=1246&pictureid=11080

Sparkcat46
05-10-20, 06:11 AM
Thanks Blackswan40, that was it, max setting is 2560x1440 based on my PC

DrDanilov
05-13-20, 05:57 AM
DrDanilov!:Kaleun_Salute: the infamous :subsim: seven-year-itch stikes again!:yeah:

i dont understand that does it mean, but just in case - thank you :)))

blackswan40
05-13-20, 07:28 AM
Re i dont understand that does it mean, but just in case - thank you :)))



You Joined in 2013 and only four posts hence the seven year hitch that you have had to scratch and come back to your home for Home is where the Heart is Welcome back Sir Salute :Kaleun_Salute:


The penalty for being away for so long is the first rounds on you in the Subsim Bar.
Tip from the swan walk into the Bar with a bird of the feathered variety on your shoulder and at closing time when the barman ask's you to settle up your Bar Tab you can politely ask him to stick it on your bill :D

ouPhrontis
05-13-20, 12:57 PM
I have noticed some model errors, where can one log them?

These are minor, but some others may have noticed;

Fog horn model incorrect*
HF antenna feed line absent*
Loop antenna stanchion doesn't extend far enough inside housing


*These are the two concave domes on the for'ard side of the conning tower, port side. The lower is a foghorn and would recess inside, the upper is an aperture for feeding a line to the HF antenna which is the cable running from near the upper part of the conning tower all the way to the bow.

Loving this game by the way, good way to spend and evening.

Pisces
05-13-20, 03:15 PM
i dont understand that does it mean, but just in case - thank you :)))You seem to have returned after a seven year period of absence (since registration). So you are welcomed back. :up:

Usurpator
05-15-20, 02:20 PM
Hello everyone!
This week we've been working on various small improvements as well as fixing bugs.

Usurpator
05-22-20, 10:56 AM
Hello everyone!
This week we've been fixing more bugs and
adding other small improvements to the game.

elo
05-24-20, 05:49 AM
hello developers,
can you fix this bug?
on the TDC, the impact angle has an offset by 180 degrees (Pics)

and it would be nice if the torpedotubes had to be flooded before the topedo shot and the outdoors opened manually

Aktungbby
05-24-20, 10:16 AM
elo!:Kaleun_Salute:

Usurpator
05-29-20, 09:17 AM
hello developers,
can you fix this bug?
on the TDC, the impact angle has an offset by 180 degrees (Pics)

and it would be nice if the torpedotubes had to be flooded before the topedo shot and the outdoors opened manually

I believe you are wrong. The deflection angle(β), the impact angle(α), and the angle on the bow(γ) form a triangle. The sum of the angles of a triangle is always 180 degrees, thus we can calculate the angle of impact as: α=180°-(γ+β).

http://www.tvre.org/images/multithumb_thumbs/b_600_0_16777215_00_images_11_rys_09.jpg

Source:
http://www.tvre.org/en/torpedo-calculator-t-vh-re-s3

Usurpator
05-29-20, 09:18 AM
This week we have been working on small improvements for the game. The next patch will include multiple stopwatches, customizable colors for the map and rebindable mouse buttons. We are also working on a simplified mission editor. This will work as a stop gap between the skirmish mode and the real mission editor, which will have more features.

elo
05-30-20, 11:55 AM
I believe you are wrong. The deflection angle(β), the impact angle(α), and the angle on the bow(γ) form a triangle. The sum of the angles of a triangle is always 180 degrees, thus we can calculate the angle of impact as: α=180°-(γ+β).

http://www.tvre.org/images/multithumb_thumbs/b_600_0_16777215_00_images_11_rys_09.jpg

Source:
http://www.tvre.org/en/torpedo-calculator-t-vh-re-s3


As far as I know an impact angle of 180° means that the torpedo would hit the ship in the back. Also a angle of bow of 0° would mean that the ship is heading right towards the viewpoint (the submarine) and therefore the torpedo would be unable to hit the ship in the back unless it would round the ship first.

derstosstrupp
05-30-20, 03:58 PM
As far as I know an impact angle of 180° means that the torpedo would hit the ship in the back. Also a angle of bow of 0° would mean that the ship is heading right towards the viewpoint (the submarine) and therefore the torpedo would be unable to hit the ship in the back unless it would round the ship first.

Intuitively yes, but that’s not how the computer displayed it. The Tvre worked within the framework of the torpedo triangle, not outside it. It did not have the functionality to take the complement if the impact angle. Why? Because the AOB was actually set indirectly by way of impact angle. In other words, the AOB crank was actually setting the impact angle, and the computer did the math and adjusted the AOB. The link the devs posted is very informative. Did you take the time to read it?

Pisces
05-30-20, 06:09 PM
The way other games show it to us, and by that teach it to us, may not be the way it actually have worked. The person responsible for the information on the tvre.org site apparently did his investigation work. And the devs modeled it after that.
Elo, would you care to explain where your knowledge comes from?

Judging by the edited photo (with red boxes) I would agree only looking at the dials. It is in disagreement with that formula. But the state that picture was taken in may not have been an operational state. As in being turned off and all needles pointing to a zero-state.

derstosstrupp
05-30-20, 07:20 PM
I might also add that model in that picture is of a TDC that predates the impact angle dial. That dial shows lead angle in that model, it wasn’t until later models the impact angle was added, after that picture. Note the picture does not have the red impact angle lamp on it, that’s an indication that that dial did not indicate impact angle. The deal was changed to impact angle at the same time the red indicator light was added. And that indicator light lit up when the impact angle was less than 30 or greater than 150°.

derstosstrupp
05-30-20, 08:22 PM
Alright here is the TDC in the U-505 tower. Impact angle is top right. Based on the dial settings, I’ve reconstructed the shot, also below.

Target bearing is about 112° (bottom dials, the outer pointer inside the red box is the bearing factored into the computer), AOB about 56° left. Parallax angle of 16°, gyro angle of about 92°.

The impact angle per the reconstruction, is about 110°, which matches the dial. NOT the 70° one would expect. Hopefully that suffices to show it.

https://www.subsim.com/radioroom/picture.php?albumid=1301&pictureid=11123

https://www.subsim.com/radioroom/picture.php?albumid=1301&pictureid=11124

elo
05-31-20, 04:29 AM
@ all
ok, im sorry, now i understand, it was a mistake on my part :oops:

@ developer
but is this possible?:

and it would be nice if the torpedotubes had to be flooded before the topedo shot and the outdoors opened manually

Onkel Neal
05-31-20, 11:42 AM
Sure, it's possible. Not a bad idea, either. But as I so often say, keep in mind there are many improvements underway, big and small. I have a few "Neal Items" on the list that won't be done right away, either. We just have to be patient and trust the devs. For me, trusting them is super easy, I've seen how far they've come, the level of detail Einar has crafted into the U-boat, how many really difficult parts of the simulation Oscar has found elegant code solutions for.

Pisces
05-31-20, 12:40 PM
I might also add that model in that picture is of a TDC that predates the impact angle dial. That dial shows lead angle in that model, it wasn’t until later models the impact angle was added, after that picture. ...Well, that goes to show it pays to be a techno-history nerd. ;) Solution: It means something else.

Usurpator
06-05-20, 04:38 PM
Hello everyone!
This week we have continued working
on the mission editor.

Usurpator
06-12-20, 08:39 AM
Hello everyone!

The past couple of weeks we have been working on a simplified mission editor. This is the first step towards the real mission editor, which will have more features.
These settings will allow players to create custom missions different from the standard skirmish mode:

Mission Title
Mission Description
Encoded Orders: This is an encoded message that the players will receive after the mission has started.
Mission Completed Text: Text that is shown when the mission is completed.
Mission Failed Text: Text that is shown when the mission is failed.
Number of torpedoes in the forward torpedo room.
Number of torpedoes in the aft torpedo room.
Convoy Course
Convoy Speed
Year, Month, Day
Hour, Minute
Location
Weather
Tonnage Goal: The players must sink this number of tonnes to complete the mission.
Target List: The players must sink these ships in order to complete the mission.
Anti Target List: The mission is lost if any of these ships are sunk.
Time Limit
Merchant List: This is a list of ships that will be spawned in addition to the ships specified in Target List.
Number of destroyers, corvettes and sloops.
Mission Ends If Discovered: The mission ends if any U-boat is discovered.

Lost At Sea
06-12-20, 10:41 AM
Thx for the detailed update! This is taking shape very nicely :up:
Your last point baffles me a little:
"Mission Ends If Discovered: The mission ends if any U-boat is discovered".

Why so?
A discovered U-boat is not necessarily a dead U-boat. Having failed to approach a convoy undetected is a fairly common scenario and dodging the destroyers attacks should be part of the "alternative" mission, ie. survive and escape to fight another day. Nope?
Did you mean "Mission failed" , instead of "Mission ended" ?

Cheers,
Lost

AllegPeet
06-12-20, 11:11 AM
Is there a WolfPack mission editor available for download? Even a beta one? To tinker with?

Onkel Neal
06-12-20, 04:05 PM
Not yet, that's what they are working on next.

PL_Andrev
06-13-20, 12:22 PM
Mission Ends If Discovered: The mission ends if any U-boat is discovered.
Exactly, what does "discovered" mean?
Detected? Attacked? Damaged?

blackswan40
06-13-20, 02:25 PM
Re Hello everyone!

The past couple of weeks we have been working on a simplified mission editor. This is the first step towards the real mission editor, which will have more features.
These settings will allow players to create custom missions different from the standard skirmish mode:

Mission Title
Mission Description
Encoded Orders: This is an encoded message that the players will receive after the mission has started.
Mission Completed Text: Text that is shown when the mission is completed.
Mission Failed Text: Text that is shown when the mission is failed.
Number of torpedoes in the forward torpedo room.
Number of torpedoes in the aft torpedo room.
Convoy Course
Convoy Speed
Year, Month, Day
Hour, Minute
Location
Weather
Tonnage Goal: The players must sink this number of tonnes to complete the mission.
Target List: The players must sink these ships in order to complete the mission.
Anti Target List: The mission is lost if any of these ships are sunk.
Time Limit
Merchant List: This is a list of ships that will be spawned in addition to the ships specified in Target List.
Number of destroyers, corvettes and sloops.
Mission Ends If Discovered: The mission ends if any U-boat is discovered.

Hopefully one can turn on and off that Mission Ends when detected option as you like.

THE_MASK
06-13-20, 06:19 PM
Hello everyone!

The past couple of weeks we have been working on a simplified mission editor. This is the first step towards the real mission editor, which will have more features.
These settings will allow players to create custom missions different from the standard skirmish mode:

Mission Title
Mission Description
Encoded Orders: This is an encoded message that the players will receive after the mission has started.
Mission Completed Text: Text that is shown when the mission is completed.
Mission Failed Text: Text that is shown when the mission is failed.
Number of torpedoes in the forward torpedo room.
Number of torpedoes in the aft torpedo room.
Convoy Course
Convoy Speed
Year, Month, Day
Hour, Minute
Location
Weather
Tonnage Goal: The players must sink this number of tonnes to complete the mission.
Target List: The players must sink these ships in order to complete the mission.
Anti Target List: The mission is lost if any of these ships are sunk.
Time Limit
Merchant List: This is a list of ships that will be spawned in addition to the ships specified in Target List.
Number of destroyers, corvettes and sloops.
Mission Ends If Discovered: The mission ends if any U-boat is discovered.
:up:

Usurpator
06-19-20, 05:54 AM
Thx for the detailed update! This is taking shape very nicely :up:
Your last point baffles me a little:
"Mission Ends If Discovered: The mission ends if any U-boat is discovered".

Why so?
A discovered U-boat is not necessarily a dead U-boat. Having failed to approach a convoy undetected is a fairly common scenario and dodging the destroyers attacks should be part of the "alternative" mission, ie. survive and escape to fight another day. Nope?
Did you mean "Mission failed" , instead of "Mission ended" ?

Cheers,
Lost

Hello! This setting will be optional. We figured adding this option would enable players to increase the difficulty of the mission even more. I do think you are right about the mission "failing" rather than "ending" :)

Usurpator
06-19-20, 05:56 AM
Glad midsommar everyone!
This week we've continued developing the mission editor. It's not ready yet, but it looks promising.

skipjack578
06-22-20, 05:23 AM
Hi all.

It would be great if there is a random feature in the mission editor, for example:

Random class of the ship to spawn.
Random spawn location.
Random patrol area (unlimited).
Random speed and course.
Random enemy skill (if possible).
Probability of presence of a ship (0-100%).
Random start time.
Random start date.
Random start weather.

This will make missions replayable and more fun.

Keep up the good work!

PL_Andrev
06-24-20, 11:50 AM
Random start weather.

This will make missions replayable and more fun.


I think Beaufort 12 with heavy rain and fog do not guarantee a "more fun".
:D

Onkel Neal
06-26-20, 01:11 PM
The devs are making good progress on the mission editor tool, we discussed various elements and how they will impact gameplay. We hope to have a functional, tested version out in the next couple of weeks if all goes well.

Usurpator
06-26-20, 05:23 PM
Hello everyone!
The mission editor we've been working on is almost ready and the patch will be released shortly.

neistridlar
06-27-20, 04:20 AM
Hi all.

It would be great if there is a random feature in the mission editor, for example:

Random class of the ship to spawn.
Random spawn location.
Random patrol area (unlimited).
Random speed and course.
Random enemy skill (if possible).
Probability of presence of a ship (0-100%).
Random start time.
Random start date.
Random start weather.

This will make missions replayable and more fun.

Keep up the good work!

If they are to be randomized IMHO we need to also be able to select lower and upper bounds, so as not to get the utterly ridiculous combinations.

Pikes
06-28-20, 02:14 PM
+1 for randomised >
Upper/Lower Heading
Upper/Lower Speed
Convoy Formation
Upper/Lower number of escorts
Upper/Lower number of Cargo ships
Inner/Outer radius band of spawn

With this you can get either exactly what you want or a complete mystery, both of which are important.

PL_Andrev
06-29-20, 05:00 AM
+1 for randomised >
Upper/Lower Heading
Upper/Lower Speed


IMHO the best solution was implemented at SH series:
All key points (start, end, mid) are described as radius circle.
The real point (x,y) is described randomly by AI inside the circle.

This same story with speed.
Convoy should be described by three options as random number* of:
slow (up to 10)
medium (10-15)
fast (15+ knots)

* In fact the convoy speed was declared as speed of slowest unit.
This way convoy speed should be updated to the undamaged slowest unit.

BTW.
As I remember from my multiplayer SH2 vs. DC game our missions were randomised by two ways:
- core mission (type of convoy, nationalities, number of units, course, etc) loaded by host
- weather conditions (day time, weather) selected independently by host

My the funniest (and shortest) DC game I remember:
protect US carriers task force at foggy dark night...
After catching sub contact my escort DD sunk after collision with own US carrier.
:haha:

Usurpator
07-03-20, 05:41 PM
Hello everyone!
Developing the mission editor has taken a little longer than anticipated but it's shaping up well. We want to make sure it's done properly and hopefully we'll have it ready for testing next week.

Usurpator
07-10-20, 09:53 AM
Hello everyone! The mission editor works now, and we are currently working on integrating Steam Workshop support, so that sharing and browsing missions will be easy. The new patch (0.24) is ready soon. Patch 0.25 will include improvements to the water system, and more advanced torpedoes (different torpedo types, duds, etc).

JuanLiquid
07-11-20, 05:07 AM
I'm surprised you are going to update the water. While probabily this, and a damage/repair system, are my favorite requests (I day dream about navigate inside a torment with my uboot) I feel the game needs more focus on small details, as ElJammos list.


Buy hey, if you feel you want to do it, i won't complain 😉

Wolfpack345
07-11-20, 11:20 PM
Great! Very happy to hear that we will be getting duds!
Steam workshop integration sounds great too.
Thanks for the update! :up:

Usurpator
07-17-20, 10:17 AM
Hello everyone! This week we have been implementing Steamworks support for the mission editor. We are almost finished, and testing will begin soon. We have also been discussing the future development of the game, and we have compiled a new road map that will be posted on Monday, when we will have time to answer questions.

PL_Andrev
07-17-20, 12:16 PM
We have also been discussing the future development of the game, and we have compiled a new road map that will be posted on Monday

New roadmap?
:hmmm:
Waiting till Monday? So long time???
Oh nooo...
:03:

Usurpator
07-20-20, 05:47 AM
Here is the new roadmap we've compiled for the future development of the game.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/73355eff05b786c37f8d26a9ba25d98050fde7db.jpg


0.24 : Simplified mission editor.

This patch introduces a simplified mission editor, as well as Steam workshop support. This is a stopgap measure before we introduce the real level editor in patch 0.30. In this mission editor the player can set mission parameters for an open sea mission, and share the mission with the community through Steam workshop.

0.25 : New water asset, all torpedo types.

In this patch we will design a new water asset. The new water will be more dynamic, it will support both calmer and more stormy weather conditions. The new water will be dynamically deformed by ships and will create wakes and foam in a realistic manner. This patch will also introduce all relevant torpedo types, including FAT and LUT torpedo patterns, as well as realism options for torpedo failure. The player will be able to choose a torpedo loadout depending on the in game year.

0.26 : Complete U-boat interior.

In the current version of the game only the conning tower, control room and radio room are implemented. In this patch we will add the rest of the U-boat interior: The aft and forward torpedo rooms, engine room, galley, officers and crew accommodations as well as new sonar and radio compartments will be modelled and textured in great detail. The control room and conning tower will be retextured using the correct paint scheme.

0.27 : New damage system for ships.

This patch improves the damage model for enemy ships. The new damage model will have detailed interior colliders for each part of the ship, and the ships will be able to deform, burn and break apart in a realistic manner.

0.28 : Global world map.

This patch introduces a global world map with correct land height and barymetric data for the entire world.

0.29 : New AI, Aircraft.

In this patch we will rewrite the enemy AI, making it more capable. This patch will also introduce aircraft, aircraft carriers, torpedo boats, enemies with forward throwing weapons and enemy radar.

0.30 : New level editor with land/global location.

This patch will introduce a complete level editor, using the global world map. The level editor will be used by us to create a campaign (a series of one off missions), and will also be made available to the player community. The editor will enable us to make missions that take place near the coast, such as harbour invasion missions. This patch introduces coastal defence, mine fields, anti submarine nets and block ships.

0.31 : U-boat flooding and damage.

In this patch we will build a realistic damage model for the U-boat. We will also model dynamic flooding of the U-boat interior.

0.32 : New character models/character creator.

In this patch we will build new character models and a character creator. The new characters will have greater variety in appearance and a larger selection of clothing and accessories.

0.33 : Dedicated servers.

In this patch the net code will be reworked in order to support dedicated servers.

0.34 : Playable corvette and Versus mode.

A playable corvette will be introduced to the game as well as game modes for U-boat versus corvette combat.

Caseck
07-20-20, 10:23 AM
:()1:

PL_Andrev
07-20-20, 12:04 PM
Hmmm... I'm "old school" player so let's focus what is really important for me and another players like me !!!

0.24 : Simplified mission editor. <<< VERY IMPORTANT

0.25 : New water asset, all torpedo types. <<< VERY IMPORTANT

0.27 : New damage system for ships. <<< VERY IMPORTANT

0.31 : U-boat flooding and damage. <<< VERY IMPORTANT

0.34 : Playable corvette and Versus mode. <<< VERY IMPORTANT

0.29 : New AI, Aircraft. <<< IMPORTANT

0.28 : Global world map. <<< IMPORTANT

0.30 : New level editor with land/global location. <<<IMPORTANT

0.26 : Complete U-boat interior. <<< LOW INTEREST

0.33 : Dedicated servers. <<< LOW INTEREST

0.32 : New character models/character creator. <<< LOW INTEREST

Anyway, character creator may be quite interesting option.
Hope with save option to share your avatar-face on uboat.
:salute:

birkenmoped
07-20-20, 02:38 PM
Hmmm... I am an "old school" coop-player, so let me focus on the features that are really important to me and players like me: (Sorry, I couldn't resist :03: )

0.24 : Simplified mission editor. <<< VERY IMPORTANT
0.25 : New water asset, all torpedo types. <<< VERY IMPORTANT
- the present water is unfortunately a great immersion killer
0.26 : Complete U-boat interior. <<< VERY IMPORTANT
- the equipment and rooms where they should be AND finally also in the right colour
0.31 : U-boat flooding and damage. <<< VERY IMPORTANT

0.29 : New AI, Aircraft. <<< IMPORTANT
0.27 : New damage system for ships. <<< IMPORTANT
0.28 : Global world map. <<< IMPORTANT
0.30 : New level editor with land/global location. <<< IMPORTANT
0.33 : Dedicated servers. <<< IMPORTANT

0.32 : New character models/character creator. <<< NICE TO HAVE
0.34 : Playable corvette and Versus mode. <<< LOW INTEREST

Thank you "Dev Team" for disclosing the roadmap, I am very much looking forward to the upcoming planned functions.

THE_MASK
07-20-20, 03:06 PM
Wow , thats come out of left field . Was not expecting some things on the list .

CapitaCatalunya
07-20-20, 08:24 PM
the lack of a full interior was what was preventing me from getting the game, I'm absolutely amazed that it's coming so soon. Once it does I'm getting the game inmediately

gurudennis
07-22-20, 02:55 AM
I'd like to point out from personal experience that displaying planned version numbers like that may be a bit too specific. Ultimately, reordering is quite likely as certain features turn out to be easier and some others hit roadblocks. It's better to be vague than to risk disappointing the fans of specific features on the list.

Then there's also the obvious conclusion that some of these features imply at least 3-6 months between versions assuming the scale of the dev team remains relatively small... I am enough of a fan of this game to want something a bit more frequent (even if smaller in scale).

Pikes
07-23-20, 05:18 AM
I'd like to point out from personal experience that displaying planned version numbers like that may be a bit too specific. Ultimately, reordering is quite likely as certain features turn out to be easier and some others hit roadblocks. It's better to be vague than to risk disappointing the fans of specific features on the list.

Then there's also the obvious conclusion that some of these features imply at least 3-6 months between versions assuming the scale of the dev team remains relatively small... I am enough of a fan of this game to want something a bit more frequent (even if smaller in scale).

It's ok to say what you would like to see. It's a little condescending to tell people how to do it though, even if you might be correct.

Actually the first thing I saw in that list was a weird order from a dev point of view. It's like the features have no connection to how the pair of them work. One might be art heavy, the other code heavy. For example... Full interior... oof... that is a huge modelling and texturing job. Are the guys both doing it at the same time or is one of them working on the next in sequence.

Anyway, I don't know anything about that, I just wish them well and thank them for doing a lot of the things I wanted too. And the game.

Pilot_76
07-23-20, 04:36 PM
If I may chip in I’d like a position coordinate display in many formats such as

Decimal Degrees (DD) DD.ddddd 47.64896 -122.34811
Decimal Degrees (HDD) HDD. ddddd N 47.64896 W 122.34811

That is for celestial navigation. I’d copy it and throw it in stellarium and do my sightings. This format only gives me partial info on my current position. The rest is on me.

Usurpator
07-24-20, 06:51 AM
Hello everyone!
The mission editor was made available to the testers yesterday and will be tested throughout the weekend. We initially planned to release it today, but we want to make sure it is stable first. So far everything looks good, and if no major errors occur, we will release it on Monday.

Aktungbby
07-25-20, 02:09 AM
gugunot! the infamous :subsim: seven-year-itch stroked again! Nice silent run!:up:

Usurpator
07-27-20, 09:21 AM
Hello everyone!
Patch 0.24 is now released. This patch contains a mission editor with Steamworks support. To make a mission, choose Workshop in the main menu, and then select Create mission.
To play Steamworks missions, select Workshop in the lobby menu, then select browse workshop. In the workshop menu, click on the mission you want to play and choose subscribe.
When the mission is downloaded, you can play it by selecting play.

Patch notes:
Added a mission editor with Workshop support.
Map colors can now be changed in the options menu.
Mouse buttons can now be bound to actions just like keyboard keys.
Added 3 additional stop watches.
Added log book to recognition manual.
Updated the Enigma model.

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33670926/2f51a9b298d78d335c3ef18c976c2e72bc4329db.png

Lost At Sea
07-29-20, 06:11 AM
Solid update and impressive roadmap!

I see no reference to the Radio Direction Finder functionality, is it still happening?
Certainly hope so, but thx anyway for everything else :salute:

Cheers,
Lost

Usurpator
08-08-20, 09:52 AM
Solid update and impressive roadmap!

I see no reference to the Radio Direction Finder functionality, is it still happening?
Certainly hope so, but thx anyway for everything else :salute:

Cheers,
Lost

It's not on the roadmap, but we'll work on it whenever it makes sense during development.

Usurpator
08-08-20, 09:52 AM
Hello everyone!
With the mission editor up and running we'll continue working on the upcoming features listed on the roadmap. Bugs that have been reported will also be fixed.

Fearless
08-12-20, 10:39 PM
On steam it advised in the FAQs
Approximately how long will this game be in Early Access?
“The final version of the game will be released in 2020.”

Is that still the case considering the Road Map still has 10 updates to go.

Just wondering.

Usurpator
08-14-20, 07:01 AM
Hello Everyone! This week we have started working on the new water asset. Most of the week has been spent on getting a nice looking wave spectrum. Next week we will work on a new buoyancy system and an underwater effect.

Gerald
08-14-20, 08:14 AM
https://scontent-dfw5-2.xx.fbcdn.net/v/t1.0-9/117775942_3341345055886578_5583153077477684078_o.p ng?_nc_cat=102&_nc_sid=8024bb&_nc_ohc=P2zt7EdXdxgAX9ZYQpk&_nc_ht=scontent-dfw5-2.xx&oh=8263b80e75ed801188ab9903db6e2b1d&oe=5F5CCBA8 Looks like sea to me...."should the viewer have a different feeling".:ping:

JuanLiquid
08-14-20, 12:38 PM
The ocean pic is a nice start, it still needs more realism. I'd like to see big and dangerous waves too, which force to navigate in a smart direction.

PL_Andrev
08-16-20, 12:45 PM
I'd like to see big and dangerous waves too, which force to navigate in a smart direction.
Current sea view looks too flat, but I'm not sure "the big and dangerous waves" were positive aspect of submarine attack game.
Additionally, based on US memories the big waves made a early ignitions and detonations of US torpedoes...

See the weather on sea captured on photos during uboat activities:

https://upload.wikimedia.org/wikipedia/commons/7/74/The_Royal_Navy_during_the_Second_World_War_A4570.j pg


https://gdb.rferl.org/56BE6D3D-8F0F-440D-BBC2-FB2790219109_w1024_q10_s.jpg


https://whyy.org/wp-content/uploads/2018/10/R-P-Resor-side-view-820-768x584.jpg

Usurpator
08-21-20, 03:24 PM
Hello Everyone!
This week we've been working on the new buoyancy system. Here is a work in progress video.

https://www.youtube.com/watch?v=CvcJ9zsg508

Onkel Neal
08-21-20, 03:43 PM
The water asset and buoyancy system is a big update even though it is not readily apparent to the end user. This new built-in-house water asset the new water asset is very efficient with resources and will allow the game to take advantage of the latest version of the Unity engine. The original water asset allowed the devs to get a game in place and on the Early Access platform, now they have engineered a greatly superior water asset of their own that will work much better for the game, with caustic effects, better shading of underwater views through the periscope, and the long-awaited foam and wakes that will improve the visible appearance.

Lost At Sea
08-23-20, 01:11 AM
Fantastic news, well done!!!
You guys forgot to mention the floating red bricks :D

Lost

BrokenPrism
08-24-20, 06:22 AM
Will we get underwater effects? Like the sub being pushed around by dc's?

rohling
08-24-20, 12:42 PM
Could you also please add depth charge explosions above surface?
This would be really helpful when working together in a pack.. locating
a buddy in need :salute:

Onkel Neal
08-25-20, 08:22 AM
Could you also please add depth charge explosions above surface?
This would be really helpful when working together in a pack.. locating
a buddy in need :salute:

That is a good suggestion, thanks

bigbear
08-26-20, 10:35 AM
Yesterday, I purchased Wolfpack in the hopes that it would support a widescreen monitor, specifically 3440x1440. All seemed to work fine until I finally got around to the conning tower where I wasn't able to access any navigation or attack scope controls. The cursor just doesn't move past a certain point on the left or the right of the screen -- confining me to a view that is just between either of the two control areas. If you guys could take a few moments and just make it work the same as the rest of the locations, that would be great. Essentially, the game is unplayable for me until this is resolved.

Also, there is something that I find to be a real annoyance: When I move the cursor around the screen, the pointer is a "precision pointer" (crosshair) type rather than a "arrow-pointer" type. The crosshair is useful on the map display, but is very difficult to see on other displays. If you guys could just alter the mousepointer type so that it shows the crosshair type only on the map display that would be VERY helpful.

Onkel Neal
08-28-20, 08:01 AM
Also, there is something that I find to be a real annoyance: When I move the cursor around the screen, the pointer is a "precision pointer" (crosshair) type rather than a "arrow-pointer" type. The crosshair is useful on the map display, but is very difficult to see on other displays. If you guys could just alter the mousepointer type so that it shows the crosshair type only on the map display that would be VERY helpful.

Noted, thanks.

Pisces
08-28-20, 09:37 AM
Would be nice if they can invert the color of the mouse icon. White on a bright map surface or background sky in the main menu is easily lost. We need more contrast aside from size.

Usurpator
08-28-20, 03:37 PM
Hello Everyone!
During the past week, work on the new water asset has proceeded as planned. We are also fixing bugs that have been reported. We're doing another Q&A on Discord September 9:th 10-18 GMT. If you have questions regarding the project we'll be there to answer them.

Wolfpack Discord: https://discord.gg/ZwEymD5

Onkel Neal
09-04-20, 03:02 PM
.24C patch released to fix the enemy ship night detection range issue.

Usurpator
09-04-20, 04:08 PM
Hello Everyone!
This week we've been working on the new water asset. We also released a patch fixing the enemy night blindness bug. If you have questions regarding the project, we're doing a Q&A on Discord September 9:th 10-18 GMT.

Usurpator
09-11-20, 08:49 AM
Hello everyone!
This week we've been working on the new water asset.
We are finished with depth sampling and buoyancy, and next week
we will work on refraction and reflection. We also held a Q&A where we got some good input from the community. Thanks to everyone who participated.

Usurpator
09-18-20, 06:26 PM
Hello everyone!
This week we've been working on various under water effects
for the new water asset.

skipjack578
09-19-20, 08:50 AM
May i suggest to remove underwater "wavy effect" when watching your submarine through the scope. (sub appears to be wavy and curved)
They also did this in SH series but that is something taken from spongebob and other cartoons.
If you watch your submarine through a scope underwater it would be seen normal, only if you watch a sub from above the water then it would appear to be wavy and curved because of the refraction of light.

Keep up the good work!

Usurpator
09-25-20, 02:32 PM
May i suggest to remove underwater "wavy effect" when watching your submarine through the scope. (sub appears to be wavy and curved)
They also did this in SH series but that is something taken from spongebob and other cartoons.
If you watch your submarine through a scope underwater it would be seen normal, only if you watch a sub from above the water then it would appear to be wavy and curved because of the refraction of light.

Keep up the good work!

Thank you, you are correct. This is temporary and will be taken care of. We'll stay clear of the Spongebob look xD

Usurpator
09-25-20, 02:32 PM
Hello everyone!
This week we've been improving the under water effects for the new water asset. We've also made a chronograph, it will be added to the game with the next update.

Catfish
09-30-20, 06:13 AM
Only saw it now, thanks for the update! :salute:

Usurpator
10-02-20, 04:00 PM
Hello everyone! Here is a short video showing some progress on the new water asset we are working on. The next step will be adding foam and wakes.

https://www.youtube.com/watch?v=vZ0R-vXIXYM

blackswan40
10-02-20, 05:40 PM
Hi Usurpator Oscar and Einar Onkel Neal do this mean we are getting a gods eye mode view for Wolfpack or am i jumping the gun a tad